Second Edition
Bestiary 3
BESTIARY 3
AUTHORS Logan Bonner, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Erik Scott de Bie, Jesse Decker, Brian Duckwitz, Hexe Fey, Keith Garrett, Matthew Goodall, Violet Gray, Alice Grizzle, Steven Hammond, Sasha Laranoa Harving, Joan Hong, James Jacobs, Michelle Jones, Virginia Jordan, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Philippe-Antoine Menard, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, Samantha Phelan, Stephen Radney-MacFarland, Danita Rambo, Shiv Ramdas, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, Mark Seifter, Sen.H.H.S, Abigail Slater, Rodney Sloan, Shay Snow, Pidj Sorensen, Kendra Leigh Speedling, Tan Shao Han, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Skylar Wall, Andrew White, and Landon Winkler GAME DESIGNERS Logan Bonner, Jason Bulmahn, Lyz Liddell, Michael Sayre, and Mark Seifter DESIGN LEADS Lyz Liddell and Mark Seifter EDITING LEAD Patrick Hurley EDITORS Judy Bauer, Addley Fannin, Leo Glass, Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and Lu Pellazar COVER ARTIST Wayne Reynolds INTERIOR ARTISTS Biagio d’Alessandro, Klaher Baklaher, Rogier van de Beek, Olivier Bernard, Michele Esposito, Miguel RegodÓn Harkness, Kurt Jakobi, Ksenia Kozhevnikova, Katerina Landon, Rastislav Le, Valeria Lutfullina, Damien Mammoliti, David Melvin, Andrea Tentori Montalto, Guilherme Motta, Artur Nakhodkin, Nikolai Ostertag, Mirco Paganessi, Mikhail Palamarchuk, Pixoloid Studios (Mark Molnar, David Metzger, Gaspar Gombos, Zsolt ‘Mike’ Szabados, Janos Gardos, Laszlo Hackl, Orsolya Villanyi), RamonPuasaJr.,ScottPurdy,MaicholQuinto,ChrisSeaman, Indah Alditha Putri Siregar, Firat Solhan, Luca Sotgiu, Allison Theus, Brian Valeza (Gunship Revolution) ART DIRECTION Sarah E. Robinson GRAPHIC DESIGN Emily Crowell and Sonja Morris CREATIVE DIRECTOR James Jacobs DIRECTOR OF GAME DESIGN Jason Bulmahn PUBLISHER Erik Mona
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Table of Contents Introduction Monsters A-Z Appendix
5 8 304
Ability Glossary Creature Traits Rituals Languages Creatures by Type Creatures by Level
304 307 310 311 311 313
Alphabetical Listing Of Monsters Abandoned Zealot 8 Abrikandilu (demon) 61 Adachros (ennosite) 95 Adhukait (asura) 22 Adlet 9 Adult Forest Dragon 75 Adult Sea Dragon 78 Adult Sky Dragon 80 Adult Sovereign Dragon 82 Adult Underworld Dragon 84 Aghash (div) 69 Air Wisp (air elemental) 90 Amalgamite 14 Amphisbaena 15 Ancient Forest Dragon 76 Ancient Sea Dragon 78 Ancient Sky Dragon 80 Ancient Sovereign Dragon 83 Ancient Underworld Dragon 85 Android Infiltrator 16 Angazhani 17 Angheuvore Flesh-Gnawer (mortic) 174 Animated Colossus (animated object) 19 Animated Furnace (animated object) 18 Animated Silverware Swarm (animated object) 18 Animated Trebuchet (animated object) 19 Aphorite Sharpshooter (planar scion) 204 Arboreal Archive 21 Arboreal Reaper 20 Arcane Living Rune (living symbol) 163 Azarketi Explorer 26 Azer 27 Bauble Beast 28 Baykok 29 Betobeto-San 31 Bison 32 Blood Hag 130 Blood Painter 33 Bone Ship 34
Bore Worm Swarm Brainchild Brimorak (demon) Buso Farmer Cactus Leshy Caligni Caller Caligni Vanguard Calikang Camel Caulborn (ennosite) Cave Giant Cecaelia Trapper Chouchin-Obake (tsukumogami) Chyzaedu City Guard Squadron Clacking Skull Swarm Clockwork Dragon Clockwork Mage Clockwork Soldier Clockwork Spy Cobbleswarm (cobble mite) Common Eurypterid Consonite Choir Coral Capuchin Corrupted Relic Crossroads Guardian Cunning Fox (spirit guide) Danava Titan Deimavigga (devil) Desert Giant Divine Warden of Nethys Domovoi (house spirit) Doru (div) Draconal (agathion) Dramofir Draxie (sprite) Dretch (demon) Duende Dvorovoi (house spirit)
36 38 62 39 160 40 40 42 43 94 108 45 277 46 47 244 50 50 49 48 52 97 53 54 55 59 252 269 66 109 73 136 68 12 86 255 60 87 137
BESTIARY 3 Dybbuk Earth Wisp (earth elemental) Einherji Elder Sphinx Elder Wyrmwraith Elysian Titan Empress Bore Worm Esipil (sahkil) Etioling Blightmage (mortic) Eunemvro Fading Fox Feathered Bear (spirit guide) Feral Skull Swarm Festrog Fire Wisp (fire elemental) Flaming Skull (beheaded) Flumph Fortune Eater Fossil Golem Fuath (gremlin) Galvo Ganzi Martial Artist (planar scion) Garuda Gathlain Wanderer Ghoran Manipulator Giant Flying Squirrel Giant Hermit Crab Giant Opossum Giant Pangolin Giant Porcupine Giant Seahorse Giant Skunk Giant Vulture Girtablilu Seer Girtablilu Sentry Gliminal Globster Green Man Grimple (gremlin) Grioth Cultist Grioth Scout Guecubu Gurgist Mauler (mortic) Hadrinnex Haniver (gremlin) Harmona Harpy Skeleton Hatred Siktempora Hekatonkheires Titan Hellbound Attorney (devil) Hellknight Cavalry Brigade Hellwasp Swarm Herexen
88 90 89 250 297 268 37 218 177 96 102 253 244 98 91 30 100 101 116 121 103 205 104 105 106 257 58 192 199 207 227 246 289 112 112 114 115 118 120 123 122 126 175 127 120 132 236 235 270 64 44 133 134
Hermit Crab Swarm Hesperid (nymph) Hesperid Queen (nymph) Hieracosphinx House Drake Huldra Hyakume Incutilis Ioton (ennosite) Ittan-Momen (tsukumogami) Japalisura (asura) Jorogumo Kangaroo
58 188 190 250 135 138 139 140 92 276 23 141 146
Kappa Kasa-Obake (tsukumogami) Khravgodon (opossum) Kimenhul (sahkil) Kirin Kishi Kitsune Trickster Kodama (kami) Kokogiak Kongamato Kovintus Geomancer Krampus Kuchisake-Onna
147 276 192 222 148 149 150 143 151 152 153 154 156
Bestiary 3
Kurobozu Kushtaka Lampad (nymph) Lampad Queen (nymph) Ledalusca Leng Ghoul Levaloch (devil) Lifeleecher Brawler (mortic) Locathah Hunter Love Siktempora Lovelorn Maftet Guardian Maharaja (rakshasa) Manticore Paaridar Megalictis (weasel) Megatherium (sloth) Melixie (sprite) Mezlan Mi-Go Millindemalion Misery Siktempora Mithral Golem Mix Couatl Mobogo Mokele-Mbembe Monkey Monkey Swarm Moon Hag Moose Mothman Munagola (devil) Munavri Spellblade Myceloid Nagaji Soldier Namorrodor Narwhal Nemhaith Nightgaunt Nightmarchers Nikaramsa (asura) Nosferatu Malefactor (vampire) Nosferatu Overlord (vampire) Nosferatu Thrall (vampire) Nucol (sahkil) Nyktera (sprite) Oil Living Graffiti (living symbol) Omox (demon) Ostovite Ouroboros Ovinnik (house spirit) Owb Owb Prophet Pairaka (div) Pakalchi (sahkil) Palace Skelm Penanggalan Peri
4
157 158 188 189 159 107 65 176 164 233 165 166 210 198 291 248 254 167 168 169 232 117 56 170 171 172 172 131 173 179 66 180 181 182 183 184 185 186 187 24 284 285 284 219 254 162 63 193 194 137 196 197 70 220 240 200 201
Phantom Beast Phantom Knight Piranha Swarm (fish) Plague Giant Platecarpus (mosasaur) Popobawa Procyal (agathion) Pufferfish Pukwudgie Quintessivore Raktavarna (rakshasa) Rancorous Priesthood Rat Snake Swarm Red Fox Rhu-Chalik Ringhorn Ram Roiling Incant Rokurokubi Rosethorn Ram Sabosan Samsaran Anchorite Sasquatch Scalescribe Seaweed Leshy Seething Spirit Sepid (div) Severed Head (beheaded) Shabti Redeemer Shae Shambler Troop (zombie) Shantak Shaukeen (asura) Shikigami (kami) Shrine Skelm Shulsaga (ennosite) Silvanshee (agathion) Skeleton Infantry Skinstich Skull Peeler Skunk Slithering Pit Sorcerous Skull Swarm Soul Skelm Spiny Eurypterid Squirming Swill Squirrel Swarm Stheno Harpist Stone Lion (guardian beast) Stone Lion Cub (guardian beast) Storm Hag Street Skelm Strix Kinmate Sturzstromer (cobble mite) Sulfur Zombie Sumbreiva Swordkeeper Tattoo Guardian
203 202 99 111 178 206 11 99 208 209 210 213 249 102 214 212 215 216 212 217 224 225 226 161 228 71 30 229 230 302 231 22 142 239 93 10 237 242 243 246 247 245 241 97 256 257 258 125 124 128 238 259 52 303 260 261 262
Terra-Cotta Garrison Terra-Cotta Soldier Terror Bird Terror Shrike Thanatotic Titan Three-Toed Sloth Tiddalik Tidehawk Tikbalang Tolokand Tomb Giant Tooth Fairy Tooth Fairy Swarm Toshigami (kami) Trailgaunt Trilobite Trilobite Swarm Triumph Siktempora Tupilaq Tylosaurus (mosasaur) Tyrannosaurus Skeleton Tzitzimitl Umasi Valkyrie Vanara Disciple Vilderavn Vine Leshy Viper Swarm (snake) Vishkanya Infiltrator Vulpinal (agathion) Water Wisp (water elemental) Wayang Whisperblade Weasel Werebat Werecrocodile Wihsaak (sahkil) Winter Hag Wizard Sponge Wolliped Wyrmwraith Wyrwood Sneak Ximtal (sahkil) Xiuh Couatl Yithian Young Forest Dragon Young Sea Dragon Young Sky Dragon Young Sovereign Dragon Young Underworld Dragon Yzobu Zetogeki Zombie Dragon Zuishin (kami)
263 263 264 264 268 248 265 266 267 272 110 273 273 145 274 275 275 233 278 178 236 279 280 281 286 287 160 249 288 11 91 290 291 292 293 219 129 294 295 296 298 221 57 299 74 77 79 81 83 300 301 303 144
Introduction
INTRODUCTION A-C
Welcome to Pathfinder Bestiary 3! Within these pages, you’ll find whirring clockworks, marching troops, accursed villains, wild animals, and other creatures who can serve as allies or adversaries in your game. This book details hundreds of new creatures, expanding upon the monsters introduced in the first two Pathfinder Bestiary volumes. To use this book, you’ll need the Pathfinder Core Rulebook, which contains the rules of the game and gives you further understanding of each creature’s rules and its place in the world. Using both of these books allows you as the Game Master (or GM) to create stories of grand adventure and populate them with fearsome foes, possible allies, and friendly guides. Most of the sections of this book describe a creature or a group of related creatures, present their game statistics, illustrate their place within the game world, and provide details about their behavior or society. In this introduction, you can find advice on how to play these creatures, including how to read and use their statistics, recommendations regarding roleplaying their interactions with player characters, and guidance on adjusting creature statistics to the needs of your setting. Lastly, the appendix in the back of the book contains sections that provide information about frequently used monster abilities, creature traits, new rituals, uncommon languages, and lists of monsters sorted by type and level.
Playing Creatures
While the other players portray their characters, you as the Game Master get to play everyone else. This section provides the basics for using the creatures in this book. It guides you through the process of reading and understanding creature statistics so you know how to easily present a creature as a threat or ally in and out of combat. It also provides general advice for roleplaying creatures to help provide more depth when characterizing them within your game’s world.
READING CREATURE STATISTICS Each creature’s rules appear in a stat block, with a structure similar to those of feats, spells, and magic items. Because creatures have more abilities than those game elements, however, their statistics include more entries, many of which have special formatting. A creature’s traits line sometimes begins with a rarity; if the creature’s rarity is common, no rarity is listed. The next entry is its alignment, which is given as a one- or two-letter abbreviation (LG for lawful good, N for neutral, CE for chaotic evil, and so on); these abbreviations are listed comprehensively on page 307. Next is the creature’s size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed alphabetically. The traits appearing in this book, including
some traits from the Pathfinder Core Rulebook, can be found in Creature Traits on page 307. Actions and activities the creature can use have the appropriate icons next to those abilities’ names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use what’s listed in its stat block. For instance, a spellcasting creature can perform the Cast a Spell activity, and a creature is never untrained with any of its items. Some abilities are abbreviated in stat blocks and described in full in the Ability Glossary on pages 304–307.
H-K
CREATURE NAME
LEVEL
S-T
Perception The creature’s Perception modifier is listed here, followed by any special senses. Languages The languages for a typical creature of that kind are listed here, followed by any special communication abilities. If a creature lacks this entry, it can’t communicate with or understand another creature through language. Skills The creature is trained or better in these skills. For untrained skills, use the corresponding ability modifier. Ability Modifiers The creature’s ability modifiers are listed here. Items Any significant gear the creature carries is listed here. Interaction Abilities Special abilities that affect how a creature perceives and interacts with the world are listed here. AC, followed by any special bonuses to AC; Saving Throws A special bonus to a specific save appears in parentheses after that save’s bonus. Any special bonuses to all three saving throws against particular types of effects are listed after the three saves. HP, followed by automatic abilities that affect the creature’s Hit Points or healing; Immunities; Weaknesses; Resistances Any immunities, weaknesses, or resistances the creature has are listed here. Automatic Abilities The creature’s auras, any abilities that automatically affect its defenses, and the like are listed here. Reactive Abilities Free actions or reactions that are usually triggered when it’s not the creature’s turn are listed here. Speed, followed by any other Speeds or movement abilities. Melee [one-action] (traits; some weapon traits, such as deadly, include their calculations for convenience) The name of the weapon or unarmed attack the creature uses for a melee Strike, followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a weapon with a +1 weapon potency rune, those calculations are already included, Damage amount and damage type, plus any additional effects (this entry is Effect if the Strike doesn’t deal damage). Ranged [one-action] As Melee, but also lists range or range increment with traits, Damage as Melee. Spells The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed
U-Z
RARITY TRAIT
ALIGNMENT ABBREVIATION
SIZE
D E-G
L-N O-R
OTHER TRAITS
APPENDIX
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Bestiary 3
by the DC (and attack modifier if any spells require spell attack rolls). Spells are listed by level, followed by cantrips. A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell level. Innate Spells These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by level. Rules for constant and at-will spells appear on page 304 in the Ability Glossary. Focus Spells If a creature has focus spells, this entry lists the spells’ level, the Focus Points in the creature’s focus pool, the DC, and those spells. Rituals Any rituals the creature can cast appear here. Offensive or Proactive Abilities Any actions, activities, or abilities that automatically affect the creature’s offense, as well as free actions or reactions that are usually triggered on the creature’s turn, appear here in alphabetical order.
ROLEPLAYING CREATURES Whether it’s an adversary or a potential ally, a creature might have a very different worldview than the PCs. When roleplaying creatures, think about how they experience the world differently due to their senses, physiology, and habitat. Each creature entry in this book gives you some context about the creature’s worldview, motivations, ecology, and societies. Many sections have sidebars that provide relevant facts about creatures (labeled with the icons listed in the Sidebar Icons section on page 7). You can use the information in each creature entry as cues on how to roleplay the creature in and out of combat. These cues can be as simple as a difference in idioms (perhaps saying “in the other tentacle” rather than “on the other hand”) and as complex as determining motivations, hopes, and dreams for an individual creature. Understanding a creature you’re playing also informs what tactics it uses, as well as whether it’s willing to surrender or flee when losing a fight.
Adjusting Creatures
Sometimes you might need to customize a creature based on the needs of your story or the narrative circumstances as your story unfolds. This section guides you through some basic strategies you can use to adjust creatures. It includes quick adjustments you can make to a creature to alter its level. You might also need to adjust a creature’s languages or gear, or know its proficiency ranks in skills or Perception.
COMBAT POWER The creatures presented in this book have appropriate statistics for their levels. In many cases, you can make relatively minor adjustments, called elite and weak adjustments, to their statistics to make them function 1 level higher or lower than presented.
6
Elite and weak adjustments work best with creatures that focus on physical combat. These adjustments overstate the normal numerical gains the creature would make from increasing its level to make up for the lack of new special abilities. As such, when applied multiple times to the same creature, these adjustments cause its statistics to become less accurate for the creature’s level. These adjustments have a greater effect on the power level of low-level creatures; applying elite adjustments to a level –1 creature makes it closer to 1st level, and applying weak adjustments to a 1st-level creature gives you one whose level is closer to –1. Creatures that cast spells or rely on noncombat abilities typically need specific adjustments to those spells or abilities.
ElitE AdjustmEnts Sometimes you’ll want a creature that’s just a bit more powerful than normal so that you can present a challenge that would otherwise be trivial, or show that one enemy is stronger than its kin. To do this quickly and easily, apply the elite adjustments to its statistics as follows: • Increase the creature’s AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2. • Increase the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster’s spells or a dragon’s Breath Weapon), increase the damage by 4 instead. • Increase the creature’s Hit Points based on its starting level (see the table below). Starting Level 1 or lower 2–4 5–19 20+
HP Increase 10 15 20 30
WEAk AdjustmEnts Sometimes you’ll want a creature that’s weaker than normal so you can use a creature that would otherwise be too challenging, or show that one enemy is weaker than its kin. To do this quickly and easily, apply the weak adjustments to its statistics as follows. • Decrease the creature’s AC, attack modifiers, DCs, saving throws, and skill modifiers by 2. • Decrease the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster’s spells or a dragon’s Breath Weapon), decrease the damage by 4 instead. • Decrease the creature’s HP based on its starting level. Starting Level 1–2 3–5 6–20 21+
HP Decrease –10 –15 –20 –30
LANGUAGES The languages listed in a creature’s entry represent the languages a typical creature of that type knows. However, you might want to vary these based on the specific creature. For instance, if a creature is interested in speaking with or understanding the people in its region, it would most likely know the language those people speak. This language is most often Common, but you can give it a more appropriate language depending on where the creature lives (such as Undercommon for the Darklands). Beings from other planes are unlikely to know any languages from the Material Plane unless they frequently travel there. If such a creature knows a mortal language, then that creature likely is interested in communicating with mortals. This language is most often Common, though keep in mind that such a creature should speak Common only if it specifically travels to or studies your campaign’s world and region above others. The languages in Pathfinder can be found on page 65 of the Core Rulebook and in the Languages section of this book (page 311).
GEAR Some creatures rely on gear, like armor and weapons. You might need statistics for such a creature that doesn’t have its gear. For example, a creature could be Disarmed, it might be ambushed while it’s out of its armor, or one of its worn magic items could be disabled with dispel magic. In most cases, you can simply improvise, but if you want to be more exacting, use these guidelines for weapons and armor. If a creature loses its weapon, it might draw another weapon or use an unarmed attack. If it uses a Strike it doesn’t have listed in its stat block, find a Strike entry for the creature that most closely matches the substitute, reduce the attack modifier by 2, and use the damage dice for the new Strike. If the creature needs to make an unarmed attack and doesn’t have one listed in its stat block, it uses the statistics for a fist (Core Rulebook 280). If the creature loses a weapon with a weapon potency rune, you usually should reduce the attack modifier by 2 plus the bonus granted by the weapon’s potency rune for the new weapon. For example, if the creature is Disarmed of its +1 mace, then you would reduce the attack modifier by 3 instead of 2 for the new Strike. If a creature doesn’t have its armor, find the armor in its Items entry and reduce the creature’s AC by that armor’s item bonus
(Core Rulebook 275). If the armor has a potency rune, increase the reduction as appropriate; for example, if the creature has a suit of +2 chain mail in its statistics, and the characters catch the creature without its armor, you would reduce the creature’s AC by 6 instead of 4. If the armor has a resilient rune, reduce the creature’s saves based on the rune’s type (1 for resilient, 2 for greater resilient, or 3 for major resilient).
SKILLS, PERCEPTION, AND PROFICIENCY In some situations, such as when a creature is trying to Disable a PC’s snare, you need to know the creature’s proficiency rank. Creatures are trained in the skills listed in their stat blocks. Because monsters aren’t created using the same rules as PCs, they are untrained in skills that aren’t listed. A creature usually has expert proficiency in its listed skills around 5th level, master proficiency around 9th level, and legendary proficiency around 17th level. A creature might need a certain proficiency rank in Perception to detect certain things. Many creatures have expert proficiency in Perception, and improve to master proficiency around 7th level and legendary proficiency around 13th level. At your discretion, creatures with world-class aptitude for a particular skill or in Perception, such as a doppelganger with Deception, might have a higher rank in that skill or Perception.
INTRODUCTION A-C D E-G H-K L-N O-R S-T U-Z APPENDIX
Sidebar Icons
Each sidebar in a creature section is marked with an icon identifying the type of information it contains. Advice and Rules
Related Creatures
Additional Lore
Treasure and Rewards
Locations
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Bestiary 3
Abandoned Zealot LITURGIES OF THE LOST A particular form of abandoned zealot appears near the Starstone Cathedral in the city of Absalom. Mortals who fail to reach divinity through the Test of the Starstone perish and arise as these wrathful undead, despising other aspirants.
Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward they expected. Consumed by self-loathing for the lives they squandered to false faiths and empty creeds, these lost souls serve as terrifying and implacable—yet ultimately pathetic—foes. A shapeless mass of smoke and shadow coils behind their broken masks. As abandoned zealots move, they spit and shriek a hateful cacophony of bitter lamentations and anguished weeping. Abandoned zealots are most commonly associated with the church of Razmir, which upholds a mortal wizard as a god—a truth unknown to most worshippers. However, abandoned zealots might arise from a true religion if they’ve been misled about that faith’s true tenets or aims. This situation could easily result from the cruel schemes and predations of sinister beings, such as shrine skelms (page 239) and the blasphemous devils known as deimaviggas (page 66).
ABANDONED ZEALOT CE
MEDIUM
INCORPOREAL
CREATURE 6 SPIRIT
UNDEAD
Perception +14; darkvision, lifesense 60 feet (page 305), sense apostate Languages Common, Necril, one regional language Skills Acrobatics +14, Boneyard Lore +12, Intimidation +14, Religion +12, Stealth +16 Str –5, Dex +4, Con +0, Int +2, Wis +2, Cha +4 Sense Apostate (detection, divination, divine) An abandoned zealot can sense the presence and direction of false priests within 500 feet of them. Lead or running water blocks this sense. AC 22; Fort +10, Ref +14, Will +16; +1 status to all saves vs. divine and positive HP 75, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance against non-magical) Anathematic Aversion (emotion, fear, mental) If they encounter a priest of their former faith, an abandoned zealot must attempt a Will save against the highest spell DC among those priests, or the highest Will DC if none of them can cast spells. The zealot attempts this saving throw only once per minute, even if more priests arrive later. Critical Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. For 1 minute, the abandoned zealot’s hand of despair deals one additional damage die against priests of the creature’s former faith. Success The abandoned zealot spends their reaction to Stride directly toward a priest of their former faith. Failure The abandoned zealot becomes frightened 1 and gains the fleeing condition until the end of their next turn. Critical Failure As failure, but frightened 2. Elegy of the Faithless [reaction] (abjuration, divine, mental) Trigger A divine spell is cast within 30 feet of the abandoned zealot; Effect The abandoned zealot howls an elegy of regret, forcing the spellcaster to attempt a DC 22 Will save, or DC 24 if the caster is a member of the zealot’s former faith. On a failure, the elegy disrupts the spell. Speed fly 40 feet Melee [one-action] hand of despair +16 (finesse, magical), Damage 2d10+4 negative plus rend faith Divine Innate Spells DC 24; 6th zealous conviction (self only); 4th crisis of faith Rend Faith When hit by an abandoned zealot’s hand of despair, a creature capable of divine spellcasting or with divinely granted abilities must succeed at a DC 24 Will save or be unable to use those spells or abilities until the end of its next turn.
8
A-C Adlet
Adlets dwell in the farthest, harshest reaches of the Crown of the World. At first glance, these isolated people look much like their Erutaki human cousins; they typically have terra-cotta skin, straight black hair, and compact, powerful builds. However, adlets tend to be taller and more sinewy than their human kin. Up close, adlets’ strangeness reveals itself—each sports a maw full of wolflike teeth. Their legs and tail resemble that of a dog. Adlets’ legends say that long ago, a mighty hunter lost his way far from home and came upon a house of whalebone and ice. A woman dressed in white fox furs greeted him, fed him, and tended to his frostbite. In time, they married and had 10 children, five of whom bore the legs and tails of foxes. These children stayed with their mother, while the other five—born with the legs and tails of wolves— traveled with their father back to the human lands and became the first adlets. Adlets aren’t inherently evil, but their culture is warlike, xenophobic, and noticeably lacking in humility. They see themselves as the natural rulers of the arctic wastes and view everyone else as squatters at best and invaders at worst. A typical adlet is stronger and faster than any mundane human, with the ability to walk naked in a blizzard and call up ice-cold mists. Given that, it’s little wonder that adlets have developed something of a superiority complex. Still, while adlet raids are a common problem for travelers in the Crown of the World, a handful of wily and intrepid merchants have forged peaceful relations with certain adlet communities along more common routes.
ADLET CN
MEDIUM
Introduction
LOST COUSINS Legends about adlets’ origins suggest they might have fox-like kin. Some believe these kin are kitsune (page 150), while others point to the more powerful vulpinals (page 11) as more likely progenitors.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 10 COLD
HUMANOID
Perception +18; low-light vision, scent (imprecise) 30 feet Languages Adlet, Common Skills Acrobatics +20, Athletics +21, Stealth +20, Survival +18 Str +5, Dex +6, Con +4, Int +0, Wis +4, Cha +0 Items +1 striking spear (2) AC 30; Fort +20, Ref +22, Will +16 HP 180; Immunities cold; Weaknesses fire 10 Wolfstorm (aura, cold, evocation, primal) 60 feet. A clammy, frigid mist billows forth ahead of the adlet. Creatures within the mist become concealed, and creatures outside the mist become concealed to creatures within it. An adlet can see through the aura without penalty. Avenging Bite [reaction] Trigger A creature within reach of an adlet’s jaws Strike attacks one of the adlet’s allies; Effect The adlet makes a jaws Strike against the triggering creature. Speed 40 feet Melee [one-action] spear +20 (magical), Damage 2d6+9 piercing plus 1d6 cold Melee [one-action] jaws +19, Damage 2d8+9 slashing plus 1d6 cold Ranged [one-action] spear +21 (magical, thrown 20 feet), Damage 2d6+9 piercing plus 1d6 cold Frozen Weapons (evocation) Weapons wielded by an adlet gain the effect of the frost property rune. Pack Attack An adlet’s Strikes deal an additional 2d6 damage to creatures that are within the reach of at least two of the adlet’s allies. Wolfrime [one-action] (cold, concentrate, evocation, primal) An adlet’s mist turns biting cold and coalesces into a thick rime of frost that deals 6d6 cold damage to creatures inside the adlet’s wolfstorm aura (DC 26 basic Fortitude), and the aura is deactivated until the start of the adlet’s next turn.
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Bestiary 3
Agathion SILVANSHEE ALLIES Silvanshees will work with heroes who remain patient with their curiosity and skittishness. They’re inquisitive, alternating between affection and aloofness. They do what they can to aid and defend their companions, but their strong sense of self-preservation means they’ll likely flee if they sense they can’t win a fight.
These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn’t win out. All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals. Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they’re merely magical talking beasts or—even worse—that their forms are a curse or punishment.
SILVANSHEE (CAT AGATHION) Silvanshees are a stealthy and extremely inquisitive contingent of agathions who gather information about the mortal world for other agathions. While they love to explore the Material Plane and sate their curiosity, they’re generally reclusive and skittish. These dual instincts war with each other whenever something exciting piques their interest. Because of their small sizes, they don’t pose a combat threat to most creatures; instead, silvanshees act as Nirvana’s eyes and ears in the mortal world, reporting back to superiors or calling for help should they run into danger. Silvanshees appear indistinguishable from domestic felines, save for their violet eyes and the telltale blaze of differently colored fur on their chests. Of course, flying gives them away outright, so if at all possible, they only do so while in trusted company to avoid detection. Their fur color runs the spectrum of normal feline colorations. They can also transform into mist when necessary to maintain discretion or make a hasty getaway.
SILVANSHEE NG
TINY
AGATHION
CREATURE 1 CELESTIAL
Perception +8; darkvision Languages Celestial, Common, Draconic, Infernal; speak with animals Skills Acrobatics +7, Arcana +3, Medicine +6, Nirvana Lore +3, Stealth +7 Str –2, Dex +4, Con +2, Int +0, Wis +3, Cha +2 Cat’s Curiosity A silvanshee’s core value is curiosity. This enables them to seek out new experiences and information beyond their current understanding. A silvanshee can use trained skill actions for all skills, even if they’re untrained. AC 17; Fort +5, Ref +9, Will +6 HP 20; Weaknesses evil 3 Speed 25 feet, fly 40 feet Melee [one-action] jaws +9 (finesse, good, magical), Damage 1d6–2 piercing plus 1d4 good Melee [one-action] claw +9 (agile, finesse, good, magical), Damage 1d4–2 slashing plus 1d4 good Divine Innate Spells DC 16; 4th gaseous form (×3), read omens; Cantrips (1st) dancing lights,
10
A-C know direction, prestidigitation, stabilize; Constant (2nd) speak with animals Champion Focus Spell DC 16, 1 Focus Point; 1st lay on hands (Core Rulebook 387) Cat’s Grace When a silvanshee uses their gaseous form spell, the mist form remains roughly the size and shape of a cat, and the silvanshee retains their fly speed in this form.
VULPINAL (FOX AGATHION) Vulpinals serve as the cunning and clever musicians and minstrels of the agathions. Incredibly far-ranging, these fox-like humanoids love traveling to learn and teach about all the unique songs, dances, myths, and traditions they can find. Though they prefer to travel alone, vulpinals are extremely gregarious toward those they meet on their journeys. They enjoy participating in the festivities of cultures they encounter, and they’re known to form small traveling groups of like-minded individuals if they believe that their shared expertise can prove beneficial.
VULPINAL NG
SMALL
CREATURE 6 AGATHION
CELESTIAL
Perception +15; darkvision Languages Celestial, Common, Draconic, Infernal; speak with animals, tongues Skills Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Nirvana Lore +15, Performance +16, Religion +13, Society +13, Stealth +12 Str +2, Dex +4, Con +4, Int +5, Wis +3, Cha +6 Items handheld instrument AC 24; Fort +12, Ref +14, Will +15 HP 105; Weaknesses evil 5 Speed 30 feet Melee [one-action] jaws +15 (finesse, good, magical), Damage 2d10+4 piercing plus 1d6 good Melee [one-action] claw +15 (agile, finesse, good, magical), Damage 2d6+4 slashing plus 1d6 good Divine Innate Spells DC 24; 4th dimension door, divine wrath; 3rd calm emotions, remove disease; 2nd detect alignment (at will, evil only), invisibility (at will, self only); Constant (5th) speak with animals, tongues Champion Focus Spell DC 24, 1 Focus Point; 3rd lay on hands (Core Rulebook 387) Fox’s Cunning A vulpinal’s core value is cunning. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action.
Introduction
VULPINAL FLAIR Bipedal vulpinals stand around 3 feet tall, with humanoid clawed hands and fluffy tails almost as long as their bodies. They typically appear with red fur, though leaders feature either white or black pelts with gray sprinkled across their muzzles and backs. Fox agathions like to wear stylish but functional clothing from the places they visit, often embellishing themselves with small trinkets and souvenirs they picked up along the way.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
PROCYAL (RACCOON AGATHION) As the most whimsical and playful of the agathions, procyals are the most likely to be encountered on the Material Plane, teaching deep philosophical lessons and delivering wisdom through pranks and impersonations. Mischievous and playful, these raccoon-headed humanoids love to socialize with mortals and learn about their societies. Unlike their mortal counterparts, Procyals’ fur starts off dark russet in color, giving way to gray and white flecks on their muzzles as they grow older. Only procyal leaders boast the stark gray and black coloration of a true raccoon. Those who recognize procyals’ age and wisdom treat these creatures with great respect. Whatever their natural appearance, procyals make excellent shapeshifters and can assume the form of any humanoid that they’ve encountered. They use this ability only for the greater good of that humanoid or their community, often appearing as
11
Bestiary 3
PROCYALS AND SOCIETIES While born from the souls of the enlightened like other agathions, procyals derive their core value of whimsy from truly understanding the delicate balance between society and the individual. These clever celestials prefer enabling communities under attack to extinguish the evil threats and thrive on their own.
someone’s trusted mentor to deliver an important message in a more laid-back fashion than talking to a magical celestial raccoon. They’re not above playing the occasional harmless prank on the person whose form they’ve assumed, especially when they can use it to teach a valuable lesson. Raccoon agathions prefer to use a blade if forced into combat, but they’re prepared to use their claws and fight dirty if necessary.
PROCYAL NG
MEDIUM
CREATURE 8 AGATHION
CELESTIAL
Perception +18; darkvision Languages Celestial, Common, Draconic, Halfling, Infernal; speak with animals, tongues Skills Acrobatics +14, Deception +18, Diplomacy +16, Medicine +16, Nature +16, Nirvana Lore +15, Religion + 16, Society +17 (+19 to Create Forgery), Stealth +16, Survival +16, Thievery +14 Str +4, Dex +4, Con +6, Int +5, Wis +6, Cha +4 Items +1 striking shortsword AC 26; Fort +16, Ref +14, Will +18 HP 170; Weaknesses evil 10 Speed 25 feet Melee [one-action] claw +18 (agile, good, magical) Damage 2d8+10 plus 1d6 good Melee [one-action] shortsword +19 (agile, finesse, good, magical, versatile S), Damage 2d6+10 plus 1d6 good Divine Innate Spells DC 26, attack +18; 4th calm emotions, charm, dimension door, dispel magic, illusory creature, magic aura (at will), suggestion (at will); 3rd heroism; 2nd invisibility; Constant (5th) speak with animals, tongues Champion Focus Spell DC 26, 1 Focus Point; 4th lay on hands (Core Rulebook 387) Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The procyal can transform only into a specific individual Small or Medium humanoid that they’ve met at least once. They can’t transform into a generic member of a given ancestry. Raccoon’s Whimsy Procyals’ core value is whimsy, though unlike for chaotic tricksters, procyals’ playful actions have a pattern and their pranks always come with a valuable lesson, even if it takes a long time to decipher the meaning. Receiving and growing from such a lesson requires at least 10 minutes of interaction with the Procyal but can take much longer. A character who learns from the procyal’s lesson gains the benefits of the Aid reaction from the procyal once during the next month. Afterwards, they become immune to this effect from all procyals.
DRACONAL (DRAGON AGATHION) Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes. Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands. Similar to true dragons, a draconal’s coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain
12
A-C options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.
DRACONAL NG
LARGE
AGATHION
CREATURE 20
Introduction A-C D
CELESTIAL
Perception +36; darkvision; true seeing Languages Celestial, Draconic, Infernal; speak with animals, tongues Skills Arcana +38, Crafting +30, Deception +35, Diplomacy +37, Intimidation +35, Medicine +34, Nature +34, Nirvana Lore +36, Religion +36, Society +32, Survival +32 Str +10, Dex +5, Con +8, Int +8, Wis +10, Cha +9 AC 45; Fort +34, Ref +31, Will +38; circle of protection HP 370, regeneration 20 (deactivated by evil; page 306); Weaknesses evil 15; Resistances fire 15 Dragon’s Salvation [reaction] Trigger A creature within the draconal’s reach would take damage; Effect Before applying the damage, the draconal casts lay on hands on the triggering creature. Speed 30 feet, fly 90 feet Melee [one-action] jaws +38 (good, magical, reach 15 feet), Damage 3d12+18 piercing plus 1d6 good plus 4d6 fire Melee [one-action] claw +38 (agile, good, magical, reach 10 feet), Damage 3d8+18 slashing plus 1d6 good plus 4d6 fire Divine Innate Spells DC 46, attack +38; 10th miracle; 9th breath of life, dispel magic, divine decree, earthquake, heal (×3), implosion, storm of vengeance; Constant (7th) circle of protection, speak with animals, tongues, true seeing Champion Focus Spell DC 46, 3 Focus Points; 10th dazzling flash (Core Rulebook 391), lay on hands (Core Rulebook 387), protector’s sphere (Core Rulebook 395) Breath Weapon [two-actions] (divine, evocation) The draconal breathes a blast of energy that deals 21d6 fire damage to creatures they choose to damage in a 60-foot cone (DC 44 basic Reflex save). They can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all. They can’t use Breath Weapon again for 1d4 rounds. Dragon’s Wisdom Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals’ powers vary by temperament and coloration. A draconal’s scale color determines their associated energy damage type. They gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color. This red draconal has the protection and sun domains.
E-G H-K L-N O-R S-T U-Z Appendix
13
Bestiary 3
Amalgamite FORMER FRIENDS Amalgamites are often found in the company of other creatures, such as lesser aberrations, cultists of the Dark Tapestry, or the undead corpses of their former companions. They use these allies to spread their destabilizing field to other foes and separate those enemies from their own allies.
Teleportation magic can prove a difficult undertaking, even for experienced spellcasters. It requires precise calculation and timing, knowledge of the intended destination, and meticulous control over surging conjuration magics. A mistake in even the most minute element of such a spell can lead to disastrous results for those involved. When a particularly powerful spellcaster makes an error of this kind, either through arrogance or simple misjudgment, they might transform into an amalgamite. A mass of flesh and misaligned limbs, an amalgamite is the warped body of a former spellcaster, sometimes joined with another version of itself to incorporate additional limbs or other irregularities. They’re still alive, but they have become aberrants mentally and physically, with only the vaguest memories of their previous existence, which makes them a dangerous and bewildering foe. Their weird, warped anatomy constantly shifts and regrows, allowing the creatures to shrug off physical blows save those that pierce through its flesh and into its core being. The magical residue of an amalgamite’s creation radiates from it, seeping into and destabilizing any living beings that get too close. Infected creatures then further spread the amalgamite’s aura among larger groups of allies and foes alike. The amalgamite uses this power to manipulate and confuse their enemies, whom they can teleport into traps, force into confrontations with other enemies, or draw close into striking range with their own odd appendages.
AMALGAMITE RARE
UNCOMMON
CREATURE 13 NE
MEDIUM
ABERRATION
Perception +23; low-light vision Languages Aklo, Common, Draconic Skills Arcana +27, Athletics +22, Lore (any one subcategory) +27, Occultism +27 Str +5, Dex +6, Con +4, Int +8, Wis +6, Cha –1 AC 33; Fort +22, Ref +22, Will +26 HP 220, regeneration 10 (deactivated by piercing; page 306); Immunities controlled, mental; Weaknesses piercing 10; Resistances bludgeoning 10, slashing 10 Destabilizing Field (aura, conjuration) 40 feet. A creature that begins its turn within the area feels its body begin to stretch and must succeed at a DC 33 Fortitude save or become destabilized. A destabilized creature emits a 10-foot destabilizing field aura and becomes sickened 1. The destabilization ends when the creature is no longer sickened. A creature that succeeds at its saving throw against the aura is temporarily immune to all destabilizing fields for 1 minute. Displace [reaction] Trigger The amalgamite is hit by a Strike; Effect The amalgamite Repositions itself or Transposes itself with another creature. If the amalgamite successfully changes its location, it and any Transposed creature take half damage from the triggering Strike. Speed 25 feet Melee [one-action] limb +24, Damage 3d10+11 bludgeoning Ranged [one-action] warping ray +27 (deadly 2d8, magical, range 100 feet), Damage 3d8+8 force Occult Innate Spells DC 33; 7th ethereal jaunt, warp mind; 4th blink (×2) Reposition [two-actions] (concentrate, conjuration, occult, teleportation) The amalgamite teleports into an unoccupied space it can see within 50 feet. Transpose [two-actions] (conjuration, occult, teleportation) The amalgamite chooses up to two destabilized creatures they can see within 50 feet and swaps their positions, or moves a single such creature to an unoccupied space they can see within range. If the amalgamite chooses two creatures, they can choose their self as one of these creatures, but both targets must be the same size. An unwilling creature can attempt a DC 33 Will save. If either target succeeds at this saving throw, both are unaffected.
14
A-C Amphisbaena
An amphisbaena is an exceedingly aggressive, venomous viper of remarkable size that bears two heads—one on each end of its body. It moves in a manner similar to that of the more common sidewinder snake, throwing its body forward in a loop and anchoring itself by keeping one head or the other on the ground at all times. Amphisbaenas’ typical prey includes rabbits, foxes, various birds, small deer, and even humanoids if presented the opportunity. Fiercely territorial by nature, they attack just about anything that gets near their lairs, regardless of the intruder’s size. Many a child has been warned about going too far into the woods alone, lest they wander too close to an amphisbaena den and become the creature’s next meal. The venom of an amphisbaena is incredibly potent, able to take down a stout dwarf within minutes if left untreated. However, it also has uses in a variety of healing remedies, which makes it a valuable commodity if collected. For example, a pregnant person might be advised to drink the venom in small, dilute doses to help safeguard the pregnancy. Mixing small amounts of the venom with various herbs and oil creates a poultice which dulls aches and pains. As a result, the image of an amphisbaena appears in many contexts associated with healing and alchemical subjects, such as labels for tinctures, annotations in herbalists’ records, and illustrations in textbooks of medicine. The first amphisbaena is said to have formed from the blood that fell as a medusa’s head was severed. This story’s origin most likely stems from the fact that amphisbaenas are oddly immune to petrification, which in turn leads to them sometimes being kept as pets by a medusa. A medusa who keeps an amphisbaena as a pet might regard the viper as their most treasured companion or perhaps even as their own child. Despite these fabled supernatural origins and the occasional special treatment they receive, however, amphisbaenas are entirely mundane animals with only rudimentary intelligence and no innate magical abilities whatsoever.
AMPHISBAENA N
MEDIUM
Introduction
AMPHISBAENA VARIANTS While the two-headed snake is by far the most common amphisbaenas, the term sometimes describes other creatures with heads on both ends of their bodies. Occasionally stories circulate of a monstrous amphisbaena with the body of a lizard, clawed feet, or even feathered wings. These stories are typically chalked up to an overactive imagination or an abundance of drink, but they persist regardless.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 4
ANIMAL
Perception +10; tremorsense 60 feet (page 306) Skills Acrobatics +10, Athletics +13, Stealth +12 Str +5, Dex +4, Con +2, Int –4, Wis +0, Cha –4 AC 21, all-around vision (page 304); Fort +10, Ref +14, Will +8 HP 70; Immunities petrified Speed 25 feet, climb 25 feet, swim 25 feet Melee [one-action] fangs +13, Damage 2d6+5 piercing plus amphisbaena venom Ranged [one-action] spit +12 (range increment 15 feet), Damage 1d6 poison plus amphisbaena venom and blinding spittle Amphisbaena Venom (poison); Saving Throw DC 18 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and enfeebled 1 (1 round); Stage 2 2d6 poison damage and enfeebled 2 and slowed 1 (1 round); Stage 3 3d6 poison damage and paralyzed (1 round) Blinding Spittle A creature critically hit by an amphisbaena’s spit Strike is blinded for 1 round. Twin Bites [one-action] An amphisbaena makes a fangs Strike with each of its heads, each against a different target. Both Strikes count toward its multiple attack penalty, but the penalty doesn’t increase until after it has made both attacks.
15
Bestiary 3
Android DISTANT WORDS Some androids speak Androffan, the language of their distant home world. Ruins across Numeria bear Androffan script, but on Golarion, almost none beyond some androids and members of the Technic League read or speak this rare alien language.
Androids possess synthetic bodies inhabited by living souls. These technological organisms first came to Golarion from another world when their starship crashed, scattering wreckage all across Numeria in an event known as the Rain of Stars. Feared by local Kellids and enslaved by the Technic League, androids on Golarion have spent eons being hated and hunted. Many androids survive by adopting human customs and hiding in plain sight, while others become criminals, hermits, or nomads. Designed to resemble humans, androids have several distinctive features. Their eyes have a metallic sheen, they rarely fall ill, and they have trouble displaying complex emotions. Circuit-like tattoos decorate their bodies and control internal nanites. When stimulated, these nanites kick their internal chemistry into overdrive, allowing them to function at peak performance that causes their circuitry to glow. Androids are created in sophisticated machines called foundries. They emerge as mature adults with newborn souls and no knowledge of their purpose or the world around them. Android bodies don’t deteriorate, though their souls age like any other mortal’s. When an android feels they’ve lived a full life, they willingly release their soul to the afterlife, causing their body to shut down and reboot. Once this process, known as Renewal, completes, a new soul inhabits the body. Foundry programming produces androids that mimic human anatomy. Numerous android models exist, each designed to excel at different tasks and purposes. Androids of all models display countless variations of coloration, body shapes, and gender identities. Theoretically, a foundry could be reprogrammed to create androids with new adaptations, colorations, and forms—perhaps even in the guise of other ancestries.
ANDROID INFILTRATOR RARE
N
MEDIUM
ANDROID
CREATURE 2 HUMANOID
Perception +6 (+5 to Sense Motive); low-light vision Languages Androffan, Common Skills Acrobatics +8, Athletics +6, Crafting +7, Deception +3, Engineering Lore +7, Society +7, Stealth +10, Thievery +8 Str +2, Dex +4, Con +2, Int +3, Wis +0, Cha –1 Items hand crossbow (10 bolts), shortsword AC 18; Fort +8, Ref +10, Will +4; +1 circumstance to all saves vs. disease, poison, and radiation HP 28 Emotionally Unaware The android takes a –1 circumstance penalty to Diplomacy and Performance checks, and to Perception checks to Sense Motive. Nanite Surge [reaction] Trigger The android infiltrator attempts a skill check but hasn’t rolled yet; Effect The android infiltrator stimulates their nanites, forcing their body to temporarily increase its efficiency. They gain a +2 status bonus to the triggering skill check. In addition, their circuitry glows, creating a 10-foot emanation with dim light for 1 round. Speed 25 feet Melee [one-action] shortsword +10 (agile, finesse, versatile S), Damage 1d6+2 piercing Melee [one-action] fist +10 (agile, finesse, nonlethal), Damage 1d4+2 bludgeoning Ranged [one-action] hand crossbow +10 (range increment 60 feet, reload 1), Damage 1d6 piercing Sneak Attack The android infiltrator deals an additional 1d6 precision damage to flatfooted creatures.
16
A-C Angazhani
Angazhanis lurk in the depths of the world’s jungles, where these sapient, four-armed apes prey on any creatures they deem lesser than themselves. They’re purportedly the divine minions of Angazhan, demon lord of apes. While many angazhanis do worship this foul god, scarce evidence exists to support their claim to fiendish heritage. Jungle-dwelling people know well to steer clear of suspected angazhani territories; angazhanis of such areas don’t slaughter outright, often capturing trespassers to serve as slaves or as living sacrifices in heinous rituals.
ANGAZHANI CE
LARGE
BEAST
Perception +18; darkvision Languages Abyssal, Common, Mwangi Skills Athletics +20, Intimidation +15, Religion +16, Survival +16 Str +6, Dex +4, Con +5, Int –1, Wis +4, Cha +3 AC 26; Fort +19, Ref +16, Will +14 HP 180 Defensive Disarm [reaction] Trigger A creature makes a melee weapon Strike against the angazhani and misses; Requirements The angazhani is benefiting from their Defensive Slam; Effect The angazhani attempts to Disarm the attacker of the triggering weapon. Speed 25 feet, climb 25 feet Melee [one-action] fist +20 (reach 10 feet), Damage 2d8+9 bludgeoning Melee [one-action] jaws +20, Damage 2d12+9 piercing Divine Innate Spells DC 24; 6th dominate; 3rd fear (×2) Defensive Slam [two-actions] The angazhani uses their arms to defend themself while attacking. The angazhani Strikes once and gains a +2 circumstance bonus to AC until the start of their next turn. Focused Slam [two-actions] The angazhani beats a single opponent with all four of their brawny arms, leaving their foe nowhere to dodge. The angazhani makes a fist Strike. On a successful attack, they deal fist damage to the target plus an additional 3d8 damage, and they meet the requirements to Rend the target this turn, even if they didn’t hit on two consecutive Strikes. Even on a failed attack, the angazhani deals the damage from one fist Strike to the target, though they still miss completely on a critical failure. This ability counts as four attacks toward an angazhani’s multiple attack penalty. After using this ability, the angazhani is flat-footed until the beginning of their next turn. Rend [one-action] fist (page 306) Pummeling Charge [three-actions] Effect The angazhani rushes up to a foe at extreme speed and slams down with their fists. The angazhani Strides or Climbs up to three times, then makes two fist Strikes against one enemy within reach.
CREATURE 8
Introduction
JUNGLE MURDERERS On Golarion, angazhanis dwell almost exclusively in remote reaches of the vast Mwangi Jungle. Many of them served the hateful Gorilla King Ruthazek in Usaro, but after his downfall over a decade ago, these supplicants have fallen into infighting. The mysterious Mwangi warrior Shosenbe is attempting to reunite the angazhanis of Usaro, though not all of the fallen Gorilla King’s former minions are eager to follow a human leader.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
17
Bestiary 3
Animated Object
Many animated objects have useful functions but become dangers when uncontrolled.
CHOOSING TO ANIMATE Most animated objects are created for convenience or out of vanity. Spellcasters often animate brooms and dishes to aid with cleaning, books and scrolls for aid with research, and carts and carriages for transport. Most objects are animated without the intent of using them as guardians, and many animated objects exist without the rest of the world ever noticing. Only those with money and power choose to animate objects as guardians, and these are the animated objects most likely encountered on adventures.
ANIMATED SILVERWARE Nobles are known to pay great amounts to animate their silverware, both for ease in cleaning and to serve as novelties during dinner parties.
ANIMATED SILVERWARE SWARM N
LARGE
CONSTRUCT
MINDLESS
CREATURE 1
SWARM
Perception +5; darkvision Skills Acrobatics +8 Str +1, Dex +3, Con +4, Int –5, Wis +0, Cha –5 AC 16 (12 when broken); construct armor; Fort +9, Ref +8, Will +3 HP 14; Hardness 3; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, precision, poison, sickened, unconscious; Weaknesses area damage 3, splash damage 3 Construct Armor Like normal objects, an animated silverware swarm has Hardness. This Hardness reduces any damage the swarm takes by an amount equal to the Hardness. Once an animated silverware swarm is reduced to fewer than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, removing the Hardness and reducing its Armor Class to 12. Speed 20 feet Slice and Dice [one-action] (magical) Each enemy in the animated silverware swarm’s space takes 1d6 piercing or slashing damage (DC 17 basic Reflex save) Stick a Fork in It [one-action] The animated silverware swarm attempts to pin a single creature. The target must attempt a DC 17 Reflex save. Critical Success The target is unaffected. Success Silverware pins portions of the target’s clothing and gear. The target takes a –10-foot circumstance penalty to its Speeds as long as it remains in the swarm’s space. Failure As success, and the target also can’t Step until it leaves the swarm’s space. Critical Failure The target is thoroughly pinned by the silverware, becoming immobilized until it Escapes (DC 17) or uses 2 Interact actions to remove all of the silverware pinning them down.
ANIMATED FURNACE This huge forge or oven is animated to protect a workspace or kitchen, travel alongside its owner, or both.
ANIMATED FURNACE N
HUGE
CONSTRUCT
CREATURE 9
MINDLESS
Perception +15; darkvision Skills Athletics +22 Str +7, Dex –2, Con +6, Int –5, Wis +0, Cha –5 AC 30 (26 when broken); construct armor; Fort +21, Ref +11, Will +13 HP 135; Hardness 10; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor As animated silverware swarm, but reduced to AC 26 when broken. Speed 15 feet Melee [one-action] door +21 (magical), Damage 2d12+9 bludgeoning plus 1d8 fire and Improved Grab (page 305) Fan the Flames [two-actions] The animated furnace opens its door and fans its flames in a 30-foot cone that deals 5d6 fire damage (DC 28 basic Reflex save). Swallow Whole [one-action] (attack) Large, 2d8+9 fire, Rupture 15 (page 306)
18
A-C ANIMATED TREBUCHET
Introduction
Large armies sometimes pay exorbitant fees to animate their siege weapons.
ANIMATED TREBUCHET N
GARGANTUAN
CONSTRUCT
CREATURE 13 MINDLESS
Perception +21; darkvision Skills Athletics +30 Str +9, Dex +2, Con +8, Int –5, Wis +0, Cha –5 AC 36 (32 when broken); construct armor; Fort +29, Ref +19, Will +17 HP 200; Hardness 14; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor As animated silverware swarm, but reduced to AC 32 when broken. Speed 20 feet Melee [one-action] arm +28 (magical, reach 15 feet), Damage 3d12+11 bludgeoning plus Grab (page 305) Ranged [one-action] rock +28 (brutal, magical, range increment 120 feet), Damage 3d10+11 bludgeoning Launch [one-action] Requirements The animated trebuchet has a creature grabbed in its arm; Effect The animated trebuchet attempts an Athletics check against the grabbed creature’s Fortitude DC. On a success, it fires the creature up to 40 feet in height and up to 120 feet away. The creature takes 4d12 bludgeoning damage plus the appropriate falling damage. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage (DC 33 basic Reflex save). On a successful Launch, the animated trebuchet must Interact to reposition its arm into the proper position before it can Launch again. Trample [three-actions] (attack) Large or smaller, arm, DC 33 (page 306)
LOSING CONTROL The process for animating objects varies from object to object and by the needs of the ritual. Some rituals designate a controller whom the animated object obeys. Without orders, many animated objects fall back to defensive tactics. In other cases, the ritual may have been poorly performed or may have failed after many years, causing the animated object to enter an uncontrollable state where it attacks anything it sees.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
ANIMATED COLOSSUS Animating a 100-foot-tall statue is worth the cost for spellcasters guarding immense dungeons.
ANIMATED COLOSSUS N
GARGANTUAN
CONSTRUCT
CREATURE 15 MINDLESS
Perception +23; darkvision Skills Athletics +33 Str +9, Dex +2, Con +8, Int –5, Wis +0, Cha –5 AC 39 (35 when broken); construct armor; Fort +31, Ref +21, Will +19 HP 245; Hardness 15; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor As animated silverware swarm, but reduced to AC 35 when broken. Enormous An animated colossus takes up a space of 6 squares by 6 squares (30 feet by 30 feet) and is 100 feet tall. Speed 50 feet Melee [one-action] fist +32 (magical, reach 30 feet), Damage 3d12+17 bludgeoning plus Improved Grab (page 305) Melee [one-action] foot +32 (agile, magical, reach 20 feet), Damage 3d8+17 bludgeoning Colossus’s Grasp The colossus can Grab a creature using only one hand. It can move normally with a creature grabbed or restrained in its fist, carrying the creature along. If it has two creatures grabbed in this way, it can’t use its fist Strike. Constrict [one-action] 3d12+11 bludgeoning, DC 36 (page 304) Trample [three-actions] (attack) Huge or smaller, foot, DC 36 (page 306)
19
Bestiary 3
Arboreal LATE BLOOMERS Though they grow faster than trees, arboreals take decades to reach maturity. They spend their early years rooted in place, developing an affinity with the flora of their homeland and attuning to its rhythms while adult arboreals keep a watchful eye on their progress. After the first century, young arboreals become more mobile, often apprenticing with senior arboreals in their territory as they take up the mantle of forest guardian.
Arboreals are tree-like ancient guardians of forests, nurturing new growth and maintaining a balanced ecosystem as if the vast wilderness were their garden. Arboreals (Pathfinder Bestiary 24–25) are thoughtful and deliberate—until something threatens their realms and invites their wrath.
ARBOREAL REAPER While some forests have an idyllic, peaceful quality to them, others feel distinctly unfriendly or even sinister—these forests are the favored haunts of arboreal reapers. Sometimes these woodlands are sought out by secretive practitioners of malicious arts who claim the unsettling ambiance aids their abilities; arboreal reapers see no reason to interfere with such practices as long as the balance of their forests isn’t harmed. All arboreals vary in appearance based on their surroundings, but arboreal reapers always seem vaguely eerie, whether they watch over a grim weald or a tropical rain forest. Often slightly warped, twisted, and covered in spiky protrusions, arboreal reapers sometimes sprout around old ruins or other permanent structures, breaking down and incorporating the structures as they mature and become more mobile. Arboreal reapers focus on the essential decaying phase of a forest’s life cycle, becoming especially active in autumn and winter seasons. Their influence can often be seen in the explosion of mushrooms on a rotting log or the enticing fronds of a flourishing carnivorous plant. Like arboreal wardens, these woodland guardians are quicker to react to perceived threats than the more deliberate regents or retiring archives—at least by arboreal standards.
ARBOREAL REAPER N
LARGE
CREATURE 7
PLANT
Perception +15; low-light vision Languages Arboreal, Common, Sylvan Skills Athletics +17, Intimidation +17, Nature +15, Stealth +14 (+18 in forests) Str +6, Dex +2, Con +4, Int +2, Wis +2, Cha +4 AC 25; Fort +17, Ref +13, Will +15 HP 130; Weaknesses axe vulnerability, fire 10; Resistances bludgeoning 5, piercing 5 Axe Vulnerability An arboreal reaper takes 5 additional damage from axes. Speed 25 feet Melee [one-action] branch +18 (reach 10 feet), Damage 2d10+8 bludgeoning Melee [one-action] root +18 (agile), Damage 2d6+8 bludgeoning plus Knockdown (page 305) Ranged [one-action] thorns +16, Damage 2d8+5 piercing plus 1d4 persistent bleed Primal Innate Spells DC 22; 3rd vampiric touch; Constant (4th) speak with plants Leech Moisture [two-actions] Effect The arboreal reaper grows still and focuses intently on a single foe within 50 feet, draining moisture from the target’s body. This deals 10d6 negative damage (DC 25 basic Fortitude save). The arboreal reaper can’t Leech Moisture again for 1d4 rounds.
20
A-C ARBOREAL ARCHIVE Arboreal archives are solitary beings typically found in the remote wilderness. These ancient monoliths hold the memories of their vast territories, keeping mental records of the passing seasons of the world around them. Their knowledge of humanoid affairs varies, as they find quickly shifting political situations difficult to comprehend, but through fungal networks, reports from arboreal wardens, and other woodland chatter, arboreal archives learn of each storm, drought, or logging threat encountered throughout their long years. They primarily observe and record rather than interfere, but they willingly offer wisdom to those who respectfully seek them out. Arboreal regents call upon archives for advice in times of strife, conferring on the best course of action to protect their realms. It is rare for there to be more than one arboreal archive in a given region. When an archive senses they’re nearing the end of their lengthy lifespan, a grove of regents gathers to nominate the wisest among them to become the next archive. After four seasons’ deliberation, all arboreals in the area congregate to witness the succession ritual, during which the elder arboreal archive transfers their collected wisdom to the elected replacement before retiring.
ARBOREAL ARCHIVE NG
HUGE
CREATURE 12
Introduction
PAINTING MEMORIES As with all arboreals, no two arboreal archives are identical in appearance. The uniquely patterned bark of arboreal archives makes them even more distinct from one another, painting a mysterious and unique record of their knowledge of Verduran Lore. Practitioners of primal magic believe the earthy colors adorning each arboreal archive’s body hold clues about the memories and myths the creature collects and preserves.
A-C D E-G H-K L-N O-R S-T U-Z
PLANT
Perception +25; low-light vision, tremorsense (imprecise) 60 feet (page 306) Languages Arboreal, Common, Sylvan; speak with plants Skills Athletics +23, Diplomacy +22, Forest Lore +28 (applies to the arboreal archive’s territory), Nature +25, Stealth +19 (+23 in forests) Str +7, Dex –1, Con +5, Int +4, Wis +7, Cha +4 AC 33; Fort +23, Ref +17, Will +27 HP 230; Weaknesses axe vulnerability, fire 15; Resistances bludgeoning 10, piercing 10 Axe Vulnerability An arboreal archive takes 10 additional damage from axes. Abeyance Rift If an arboreal archive dies unexpectedly before passing on their knowledge in a succession ritual, the amassed lore within their roots and boughs explodes out in a shock wave that deals 8d10 mental damage to creatures within 30 feet (DC 32 basic Will save) before dissipating; those who fail also fall prone. Speed 25 feet Melee [one-action] branch +25 (reach 15 feet), Damage 3d10+10 bludgeoning plus Improved Knockdown (page 305) Primal Innate Spells DC 32, attack +24; 6th tangling creepers; 3rd earthbind (at will); 2nd entangle; Constant (4th) speak with plants Memory Maelstrom [three-actions] (concentrate, incapacitation, mental, nonlethal, primal) The arboreal archive tries to overwhelm foes with a surge of information it has absorbed over its long life. This surge deals 5d6 mental damage to each enemy within 40 feet, who must attempt a DC 32 Will save. Critical Success The creature maintains its composure, takes no damage, and is temporarily immune to Memory Maelstrom for 1 minute. Success The creature is stunned 1 and takes half damage. Failure The creature takes full damage and is stunned 3. Critical Failure The creature takes double damage, is confused for 2d4 rounds, and is stunned 3.
Appendix
21
Bestiary 3
Asura ASURA REALMS Asuras command vast empires in the corners of Hell. While their realms are tiny compared to the massive hierarchy of Asmodeus and devilkind, they exist in a tacit agreement of coexistence with their diabolic neighbors.
Asuras are, above all, proof that the gods are not infallible. These fiends arose as physical manifestations of divine accidents, taking form when the gods themselves stumbled and blasphemed on a cosmic scale. As a result of their own divine genesis, an asura loves above all to undo the workings of the divine. They eagerly travel to the Material Plane, seeking out temples, congregations of faithful worshippers, and religious orders of all stripes to sow doubt and destroy what the gods seek to build.
SHAUKEEN Perhaps the most perverse asuras of them all, shaukeens particularly delight in causing the downfall of those who give them succor, shelter, and most of all, schooling. Many a teacher has come across a shaukeen disguised as a small child of exceptional talents or curiosity and taken them under their wing, only to be beguiled into ruin. This diminutive asura’s cleverness is disproportionate to their size; they ask probing questions and coax their prey into decisions that lead to heresy, furthering the collapse of order and decency. When the world turns on the shaukeen’s mentor, the asura is gone—but not very far, for they love hiding unseen and watching the torment and destruction of their mentors.
SHAUKEEN LE
TINY
ASURA
CREATURE 1 FIEND
Perception +8; darkvision Languages Common, Infernal; telepathy (touch; page 306) Skills Acrobatics +7, Deception +9, Performance +7, Religion +7, Stealth +7 Str +0, Dex +4, Con +1, Int +0, Wis +3, Cha +4 AC 16; Fort +4, Ref +9, Will +7 HP 22; Immunities curses; Weaknesses good 2 Speed 25 feet Melee [one-action] jaws +9 (finesse), Damage 1d8 piercing plus fire jackal saliva and 1 evil Melee [one-action] thorn +9 (agile, finesse), Damage 1d8 piercing plus 1 evil Divine Innate Spells DC 17; 2nd charm, spider climb, touch of idiocy; Cantrips (1st) read aura; Constant (3rd) magic aura (shaukeen and its items only), nondetection (self only) Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The shaukeen takes on the appearance of a Small humanoid. This doesn’t change the shaukeen’s Speed or their attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning). The asura typically loses their jaws and thorn Strikes unless the humanoid form has fangs or a similar unarmed attack. This alternate form has a specific, persistent appearance, which the shaukeen can change by performing a 1-hour ritual. Fire Jackal Saliva (poison) Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and clumsy 1 (1 round); Stage 2 1d6 poison damage and clumsy 2 (1 round)
ADHUKAIT Twice as disciplined as a monk and twice as deadly as a warrior, an adhukait is the ultimate perversion of duality, two spiked asura warriors impaled together to form one ferocious, incredibly efficient killing machine. An adhukait’s two heads, two hearts, and two minds rarely work as one—except to maim or kill. Even adhukaits’ origin contains not one but two stories. Some believe they were created when two godlike brigands attempted to raid a celestial hall and had their bodies crushed together and thrown down from the heavens. Another legend states two asura twins once challenged a great warrior to duel them in turn. When they attacked him together, he was so enraged he slammed one into the other so hard that they were fused together from that day forth. Adhukaits are among the most elite asura warriors, making up for what they lack in spellcraft with sheer viciousness and single-minded pursuit of inflicting pain.
22
A-C ADHUKAIT LE
MEDIUM
CREATURE 7 ASURA
Introduction
FIEND
Perception +15; darkvision Languages Common, Infernal; telepathy 30 feet (page 306) Skills Acrobatics +15, Athletics, +19, Intimidation +15, Performance +15, Stealth +15 Str +6, Dex +4, Con +4, Int +2, Wis +2, Cha +4 Items kukri (4) AC 25, all-around vision (page 304); Fort +15, Ref +17, Will +13 HP 130; Immunities curses; Weaknesses good 5 Attack of Opportunity [reaction] (page 304) Dual Mind [reaction] Trigger The adhukait fails a saving throw against a mental effect; Effect The adhukait shunts the effect into one of their minds, rendering them temporarily insensible. They change their result to a success, but one of their bodies hangs limply until the end of their next turn. During this time, the adhukait is clumsy 2; takes a –10foot circumstance penalty to their Speed; and can’t use Dual Mind, Dual Opportunity, or Dance of Destruction. Dual Opportunity The adhukait gains a second reaction each round they can use only to make an Attack of Opportunity. Speed 40 feet Melee [one-action] kukri +18 (agile, trip), Damage 1d6+9 slashing plus 2d6 persistent bleed and 1d4 evil Melee [one-action] claw +18 (agile), Damage 1d6+9 slashing and 1d4 evil Dance of Destruction [one-action] Requirements The adhukait’s last action was a Strike that dealt damage; Effect The adhukait Strides up to 10 feet and Strikes.
ASURA REBIRTH Most creatures native to the Outer Planes dissipate upon their destruction, and their essence is absorbed by their home plane. Asuras, however, have a fate akin to reincarnation: a slain asura usually returns in a lesser form, eager to gain retribution upon their killer. Occasionally, exemplary asuras return in more powerful forms.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
JAPALISURA Japalisuras have a perverse propensity for extracting embarrassing truths from the universe, using a combination of artifice and prophecy to obscure the truth and corrupt traditional soothsaying. They have a special talent for manipulation—feeding listeners’ worst impulses and prejudices, telling them what their prey most want to hear, and twisting their perceptions to suit the japalisuras’ own ends. All this occurs from behind a veil, though, for japalisuras are grotesque fiends with six arms, infinite faces, and an obsession with the profane. The first japalisura rose from the remains of three demigod archers, sons of a goddess who feared their rise to power and slew them. Their merged form was so terrifying that they struck a deal with a powerful asura rana to alter their face into something more pleasing. The true cruelty of the enchantment became clear only later—the japalisura had a new face, but that face transformed into a different one every minute, each more hideous than the last.
JAPALISURA LE
MEDIUM
ASURA
CREATURE 12 FIEND
Perception +22; darkvision, see invisibility Languages Common, Infernal; telepathy 80 feet (page 306) Skills Acrobatics +25, Athletics +23, Deception +25, Religion +22, Stealth +21 Str +5, Dex +7, Con +4, Int +2, Wis +4, Cha +5 Items hatchet (2), +1 striking composite shortbow (2)
23
Bestiary 3
ASURA RANAS Over time, the mightiest asuras complete enough cycles of reincarnation and commit enough atrocities over multiple existences to incarnate into the most powerful of their kind. These asura ranas are demigods in their own right, attracting vile worshippers and heretical cults among mortals.
AC 33; Fort +20, Ref +25, Will +20; +1 status to all saves vs. magic HP 235; Immunities curses; Weaknesses good 10 Disorienting Faces (aura, mental, visual) 30 feet. The japalisura’s faces constantly shift and morph, each visage more grotesque than the last. When a creature enters or starts its turn in the aura, it must attempt a DC 32 Will save. Critical Success The creature is unaffected and is temporarily immune to Disorienting Faces for 1 minute. Success The creature is unaffected. Failure The creature is disoriented by the horrible faces, taking a –2 circumstance penalty to checks and DCs against the japalisura while it remains in the aura. Critical Failure As failure, except the circumstance penalty is –3. Return Arrow [reaction] Trigger The japalisura is targeted by a ranged attack from a bow; Requirements The japalisura has at least one hand free and is wielding a bow; Effect The japalisura attempts to snatch the oncoming arrow from the air, gaining a +4 circumstance bonus to AC against the attack. If the attack misses, the japalisura snatches the arrow and makes a ranged bow Strike to fire the arrow from their own bow. Speed 40 feet Melee [one-action] hatchet +23 (agile, sweep), Damage 1d6+8 slashing plus 4d6 mental and 1d6 evil Ranged [one-action] composite shortbow +26 (deadly d10, magical, range 60 feet), Damage 2d6+5 plus 4d6 mental and 1d6 evil False Foe [one-action] (divine, enchantment, incapacitation, mental) Frequency once per round; Effect The japalisura whispers misleading words and falsehoods to one adjacent creature, attempting a Deception check against the target’s Perception DC. Critical Success For 1 minute, the target believes that one creature of the japalisura’s choice is its mortal foe, spending all its actions to reach and attack that creature. At the end of each of its turns, the target can attempt a DC 32 Will save to end the effect early. Success As critical success except the effect ends at the end of the creature’s first turn, without the need for a Will save. Failure The target sees through the japalisura’s attempts at misdirection and is temporarily immune to False Foe for 1 day. Innate Divine Spells DC 32; 6th illusory disguise, read omens (at will), augury (at will); Constant (6th) magic aura (self only), nondetection (self only), see invisibility Veil of Lies Japalisuras can produce infinite arrows, as if from an invisible quiver. Each arrow carries a veil of lies that tears at the target’s psyche, dealing 4d6 mental damage while simultaneously imparting an almost addictively sweet sensation. A japalisura’s hatchets are also soaked in the same veil of lies. This damage s already reflected in the Strikes above.
NIKARAMSA Lies, knowledge, and deception are a nikaramsa’s stock and trade. They are outstanding scholars, with deep and nuanced understanding of religion, philosophy, astrology, and similar subjects. They take particular delight in exploiting the greed and hubris of gullible worshippers, using them to desecrate and destroy their own faith. Even in their goal of undermining the holy, nikaramsas’ twisted humor knows few bounds, and they prefer to take on the guise of divine messengers with boons to share. Once they find a likely victim or set of victims, they use their vast knowledge of religion to impart contradictory wisdom,
24
A-C leading to the eventual implosion of the faith from heresies of the clergy and congregation themselves.
NIKARAMSA LE
LARGE
ASURA
CREATURE 14 FIEND
Perception +25; detect alignment, darkvision, see invisibility Languages Common, Infernal; telepathy 100 feet (page 306) Skills Athletics +24, Deception +28, Religion +25, Stealth +25 Str +8, Dex +3, Con +2, Int +1, Wis +5, Cha +8 AC 35; Fort +22, Ref +25, Will +27; +1 status to all saves vs. magic HP 315; Immunities curses; Weaknesses good 10 Towering Stance (divine, illusion) A nikaramsa is in fact a Medium creature, but appears as a Large creature due to the force of their personality. A creature interacting with the nikaramsa can attempt a DC 36 Will save to see the nikaramsa as they truly are. If the creature succeeds, the reach of nikaramsa’s attacks against that foe decrease to 5 feet (10 feet for their tongue). If all creatures in the nikaramsa’s vicinity successfully disbelieve this illusion, the nikaramsa becomes Medium and enfeebled 2 for as long as everyone sees their true form. Pervert Miracle [reaction] (curse, divine); Trigger A foe within 60 feet casts bless or a beneficial spell that the nikaramsa could cast to remove an affliction or condition (such as neutralize poison); Effect The nikaramsa attempts to counteract the enemy’s spell (counteract modifier +24 and counteract level 7). If the nikaramsa succeeds, the triggering creature is subjected to the effects of a bane spell or the effect it was trying to remove. Speed 50 feet Melee [one-action] jaws +29 (reach 10 feet), Damage 3d10+14 piercing plus 2d6 evil Melee [one-action] claw +29 (agile, reach 10 feet), Damage 3d6+14 slashing plus 2d6 evil Melee [one-action] tongue +29 (reach 20 feet), Damage 3d6+14 bludgeoning plus 2d6 evil plus Improved Knockdown (page 305) Divine Innate Spells DC 34, attack +26; 7th bane, bless, dimension door, divine decree (evil only), dream message, heal (×3), illusory disguise (at will), invisibility (at will; self only), mind reading, neutralize poison, remove disease, remove curse, restore senses, ventriloquism (at will); 4th dimension door (at will); Constant (7th) detect alignment, magic aura (self only), nondetection (self only), see invisibility Sap Mind [one-action] (divine, enchantment, mental) The nikaramsa focuses their gaze on one creature within 60 feet. That target must attempt a DC 34 Will save. Regardless of the outcome of the saving throw, the target then becomes temporarily immune for 1 day. Critical Success The nikaramsa is caught off guard by the strength of the target’s resistance and becomes stupefied 2 until the end of their next turn. Success The target resists the nikaramsa’s influence. Failure The target’s focus and willpower drain away; it becomes stupefied 2 for 1 minute. Critical Failure As failure, but the target becomes stupefied 3 for 1 hour.
Introduction
COUSINS IN CORRUPTION Many evil beings take interest in spreading heresies. While nikaramsas seek to unravel faiths from within, the devils known as deimaviggas (page 66) strive to lure individuals away from the gods, and shrine skelms (page 239) leverage religions for their own benefit.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
25
Bestiary 3
Azarketi HYDROKINESIS Azarketis can manipulate water and moisture in minor ways. The most powerful azarketi can rehydrate their skin, purify a body of toxins, or forcefully drag the moisture out of an enemy’s body, leaving them a drained husk.
During the cataclysmic events of Earthfall, a fraction of the Azlanti populace was mutated by their hated alghollthu enemies to survive in the ocean depths. Commonly called “gillmen” or sometimes “Low Azlanti,” azarketis primarily live in the Arcadian Ocean, Inner Sea, and ruins of Azlant. They retain the imperious attitude and violet eyes of their ancestors, but they have hairless bodies, prominent gills, and webbed hands and feet. Most have innate hydrokinetic powers, which they use to make tiny currents, cushion their dives, and read the weather. Whether this power springs from the latent magic of their Azlanti heritage or alghollthu meddling is unknown. Azarketis endured centuries of alghollthu enslavement and experimentation before being abandoned by their alghollthu masters. In the ages since, azarketis have built their own settlements and societies, traveled the breadth of Golarion’s waterways, and explored both the ruins of their shattered empire and the myriad cultures that dot the coasts of the world. Proud of their heritage, azarketi are secretive and territorial. They don’t take kindly to outsiders in their underwater settlements or explorers seeking to pillage the ruins of Azlant. Only a few build relationships with coastal or island settlements, defending them from aquatic dangers or supporting naval trade.
AZARKETI EXPLORER This rakish azarketi explores the wrecks and ruins of the Inner Sea’s coasts. At home above and below the waves, they fight to protect their discoveries, their life, and their reputation.
AZARKETI EXPLORER CN
MEDIUM
AMPHIBIOUS
CREATURE 2
AZARKETI
HUMANOID
Perception +8; low-light vision Languages Alghollthu, Azlanti, Common Skills Acrobatics +5, Athletics +8 (+10 to Swim), Deception +7, Diplomacy +7, Intimidation +7, Nature +4, Society +4 Str +4, Dex +1, Con +2, Int +0, Wis +0, Cha +3 Items dagger, trident AC 18 (19 with hydraulic deflection); Fort +10, Ref +7, Will +6 HP 30 Attack of Opportunity [reaction] (page 304) Hydration An azarketi must regularly submerge themself in water to rehydrate their water-acclimated skin. After the first 24 hours outside of water, they take a –1 status penalty to Fortitude saves as their skin cracks and their gills become painful. After 48 hours, they struggle to breathe air and begin to suffocate until returned to water. Speed 20 feet, swim 30 feet Melee [one-action] trident +10, Damage 1d8+6 piercing Melee [one-action] dagger +10 (agile, versatile S), Damage 1d4+6 piercing Ranged [one-action] trident +7 (thrown 20 feet), Damage 1d8+6 piercing Hydraulic Deflection [one-action] (abjuration, water) Drawing moisture from the surrounding atmosphere, the azarketi explorer creates a disc of hovering water that deflects incoming attacks. They gain a +1 circumstance bonus to AC until the start of their next turn. Surface Skimmer While the azarketi explorer is submerged just below the water’s surface, they have cover from attacks made by creatures out of the water.
26
A-C Azer
Azers are an elemental people living on the Plane of Fire, often crudely described by mortals as brassy dwarves. They have stout, wide bodies with broad shoulders, shining metallic skin, and heads wreathed in flame. Azer society is organized into traditional roles inherited along their familial lines, and an azer’s role is indicated clearly by the metals they wear in their armored kilts. Their culture focuses on tradition and history, placing high value on obedience and conformity within one’s community, and as a result it is slow to change. Many azers take pride in their ancestral roles and in fulfilling their inherited duties, providing needed services within their communities. Long ago, traditional azer values of self-sufficiency and close community led them to build mighty fortresses across the Plane of Fire, where they isolated themselves from other planar denizens and even other azer communities. These values, sadly, also led to their downfall. Without any connections to or regular communication with other settlements, these fortresses were easily conquered by the efreet of the City of Brass, the dominant power on the Plane of Fire. Now most azer fortresses lie abandoned and ruined, with free holds so few and far between that most think them all lost. Azers born within the efreeti Dominion of Flame belong to the populations that were conquered and assimilated into the empire ages ago. They live in perpetual service to the empire, disconnected from their history and culture, yet have formed their own close-knit society in the City of Brass under the fire genies’ harsh rule. A handful of azer communities have escaped efreeti conquest, most often by fleeing far from the genies’ realms. Some of these azers now reside in hot, volcanic areas of the Darklands on the Material Plane, while others have fled to the remote depths within the Plane of Fire or made strange bargains with conniving allies or unknowable entities to keep themselves hidden. Prying outsiders nevertheless perpetually seek out these settlements, longing for legendary azer-crafted goods.
AZER LN
MEDIUM
Introduction
AZERS ON OTHER PLANES While the majority of azers live on the Plane of Fire, a few groups have emigrated to other planes. On Golarion, a number of large communities exist in the Flume Warrens, part of the Darklands beneath the Mindspin Mountains. Another group has taken up residence under the Five Kings Mountains after a harrowing escape from enslavement in the City of Brass. Legends speak of an ancient elemental nation led by an immortal azer who ruled a portion of the Valashmai Jungle on Tian-Xia, but the fate of this nation is unknown, and few of its ruins remain.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 2 ELEMENTAL
FIRE
HUMANOID
Perception +8; darkvision Languages Common, Ignan Skills Athletics +7, Crafting +10, Intimidation +4, Plane of Fire Lore +6 Str +3, Dex +1, Con +4, Int +2, Wis +2, Cha +0 Items light hammer (5), scale mail, warhammer AC 17; Fort +10, Ref +5, Will +8 HP 45; Immunities fire; Weaknesses cold 5 Heat of the Forge (aura, fire) 10 feet. An azer’s skin radiates heat like forge fire. A creature that starts their turn in the area must succeed at a DC 16 Fortitude save or become fatigued while they remain in the area. Creatures immune to environmental heat effects or with any fire resistance are immune. Speed 20 feet Melee [one-action] warhammer +9 (shove), Damage 1d8+3 bludgeoning plus 1d6 fire Melee [one-action] light hammer +9 (agile), Damage 1d6+3 bludgeoning plus 1d6 fire Ranged [one-action] light hammer +7 (agile, thrown 20 feet), Damage 1d6+3 bludgeoning plus 1d6 fire Burning Touch (evocation, fire, primal) The azer’s Strikes deal an extra 1d6 fire damage (included above). When the azer successfully performs a Grapple or Shove action, they also deal 1d6 fire damage to their target. Scorch [two-actions] (evocation, fire, primal) The azer shrouds their light hammer in flames and hurls it forward, dealing 2d6 fire damage to each creature in a 20-foot line (DC 16 basic Reflex save).
27
Bestiary 3
Bauble Beast SWAP MEETS Bauble beasts come together in groups of up to a dozen to share techniques and show off real jewelry they’ve acquired. They even try to infect one another with their respective skin conditions, as one beast might have sapphire-like warts and another emerald blotches, while a third has gold patches and another silver. The hosts of these social events often show off their wealth by catering expensive meals or sending lavish invitations.
The reclusive and deceptive creatures called bauble beasts create false jewelry as a byproduct of their extremely bizarre magical digestive systems. Two natural skin conditions provide the raw materials for this process: scaly patches of thin layers of metal, and warts that resemble gemstones. By chewing loose these patches and swallowing them, a bauble beast magically constructs the jewelry in its guts. After passing the forgery, it polishes and reshapes the item to make it more convincing. The beast then sneaks into a settlement to place the jewelry somewhere it can be found. A creature who dons this false jewelry is compelled to fetch their real valuables and deliver them to the beast, which it happily collects. Some bauble beasts simply send the confused victim on their way, but other more evil bauble beasts slay them to avoid being found out. This imitation jewelry fools laypeople, but it’s infamous among merchants. Merchant training usually includes a brief course on detecting bauble beast jewelry’s subtle but distinctive sweet odor. Though largely solitary, bauble beasts occasionally socialize with others who share their limited interests, primarily merchants, jewelers, earth elementals, and other bauble beasts. Xorns have a particular fondness for bauble beasts—or at least their gems. Though these aren’t as nourishing as real gems, xorns find the flavor decadent and eat them as a sort of junk food.
BAUBLE BEAST UNCOMMON
N
LARGE
CREATURE 6 BEAST
EARTH
Perception +13; darkvision Languages Common, Dwarven, Terran, Undercommon Skills Athletics +14, Crafting +13 (+17 to Craft jewelry), Deception +14, Diplomacy +12, Jewelry Lore +18, Society +11, Stealth +14, Thievery +14 Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha +4 Items artisan’s tools AC 23; Fort +15, Ref +12, Will +15 HP 100 Speed 30 feet, climb 10 feet Melee [one-action] jaws +16, Damage 1d8+7 piercing plus 1d6 persistent acid and philanthropic bile Melee [one-action] leg +16 (agile), Damage 1d10+7 bludgeoning Ranged [one-action] bile +16 (acid, range increment 30 feet), Damage 2d8 acid plus 1d6 persistent acid and philanthropic bile Philanthropic Bile Exposure to the bauble beast’s magical stomach fluids enchants the mind. A creature critically hit by the beast’s jaws or bile Strike is subject to a charitable urgeAPG spell (DC 23). Forge Jewelry (arcane, enchantment, exploration) The jeweler beast creates imitation jewelry within its own digestive system. This takes about 4 hours. Determining the jewelry is fake works like detecting a forgery (Core Rulebook 251), using either Perception or Crafting instead of Perception or Society, with a DC of 25. The process of creating fake jewelry also places an enchantment inside the item. Anyone who dons the imitation jewelry is targeted with a DC 24 suggestion spell with a duration of 1 hour on a failure or 24 hours on a critical failure. A creature that fails learns the location where the fake jewelry was created and is compelled to collect their valuable belongings and bring them to that location. Removing the imitation jewelry ends the spell immediately, but the wearer can’t take it off voluntarily.
28
A-C Baykok
A baykok is the restless remnant of a warrior or hunter, cast out for evil acts and cursed to forever soar through the sky far from its home, unable to ever set foot on the ground again. The creature’s despairing, lonely cries at night are audible for miles across the wilderness it haunts. Jealous rage drives it to hunt isolated humanoids, especially warriors and hunters who remind it of the life it once had and squandered. A baykok’s invisible arrows carry its soul-freezing loneliness, and its envious touch can steal a helpless victim’s vitality.
BAYKOK CE
MEDIUM
CREATURE 9 UNDEAD
Perception +19; darkvision Languages Common Skills Acrobatics +17, Athletics +19, Stealth +17 Str +6, Dex +4, Con +5, Int +0, Wis +4, Cha +1 Items +1 striking greatclub, +1 longbow Banished from the Ground A baykok can’t willingly touch earth or rock surfaces. If forced into contact with such a surface, it becomes enfeebled 2 for as long as it remains in contact. AC 27; Fort +20, Ref +19, Will +15 HP 200, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, unconscious; Weaknesses air 10, bludgeoning 10, earth 10 Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 25 Speed 30 feet, fly 40 feet Melee [one-action] greatclub +21 (backswing, magical, shove), Damage 2d10+9 bludgeoning Ranged [one-action] longbow +21 (deadly d10, magical, volley 30 feet), Damage 1d8+6 piercing plus 1d8 mental and arrow of despair Arrow of Despair (emotion, enchantment, fear, incapacitation, mental, occult) A baykok creates an invisible arrow of bone as it draws its bow. A frightened creature hit by the arrow is stricken with loneliness and despair and must attempt a DC 26 Will save; if the Strike was a critical hit, the target uses the outcome one degree of success worse than the result of its save. Critical Success The creature is unaffected. Success The creature is slowed 1 for 1 round. Failure The creature’s frightened value increases by 1 (to a maximum of 4), and it is slowed 1 until its frightened condition ends. Critical Failure As failure, but the creature is paralyzed until its frightened condition ends. At the start of each of its turns, it can end the paralyzed condition early with a successful DC 26 Will save. Devour Life [one-action] (curse, necromancy, occult) Requirements The baykok is adjacent to a paralyzed, restrained, or unconscious living humanoid; Effect The baykok touches the target and devours part of its life force. The target must succeed at a DC 26 Fortitude save or be afflicted with the baykok’s wasting curse. If the target fails and wasn’t already affected by the wasting curse, the baykok gains 20 temporary Hit Points that last for 1 hour. Wasting Curse (curse, necromancy, occult) The baykok steals life from its victim and leaves listless dread in its place. If a target fails its save against Devour Life, it becomes drained 1. Each time the target gets a full night’s rest, it must succeed at a DC 26 Fortitude save or its drained value increases rather than decreasing. The curse ends if the creature recovers from the drained condition, but if the creature would reach drained 5 from this effect, it dies.
Introduction
ENDLESS EXILE The wind that lets a baykok fly is also its prison, as it is cursed to be blown around forever without rest. The curse holds a baykok even after it’s destroyed, as the wind tears away its bones except its skull, which falls to the ground. Its soul is trapped within until the skull is destroyed, the creature is restored to life, or the bones are reassembled to recreate the baykok. If trapped long enough, the soul can call out to sensitive individuals to beg for help.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
29
Bestiary 3
Beheaded MORE BEHEADED ABILITIES Since beheaded are very similar to skeletons or zombies (or at least the heads from those creatures), you can also customize them with abilities from the skeleton (page 236 and Bestiary 298) and zombie (page 302 and Bestiary 340) entries, though take care to avoid abilities that require bodies or limbs. If you give the beheaded more than one additional ability, you might want to increase its level and adjust its statistics accordingly. Use the guidelines in Chapter 2 of the Pathfinder Gamemastery Guide to determine its new statistics.
Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.
BEHEADED ABILITIES Beheaded can manifest with a variety of abilities, such as those presented below. Bleeding The beheaded is covered in slimy blood. The target of a successful Strike is splattered with gore and must succeed at a Fortitude save or become sickened 1. Entangling Long, stringy hair clings to the beheaded’s scalp. Its Strikes gain the Grab ability (page 305). Fiendish (aura, divine, emotion, fear, mental, necromancy) 30 feet. The beheaded has a twisted, unsettling countenance. Foes that begin their turn in the area must succeed at a Will save or be frightened 1. Giant A beheaded created from the head of a giant is a Medium creature, gaining 2 levels and one or more additional beheaded abilities.
SEVERED HEAD The most common beheaded appears simply as a rotting head, barely preserved by the magic that created it.
SEVERED HEAD NE
TINY
MINDLESS
CREATURE –1 UNDEAD
Perception +6; darkvision Skills Acrobatics +6 (+8 to Maneuver in Flight) Str +1, Dex +2, Con +0, Int –5, Wis +2, Cha +0 AC 15; Fort +4, Ref +6, Will +4 HP 7, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 1 Speed 15 feet, fly 25 feet Melee [one-action] jaws +6 (agile, finesse), Damage 1d4+1 piercing Gnash [one-action] Requirements The beheaded’s previous action was a jaws Strike that dealt damage to its target; Effect The severed head makes a second jaws Strike as it violently shakes itself, trying to rip away a mouthful of flesh. On a success, the target takes an additional 1d4 slashing damage and 1 persistent bleed damage.
FLAMING SKULL More dangerous than simple severed heads, these skulls are wreathed in unearthly flames.
FLAMING SKULL NE
TINY
MINDLESS
CREATURE 2 UNDEAD
Perception +9; darkvision Skills Acrobatics +8 (+10 to Maneuver in Flight) Languages Common, Necril Str +1, Dex +4, Con +1, Int –5, Wis +3, Cha +0 AC 18; Fort +5, Ref +10, Will +7 HP 30, negative healing; Immunities death effects, disease, fire, mental, paralyzed, poison, unconscious; Weaknesses positive 3 Fiery Explosion When destroyed, a flaming skull explodes in a blast of fire and bone that deals 1d6 piercing damage plus 1d6 fire damage to each adjacent creature (DC 18 basic Reflex save). Speed 15 feet, fly 30 feet Melee [one-action] forehead +10 (finesse), Damage 1d6+3 bludgeoning plus 1d6 fire Ranged [one-action] spitfire +10 (agile, fire), Damage 1d12+2 fire Flaming Shroud A flaming skull is shrouded in hideous flames. It deals 1d6 fire damage to any unattended item it touches and on a forehead Strike. On a critical hit with a Strike, the target catches fire, taking 1d4 persistent fire damage.
30
A-C Betobeto-san
A betobeto-san wanders the highways and byways of the Material Plane, searching for unwilling traveling companions to sustain the spirit’s appetite for fear. Though this shadow spirit is invisible in darkness or shade, in light they appear as a formless, shadowy mass with two sandaled feet. These sandals are made of wood or bone that cause the creature’s footsteps to make the distinct “beto beto” sound from which they receive their name. A wide, toothy mouth smiles in the middle of their otherwise featureless mass, and they can manifest long, clawed limbs. Betobeto-san trail behind nighttime travelers, compelled to follow until the creatures verbally offer to let the betobeto-san pass. This compulsion isn’t usually malicious by nature and occurs more from a betobeto-san’s misguided desire for company and courtesy; unfortunately, they lack of understanding how this behavior can frighten others. Betobeto-san don’t attack those they follow, but they often end up in combat because their unwelcome behavior causes those they follow to attack first.
Introduction
SHADOWY AFTERIMAGES Betobeto-san are the afterimages of travelers that passed between the Shadow and Material Planes. While few such journeys create betobeto-san, sages posit that certain emotions or intents from those who travel between these planes can create these apparitions during the transit.
A-C D E-G H-K L-N O-R
CREATURE 12
S-T
Perception +22; greater darkvision, fearsense (precise) 60 feet Languages Common, Shadowtongue Skills Deception +23, Intimidation +23, Stealth +27 Str +4, Dex +7, Con +5, Int +4, Wis +4, Cha +5 Items sandals Fearsense (divination, mental, occult) The betobeto-san is aware of all frightened creatures within the listed range. AC 33; Fort +19, Ref +25, Will +22 HP 170; Immunities disease, paralyzed, poison, precision; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) Ominous Footsteps (auditory, aura, emotion, fear, illusion, mental, occult) 60 feet. The betobeto-san’s footsteps seem to draw ever closer, yet the source remains difficult to pinpoint. Each creature that starts its turn within 60 feet of the betobeto-san must attempt a DC 29 Will save. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature becomes frightened 1. Failure The creature becomes frightened 2. Critical Failure The creature becomes frightened 4. Shadow Invisibility The betobeto-san is invisible unless within an area of bright light. Shadow Step [reaction] (conjuration, occult, shadow, teleportation) Trigger A bright light source reveals the betobeto-san; Requirements The betobeto-san isn’t already within an area of bright light; Effect The betobeto-san Steps briefly into the Shadow Plane and then back again, appearing up to 30 feet away from where they began. Speed 40 feet Melee [one-action] claw +25 (agile, finesse, magical), Damage 3d12+10 negative Stepping Decoy [one-action] (auditory, illusion, occult) Effect The betobeto-san Steps. They then create two illusory decoys of sound within 15 feet of them that mimic the sounds of their ominous footsteps. These decoys act independently on the betobeto-san’s initiative with 2 actions apiece. They can only Sneak or Stride, and they have a Speed of 35 feet. Use the betobeto-san’s Stealth DC (typically 37) against attempts to Seek or disbelieve a decoy. Each decoy lasts for 1 minute. Any existing decoys vanish if the betobeto-san uses this ability again.
U-Z
BETOBETO-SAN UNCOMMON
N
MEDIUM
INCORPOREAL
SHADOW
SPIRIT
Appendix
31
Bestiary 3
Bison BISON DRIVES Hunting bison is a communal endeavor. Centaurs from the plains organize into hunting brigades and run alongside members of a stampeding herd, lancing and shooting at them from close range. Less mobile peoples use disguises to shepherd bison into position before scaring them to rush over sheer drops or into corrals where they can be slaughtered. A single bison herd can provide enough meat, hides, and furs for an entire community.
Bison are large bovines with short faces and two horns; they weigh an upwards of 2,000 pounds and stand up to 6 feet at the withers. Bison herds thunder across the grassy plains of Golarion, shaking the earth. They’re a common sight along the Whistling Plains east of Taldor and the wide grasslands of the nation of Karazh in Casmaron; they also frequently appear in the cooler northeastern reaches of Avistan, the River Kingdoms through Numeria, and the Realm of the Mammoth Lords and western Sarkoris. Communal by nature, bison gather in large numbers for the summer mating season before the bulls split off to wander the prairie grasses. Bison have adapted well to harsh prairie winters, as their shaggy fur, which grows thicker in winter, insulates them; in the face of blizzards, they survive by facing steadfastly into the howling winds and hunkering down to reduce their exposure. The way that bison wallow in dirt or rub against large stones might make it easy to mistake their docile nature for passivity. However, this presumption has been the ruin of many hunting parties. Their plentiful meat and thick furs make bison an appealing bounty, but with the ground thundering beneath them, bison can quickly overpower inexperienced hunters unprepared for a stampeding herd. These hunting parties sometimes hire particularly daring adventures, who can add their spells, steel, and expertise to ensure a successful hunt. While the bison of the plains are the best known and most numerous, they have cousins both in thick boreal forests and along wide, open steppes. These bison variants stand taller but can’t match the speed and aggression of their smaller plains relatives.
BISON N
LARGE
CREATURE 4 ANIMAL
Perception +8; scent (imprecise) 60 feet Skills Athletics +14, Survival +10 Str +6, Dex +3, Con +5, Int –5, Wis +2, Cha –1 AC 20; Fort +13, Ref +11, Will +8 HP 70 Cold Adaptation The bison reduces the effects it suffers from cold environments by one step. Speed 30 feet Melee [one-action] hoof +12, Damage 2d6+6 bludgeoning Melee [one-action] horn +12, Damage 2d8+6 piercing plus Knockdown Pointed Charge [two-actions] The bison surges forward at its foe, horns lowered. It Strides twice. If the bison ends its movement within melee range of an enemy, it makes a horn Strike against that enemy. This Strike gains the fatal d12 trait. Rolling Thunder [three-actions] The bison kicks up dust and shakes the ground as it charges. The stampeding bison Strides up to twice its Speed in a straight line, dealing 4d6+6 bludgeoning damage (DC 21 basic Reflex save) to any Medium or smaller creature in its path. Multiple bison can participate in Rolling Thunder by spending this ability’s actions and waiting to charge until the herd is ready. Before the beginning of their next turn, they can then charge as a reaction triggered by an adjacent bison beginning its Rolling Thunder charge. All bison in the combined charge must charge in parallel lines, so the areas can’t overlap. The combined charge deals an additional 3d6 bludgeoning damage to creatures in the area, and a creature that fails the Reflex saving throw is also knocked prone.
32
A-C Blood Painter
Simultaneously enamored with the natural world yet too alien to survive in it, blood painters are eight-limbed artists who stalk, kill, and dismember in search of pigment and sustenance alike. Blood painter physiology can’t digest typical food, so the creatures feed by harvesting blood and using it to paint and animate something edible. When not on the hunt, blood painters seek out beautiful vistas, which they placidly admire via the eyes in the hands of their uppermost limbs and then reproduce on canvas. Exceptional art endlessly fascinates these creatures, and skilled dancers and painters alike occasionally escape the aberrations by creating a new work to trade for their lives. Blood painters jealously guard these works, and much of their treasure consists of art. Blood painters tend to mastermind the periodic theft of masterpieces.
BLOOD PAINTER NE
LARGE
CREATURE 9
ABERRATION
Perception +19; bloodsense (imprecise) 60 feet, darkvision Languages Aklo, Common Skills Art Lore +21, Athletics +20, Craft +17 (+21 for paintings), Medicine +19, Stealth +17 Str +5, Dex +4, Con +3, Int +6, Wis +4, Cha +3 Bloodsense A blood painter can detect exposed blood as an imprecise sense at the listed range, including from creatures taking persistent bleed damage. AC 27; Fort +16, Ref +19, Will +17 HP 155 Easily Fascinated When subject to a visual illusion with the incapacitation trait, the blood painter doesn’t adjust their degree of success due to the incapacitation trait. Speed 30 feet, climb 15 feet Melee [one-action] claw +20 (agile, reach 10 feet), Damage 3d8+8 slashing plus 1d8 persistent bleed Dab [one-action] (enchantment, manipulate, mental, occult) Requirements The blood painter is within reach of an enemy taking persistent bleed damage; Effect The blood painter touches the creature and applies blood to one of their four claws; the blood remains fresh for 1 minute. The target must succeed at a DC 28 Will save or become fascinated with the blood painter. Paint [one-action] (concentrate, illusion, manipulate, occult) Requirements The blood painter has fresh blood applied to a claw using Dab; Effect The blood painter expends the blood on one claw to paint a illusion with the effects of one of the following spells: illusory creature, illusory disguise, illusory object, or mirror image. The Paint action gains the traits of the spell it’s reproducing, and the blood painter can Sustain a Spell on these effects. They use a spell attack modifier of +20 and DC 28 for these effects, which are heightened to 5th level. If they have fresh blood applied to two or more claws, the blood painter can expend the blood on all of them to instead produce the effects of cloak of colors or vibrant pattern. Any effects produced by this ability have a +2 status bonus to attack rolls, damage rolls, saving throws, skill checks, and AC against the creature whose blood was used to Paint and that creature takes a –2 status penalty to Perception checks and saves against it.
Introduction
APOCRYPHAL ORIGINS Despite blood painters’ mysterious origins, the prevailing theory insists the first one arose from overzealous Shelynites so devoted to their art they ceased eating and sleeping, eventually transforming into aberrations that could feed on their own art only. Some believe it possible to “cure” a blood painter, restoring the accursed creature’s original memories and form.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
33
Bestiary 3
Bone Ship VESSELS OF THE DARK GODS Evil deities sometimes raise bone ships bound to them. These flagships herald destruction done at the creator’s will. Urgathoa occasionally makes bone ships to carry her revered acolytes to distant lands or cultures at sea. One of the Four Horsemen of the Apocalypse, Charon the Boatman, counts many bone ships among his followers; some ply the River Styx in Abaddon; while others ferry his apostles to other planes. Charon’s bone ships approach slowly rather than speeding toward their quarry, giving more time for the hearts of those who witness them to lose all hope. Kelizandri, elemental lord of water, holds power over the drowned. He gives them new purpose crewing bone ships, where they can live eternally in the moment of their death under the waves. His ships frequently plumb the depths of great seas, casting ghostly green light down in the blackness.
PILOTING A BONE SHIP When a bone ship is defeated without being destroyed, or is commandeered by a more powerful undead, it can be used as a vehicle, following the rules on pages 174–177 of the Gamemastery Guide. It uses its normal Speed and defenses, and adds the following statistics. Space 100 feet long, 20 feet wide, 25 feet high Crew 1 pilot, 12 crew; Passengers 12 Piloting Check Sailing Lore (DC 40), Religion (DC 38); the ship’s propulsion is wind if Sailing Lore is used, or magical if Religion is used Collision 9d10 bludgeoning plus 5d6 negative (DC 38)
34
Rarely does anything living remain after a bone ship’s passing—only death, destruction, and waves red as blood that clash and foam in its wake. When a bone ship forms, necromantic magic dredges great bones from the seabed and slowly bends them into place with malicious intent. Whales’ ribs typically form the timbers of the hull, and their great spinal columns twist into towering masts. Muscles and tendons lash the ship together, tightening and loosening to precisely turn the ship as it sails. When a bone ship encounters another vessel or finds some other opportunity to sow death, smaller corpses strewn throughout the ship animate to form a crew and boarding party. Each crew member resembles a humanoid skeleton, but they might be made of bones from multiple creatures. For battle, the ship also creates magical cannons formed of bone that propel bone shards and debris with blasts of magic. The small black gemstones stippled across the ship’s structure hold the souls of a drowned crew, for a bone ship is the cursed legacy of dead sailors. When mass death happens at sea—often from an entire ship sinking far from shore—the anguish of the dying victims can spawn a bone ship. This event might occur when a sailor makes a final plea to a dark god or when a deity takes the opportunity to bind many dead sailors’ souls together as a destructive show of divine power. When not created through divine intervention, a bone ship can grow slowly and organically from one of the ships piloted by the undead sailors known as draugr (Bestiary 2 102). As draugr ships plague the seas and sink other vessels, they can collect more souls and bones, eventually becoming bone ships. These vessels look different from many other bone ships with patchwork or asymmetrical appearances. A bone ship is almost gluttonous, possessing an unceasing appetite for death, destruction, and new souls to add to its number. These desires stem from an underlying cause, either placed within the ship by its creator or accreted from the scattered final wishes of its component dead souls. For example, a deity might send a bone ship on a special mission to carry a message or dispose of a particularly persistent adversary or annoyance. Though bone ships usually travel upon the waves, they have no need to breathe and can carry out underwater missions at the behest of their creator. Bone ships hold a legendary reputation among sailors. These undead can appear out of nowhere to wreak destruction, and if a crew’s bodies are absent from a shipwreck, the calamity might be blamed on a bone ship. The sea can bring death suddenly in many ways, but eternal enslavement of the soul presents a more terrifying fate than death alone.
BONE SHIP RARE
CE
GARGANTUAN
CREATURE 18 UNDEAD
Perception +32; darkvision Languages Common, Necril (can’t speak any language) Skills Athletics +33, Intimidation +31, Sailing Lore +37 Str +9, Dex +5, Con +9, Int +1, Wis +6, Cha +5 Skeleton Crew (divine, evil, necromancy) The bone ship is compelled not by a single mind, but by the collective consciousness of dead sailors’ souls. The ship is immune to mental effects that target only a specific number of creatures. It’s still subject to mental effects that affect all creatures in an area. Any creature that tries to communicate with the ship via telepathy or read its thoughts hears the dying screams and gasps of the crew, and is targeted with a 9th-level warp mind spell (DC 41). The ship animates skeletal crew members out of its own bones, arming them with rusty old cutlasses or other armaments so they can attack anyone who comes next to the ship. These entities have appearances matching those the bound souls had in life but aren’t truly individuals; anything that targets them in fact targets the bone ship they’re a part of.
A-C Hundreds of black soul gems decorate the ship’s exterior, each holding one soul. These gems can hold souls of creatures whose level was 16th or lower, and they have no value. If the ship is destroyed, all these gems shatter, freeing the souls within. Trawl for Bones (downtime) The bone ship spends 1 day scavenging bones from the sea and restores itself to full Hit Points. AC 42, all-around vision (page 304); Fort +33, Ref +27, Will +30 HP 415; Immunities death effects, disease, paralyzed, poison, skeleton crew, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Blood Wake (aura, divine, enchantment, fear, mental) 30 feet. The churning water around the bone ship tinges red with seeping blood. A living creature that enters water in the aura sees visions of itself drowning in the blood and must attempt a DC 37 Will save. After attempting this saving throw, the creature is temporarily immune for 1 hour. On a failure, the creature becomes frightened 2 (frightened 4 on a critical failure) and stunned 1, and it takes a –4 status penalty to Athletics checks to Swim. Speed swim 40 feet Melee [one-action] hull +35 (reach 20 feet), Damage 3d10+17 bludgeoning plus 2d10 negative Melee [one-action] skeleton crew +35 (agile), Damage 3d6+17 slashing plus 2d10 negative Ranged [one-action] bone cannon +35 (brutal, divine, negative, range increment 100 feet), Damage 2d12+12 bludgeoning damage plus 2d10 negative Cannonade [two-actions] The bone ship makes four bone cannon Strikes, each targeting a different creature. Chain Shot [one-action] The bone ship makes a special bone cannon Strike, firing a chain made of bones. A creature hit by this Strike is grabbed by the chain (Escape DC 41). The bone ship can use Interact actions to reel in a grabbed creature 50 feet per action spent, and when the ship moves, it pulls the grabbed creature along with it. Crew’s Call [two-actions] (divine) The crew let out an anguished cry in unison. This is a wail of the banshee spell with 100-foot emanation (DC 39). In addition, any creature within 5 feet of the ship is grabbed by the crew. The ship can’t use Crew’s Call again for 1d4+1 rounds. Keelhaul [three-actions] As Trample (Huge or smaller, hull, DC 43, page 306), but the bone ship Swims up to double its swim Speed instead of Striding, and each creature that fails its save is also dragged under the ship. The GM places each creature dragged along in an underwater space adjacent to the bone ship at the end of the ship’s movement. Pressgang Soul [one-action] (divine) The bone ship casts bind soul. The target must have died due to the bone ship’s assault or from drowning. The creature’s soul becomes part of the ghostly crew. A new soul gem grows on the ship, and the bone ship is quickened for 1 minute. It can use the extra action only to Strike or Swim.
Introduction
FAMED BONE SHIPS Bone ships don’t choose names of their own, instead being christened by dread gods who create them or sailors fortunate enough to survive encounters with them. Some names still whispered in seaside taverns follow. • Captain Aster’s Eulogy • Crimson Mirage • Starved Whale • Horseman’s Herald • Wail upon the Winds
A-C D E-G H-K L-N O-R S-T U-Z Appendix
35
Bestiary 3
Bore Worm BORE WORM FARMING Despite their repulsive appearance, bore worms play an important part in the Darklands ecosystem by transforming rotting plants and animals into rich, loamy soil. Many subterranean farmers lure them to their property but must keep them well fed to avoid the cannibalistic frenzy that creates an empress bore worm. Bore worms also serve as a staple of Darklands cuisine. If properly cooked with fungus and plenty of salt, they become a favored delicacy; uncooked, they prove considerably less appetizing.
These Darklands vermin produce corrosive, noxious slime and deliver agonizing bites, whether as a revolting, wriggling swarm of finger-length worms or a single massive, lurching beast. Among Darklands communities, most inhabitants regard bore worms much in the same way surface cultures speak of maggots or cockroaches—with general disdain and revulsion. Children consider catching a single bore worm and using it to torment others a rite of passage, albeit a dangerous one.
VARIANT BORE WORMS The humble bore worm is a small and simple creature, both biologically and magically. These qualities allow it to adapt rapidly to different environments, some of them quite extreme, and also makes it susceptible to magical radiation and experimentation. Many a Darklands apprentice takes their first steps in the school of transmutation by practicing on these worms, while variations— both natural and cultivated—are scattered about beneath Golarion’s surface. Ice Worms: Found tunneling through the glaciers beneath the Crown of the World, these pale-blue worms behave similarly to their soil-bred cousins, but their frigid acid inflicts marks similar to frostbite on anything they touch. Ice worms still flee from liquid water but are immune to cold rather than to acid, and they substitute cold for acid in all of their attacks and abilities. Lava Worms: Dwelling in the deepest, hottest reaches of the Darklands, these bizarre creatures consume not living matter but minerals and rare earths. They’re most often found near volcanoes or open magma and will swim through the lava in pursuit of a meal. Lava worms are immune to fire rather than to acid, and they substitute fire for acid in all of their attacks and abilities. Necral Worms: An undead sorcerer in the ghoul-run Darklands city of Nemret Noktoria developed necral worms about 60 years ago by filling an empress bore worm’s abandoned exoskeleton with a unique alchemical paste. These undead bore worms radiate the very energies of death, making them surprisingly sophisticated magical batteries. Less pleasant entities often use them as magical tools. Necral worms have the undead trait and negative healing (page 305). They substitute negative damage for acid damage in all of their attacks and abilities, and they gain a weakness to positive damage in place of their weakness to water. Mage-Eater Worms: These luminous, purple worms present just one more reason to avoid the Mana Wastes between Geb and Nex, where magic is unreliable at best and more often dangerously unpredictable. When a creature fails a save against Swarming Bites or Painful Bite, the worms also attempt a counteract check against a single spell affecting the creature (counteract level 3, counteract modifier +12).
BORE WORM SWARM A single finger-length bore worm is unpleasant but mostly innocuous. Ten thousand bore worms, on the other hand, pose a formidable threat to even seasoned adventurers. The countless worms form a roiling, rancid mass of acid and pain, capable of delivering a hideous death to any person or beast unable to escape them. Unfortunately for any creature other than a bore worm, most encounters involve swarms.
BORE WORM SWARM N
LARGE
ANIMAL
CREATURE 5
SWARM
Perception +12; tremorsense (imprecise) 60 feet
36
A-C Skills Acrobatics +10, Stealth +12 Str –1, Dex +3, Con +4, Int –5, Wis +1, Cha –4 AC 20; Fort +15, Ref +12, Will +8 HP 60; Immunities acid, precision, swarm mind (page 306); Weaknesses area damage 4, splash damage 4, water 8; Resistances bludgeoning 4, piercing 8, slashing 8 Speed 15 feet, burrow 30 feet Swarming Bites [one-action] Each enemy in the swarm’s space takes 3d6 acid damage (DC 22 basic Reflex save). Creatures that fail this save become sickened 1 from the swarm’s painful bites.
EMPRESS BORE WORM When an area lacks sufficient food, the bore worms in a swarm become increasingly agitated and desperate. Eventually, at some chemical signal, the worms begin to cannibalize each other, devouring one other in a frenzy too gruesome to behold. A single worm emerges from this melee victorious; it rapidly grows larger and more voracious until it reaches an absolutely elephantine size. This empress bore worm lives only briefly, as it sets out in search of a new feeding ground and eats everything in its path in an attempt to sustain itself. However, the empress bore worm’s ravenous metabolism demands more from its body than what it can physically sustain, as it exists only as a vessel for the next generation. Most live only a few days, or weeks at best, traveling and eating nonstop before dying—and in so doing, giving birth to new swarms of bore worms.
EMPRESS BORE WORM N
HUGE
Introduction
HYDROPHOBIA Water causes bore worms to curdle and die—even an empress bore worm will smoke and twitch, its shell eventually turning a dull brown before caving inwards. The secret as to why lies in the chemical composition of the worm’s acid. Normally, bore worms are immune to their own acid, but exposure to water alters the acid’s nature, and so the worms burn alive in their own secretions.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 7
ANIMAL
Perception +13; tremorsense (imprecise) 60 feet Skills Athletics +17, Stealth +14 Str +6, Dex +3, Con +5, Int –5, Wis +2, Cha –4 AC 23; Fort +18, Ref +14, Will +11 HP 140; Immunities acid; Weaknesses water 10 Viviparous Birth When killed, an empress bore worm violently expels the young it carries. These young erupt as a bore worm swarm in the empress bore worm’s space. In addition, every creature within 20 feet takes 5d10 acid damage (DC 25 basic Reflex save) from the splatter of caustic viscera. Speed 25 feet, burrow 40 feet Melee [one-action] bite +17 (reach 15 feet), Damage 2d6+9 piercing plus 1d6 acid and painful bite Borer An empress bore worm can leave a tunnel behind itself when it burrows, and it usually does. Corrosive Wake [one-action] The empress bore worm Strides, leaving behind dribbles of acid in every square that it passes through. A creature that enters or begins its turn in such a square takes 3d6 acid damage (DC 22 basic Fortitude save). The acid becomes inert after 1 minute. Painful Bite The bite of an empress bore worm causes excruciating pain. The target must succeed at a DC 25 Fortitude save or become sickened 1 from the pain (sickened 2 on a critical failure).
37
Bestiary 3
Brainchild SPREADING RUMORS Brainchildren require setup. Create some rumors the PCs might hear around town, adding more if they Gather Information. Take note of what rumors they share and who believes which ones. Don’t include too many—if the PCs believe them all, the brainchild will be too powerful! Examples include “I hear the Beast of Chimney Hill can walk through a fire unburnt” and “Woke with a pounding headache. Old Selby’s Dog must be lurking about again.”
38
A rumor can become so vivid and so persistent that it comes to life, creating a brainchild—a living illusion that hatches from an intense belief in a remorseless and implacable killer. Often, these rumors swirl around the victims of a phantasmal killer spell. A brainchild’s capabilities grow when they pursue a believer but deflate against skeptics, making them only as bad as one thinks they are. A simple drive to stalk, terrify, and kill propels a brainchild, but the creature might also exhibit other behaviors ascribed to them through gossip.
BRAINCHILD RARE
CE
LARGE
CREATURE 11 ILLUSION
MENTAL
Perception +18; darkvision Languages telepathy 100 feet (page 306), universal language Skills Deception +22, Intimidation +24, Performance +22, Society +21, Stealth +20 Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +7 Universal Language Anything spoken by the brainchild is perceived by the listener in its native language. Urban Legend A brainchild is sustained only by the reputation that precedes them. Mindless creatures are immune to a brainchild and can’t perceive them. The brainchild’s size, features, and items, as well as the appearance of their attacks, match what the foes perceiving them expect. If foes expect to see different things, the brainchild chooses which to manifest. If any creature that can perceive the brainchild believes the brainchild has one of the abilities below, the brainchild has that ability. A creature can Seek or Sense Motive (against the brainchild’s Deception DC) to attempt to disbelieve an individual ability. If at any point no creature perceiving the brainchild believes in the ability, the brainchild loses that ability immediately. If foes expect different particulars, such as one believing the brainchild is immune to fire and another believing they’re immune to divinations, the brainchild chooses one to have. • Tremorsense (imprecise) 100 feet (page 306) • Immunity to one damage type, magic school, or condition • Weakness 10 to one damage type other than mental • Resistance 10 to physical damage, with an exception for either cold iron or silver • Frightful Presence (aura, emotion, fear, mental) 100 feet, DC 28 • 1d6 Extra Damage on Strikes, of a type one foe believes in • Additional Spells phantom pain and shadow blast at 6th level AC 30; Fort +21, Ref +22, Will +18 HP 200; Immunities death effects, detection, diseased, doomed, necromancy, scrying; Weaknesses mental 10 Persistence of Memory (illusion, mental, occult) When a brainchild is destroyed, it returns if anyone still fully believes it exists, re-forming within 100 feet of any believer after 2d4 days. Speed 30 feet, fly 30 feet Melee [one-action] illusory weapon +24 (illusion, mental, occult), Damage 4d6+10 mental plus urban legend Ranged [one-action] illusory weapon +24 (illusion, mental, occult, range 100 feet), Damage 4d6+6 mental plus urban legend Occult Innate Spells DC 30; 5th phantasmal killer (×3, image resembles the brainchild); 4th dimension door (×2); Cantrips (6th) ghost sound, message
A-C Buso
Busos are tree-dwelling folk with a simmering desire to consume the flesh of others. They to heavily supplement their food with leaves and root crops, possess significant knowledge of agriculture, and boast innate powers over plants and their growth. In regards to meat, however, busos reject the flesh of beasts; they instead consume other humanoids. Not only do they find the taste of other creatures repulsive, but their bodies reject non-humanoid meat since it provides them no nutritional value and consuming it leaves them sickened and weak. Busos’ unusual dietary needs mean they’re almost always at odds with neighboring cultures. They typically maintain decent relations only with goblins, who are as a people less prone to judging others based on diet. Other communities fear busos—with some justification—though aside from the occasional forays to harvest someone for their next meal, busos tend to keep to themselves. In some desperate locations, communities faced with famine or other natural disasters might even seek out busos’ aid, offering victims in exchange for knowledge or magical assistance that might save their communities from slow and terrible deaths through starvation. A buso’s single eye sometimes leads to them being compared to cyclopes. However, both types of creatures deny any common ancestry, and they first appeared independently in entirely different parts of the world with substantially divergent abilities. For their part, busos believe that their ancestors’ deeds gave rise to their single eyes. When faced with a famine that threatened their existence, these ancestors each cut out one of their eyes as an offering to the malevolent spirits of the forest, imploring for their salvation. Busos say that these spirits, whom they call the busaw, gave them their knowledge of agriculture, power over plants, and craving for sentient flesh. Henceforth, they revered the busaw as gods and called themselves buso: those who worship the busaw.
BUSO FARMER NE
MEDIUM
Introduction
BUSO DATU Occasionally, a busaw spirit who seeks to live a mortal life will possess a buso baby. Such babies are born with the two eyes typical of most humanoid as well as an ivory horn that channels arcane fire. Seen as gods incarnate, they’re revered as datu, who rule buso society. When a buso datu dies, their busaw spirit simply retakes their place haunting the forest.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3
HUMANOID
Perception +8; low-light vision Languages Goblin, Sylvan Skills Arcana +8, Athletics +9, Cooking Lore +10, Farming Lore +10, Nature +8 Str +4, Dex +1, Con +2, Int +3, Wis +1, Cha –1 Items javelin (4), kukri, studded leather AC 18; Fort +9, Ref +6, Will +8 HP 48 Speed 25 feet Melee [one-action] kukri +11 (agile, trip), Damage 1d6+6 slashing Ranged [one-action] javelin +8 (thrown 30 feet), Damage 1d6+6 piercing Resize Plant [two-actions] (arcane, plant, polymorph, transmutation) Frequency twice per day; Requirements The buso touches a Small, Medium, or Large plant; Effect The plant grows or shrinks by one size, remaining that size for the next 5 minutes. If used on a plant creature, this effect has the effects of enlarge or shrink (buso’s choice). Unwilling plant creatures can attempt a DC 18 Fortitude saving throw to resist this effect.
39
Bestiary 3
Caligni VANGUARD TRAINING As soon as a caligni vanguard is old enough to hold a weapon, they’re immersed in an intensive training regimen that emphasizes austerity, asceticism, and heavy armor prowess. Though initially painful, the fusion of their armor to their bodies serves as a reminder of their responsibilities, and they eventually grow accustomed to the sensation.
Each individual in caligni society serves a specific role. At times, certain roles so rarely find suitable candidates that a community might only see a few individuals fill them in an entire generation.
CALIGNI VANGUARD Caligni children born without eyes—an extremely rare occurrence—are considered sacred to their communities. From a young age, they’re set aside and groomed to become caligni vanguards, dedicated to rigorous martial training and mental strictures. Other calignis revere vanguards’ discipline and combat skill, but wary caution always tinges such respect, as they often have inscrutable motives. Vanguards almost never rebel against their duties or their established role in the community; some claim that those who do are taken by the owbs. A vanguard’s armor is fused to their body in pieces, and they rarely remove those elements that aren’t. This armor plating and vanguards’ keen sense of hearing render them particularly sensitive to sonic vibrations, which serves as both an asset and a vulnerability.
CALIGNI VANGUARD RARE
LE
MEDIUM
CALIGNI
CREATURE 5 HUMANOID
Perception +13; echolocation 60 feet, no vision Languages Caligni, Undercommon Skills Athletics +14, Stealth +8 Str +5, Dex –1, Con +3, Int +1, Wis +4, Cha +1 Items composite longbow (40 arrows), full plate (see death blaze), greatsword Echolocation A caligni vanguard can use their hearing as a precise sense at the listed range. AC 24 Fort +14, Ref +8, Will +11 HP 50; Immunities visual; Weaknesses sonic 5; Resistances slashing 5 Attack of Opportunity [reaction] (page 304) Death Blaze When the vanguard dies, their body combusts in a blaze of fire and armor shrapnel. All creatures within a 10-foot emanation take 3d6 fire damage and 3d6 piercing damage (DC 19 basic Reflex save). The vanguard’s armor is destroyed in the blaze, but their other gear is unaffected and left in a pile where they died. Speed 25 feet Melee [one-action] greatsword +16 (versatile P), Damage 1d12+8 slashing Ranged [one-action] composite longbow +10 (deadly d10, range increment 100 feet, volley), Damage 1d8+5 piercing Call to Arms [one-action] (auditory, mental) Each caligni within 30 feet of the vanguard gains the Attack of Opportunity reaction until the end of the vanguard’s next turn. Once a caligni has used this Attack of Opportunity, that caligni is temporarily immune to the same vanguard’s Call to Arms for 10 minutes. Shadowed Blade [two-actions] (darkness) The vanguard makes a melee Strike, channeling shadowy essence into their weapon or unarmed attack to envelop the target. If the Strike hits, the target must succeed at a DC 19 Fortitude save or become blinded until the end of its next turn.
CALIGNI CALLER Although the mysterious demigods known as the Forsaken disappeared eons ago, many calignis continue to follow their ancient traditions of worship. Owbs, once the Forsaken’s servants, still respond to caligni prayers. Caligni callers serve as the priests of their communities, calling upon these shadowy owb patrons for guidance, favors, and power. Their most
40
A-C important ceremony, the blanching, determines the potential of most newborn calignis and shapes their eventual forms. Due to their close ties to the malevolent owbs, most callers exhibit cruel and inscrutable natures. They often lead caligni enclaves alongside caligni stalkers as spiritual advisors. Callers tend to be highly superstitious, seeing omens everywhere, and they avoid revealing details of their rituals even to other calignis.
CALIGNI CALLER UNCOMMON
CE
MEDIUM
CREATURE 6 CALIGNI
HUMANOID
Perception +11; greater darkvision Languages Caligni, Undercommon Skills Arcana +9, Intimidation +14, Occultism +13, Stealth +15 Str +2, Dex +5, Con +1, Int +1, Wis +1, Cha +4 Items dagger AC 24; Fort +9, Ref +15, Will +11 HP 70; Weaknesses light blindness (page 305) Death Umbra (darkness) When the caller dies, an explosion of shadow devours their body. Each creature in a 10-foot emanation must attempt a DC 22 Fortitude save. Critical Success The creature is unaffected. Success The creature is enfeebled 1 for 1 minute. Failure The creature is enfeebled 2 and slowed 1 for 1 minute. Speed 25 feet Melee [one-action] dagger +15 (agile, finesse, versatile S), Damage 1d4+4 piercing plus 1d6 negative Occult Innate Spells DC 24, attack +16; 5th shadow walk; 4th darkness; 3rd chilling darkness (×2), grim tendrils (×3); 2nd darkness (at will); Cantrips (3rd) chill touch, detect magic Rituals DC 24; owb pact (see below) Sneak Attack The caller deals an additional 2d6 precision damage to flat-footed creatures.
Introduction
CALIGNI FAITHS Some calignis have abandoned their traditional faith in favor of more active deities; evil individuals favor Norgorber or Zon-Kuthon, while the less malevolent might follow Nocticula or Pharasma. Perhaps unexpectedly, Desna also has a small caligni following, particularly among those who frequently travel.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
OWB PACT Caligni callers can work together to request aid from the mysterious owbs they worship.
OWB PACT UNCOMMON
RITUAL 3 CONJURATION
Cast 1 day; Secondary Casters 2 Primary Check Occultism (expert) You call upon an owb (page 196) to assist you in a goal. Only caligni callers can use this ritual with relative safety. If a different type of caligni attempts this ritual, they use an outcome one degree of success worse than the result of their check. If a non-caligni attempts this ritual, the result is an automatic critical failure. Critical Success You conjure the owb. It decides your goals closely match its own and doesn’t request a favor in return. Success You conjure the owb. It isn’t eager to pursue the task, so it requires a favor in return. Failure You don’t conjure an owb. Critical Failure You conjure an owb, but it deems you unworthy and siphons away some of your soul energy. All casters become doomed 2.
41
Bestiary 3
Calikang CALIKANG ORIGINS Legend holds that an ancient Vudrani god failed to protect an important treasury from a raid by asuras (page 22). In shame, he severed his fingers and cast them down upon the world. Calikangs arose from the fingers, and, as penance, they’ve sought to protect worldly holdings from robberies or invasions ever since.
Calikangs are giant, blue-skinned, six-armed guardians of ancient tombs and treasuries. They each feel a deep, inherent drive to protect and guard, making them highly sought after as wardens and bodyguards. Because most serve as solitary guardians, few calikang societies exist. Calikangs’ unique physiologies enable them to absorb and manipulate electrical magic as well as other energies. They can live for 200 years—though they can further extend their lives via suspended animation. For this reason, many are chosen to guard tombs or other sealed sites where living guardians would perish and constructs would deteriorate.
CALIKANG UNCOMMON
CREATURE 12 LN
LARGE
HUMANOID
Perception +22; darkvision, true seeing Languages Common, Jotun Skills Athletics +25, Intimidation +24 Str +7, Dex +4, Con +5, Int –2, Wis +2, Cha +4 Items +1 striking longsword (2) Suspended Animation (concentrate) By concentrating for 5 minutes, the calikang can enter a state of suspended animation, freezing in place and becoming motionless but remaining aware of their surroundings. While in this state, the calikang gains a +4 status bonus to Fortitude saves; doesn’t age; and is immune to disease, inhaled toxins, poison, starvation, and thirst. The calikang can exit suspended animation as a free action. If they exit this state to attack, the calikang gains a +2 circumstance bonus to their initiative roll. AC 31; Fort +23, Ref +22, Will +20; +1 status to all saves vs. magic HP 235; Immunities electricity Energy Conversion (abjuration, arcane) Whenever the calikang is hit by an electricity spell’s attack roll or rolls a successful save against a spell that deals electricity damage, they absorb the energy. This heals the calikang for an amount of HP equal to quadruple the spell’s level and recharges their Breath Weapon. A calikang can’t absorb their own spells this way. Speed 35 feet Melee [one-action] longsword +28 (magical, reach 10 feet, versatile P), Damage 2d8+15 slashing Melee [one-action] fist +25 (agile, nonlethal, reach 10 feet), Damage 3d8+13 bludgeoning Arcane Innate Spells DC 28; 6th chain lightning; 1st magic weapon (at will); Constant true seeing Breath Weapon [two-actions] (acid, arcane, cold, electricity, evocation, fire, sonic) Frequency once per day; Effect The calikang breathes a blast of energy that deals 13d6 energy damage to creatures in a 60-foot line (DC 28 basic Reflex save). The calikang can choose the damage type each time: acid, cold, electricity, fire, or sonic. Increase the die size to d8 if the calikang chooses electricity. Sixfold Flurry [two-actions] The calikang makes up to two longsword Strikes and up to four fist Strikes. Each Strike must be against a different target. These attacks count toward the calikang’s multiple attack penalty, which doesn’t increase until after all the attacks are complete. For 1 round, the calikang gains a circumstance bonus to their AC equal to the number of Strikes they choose not to take, to a maximum of +4 for taking only two Strikes.
42
A-C Camel
For generations untold, nomads and traders have relied on sure-footed camels to cross the harsh deserts and trackless wastes around the world. Thriving where other animals wither and perish, camels are well-adapted to their homes with tough skin and the ability to store nutrients within their bodies. Properly cared for, these “ships of the desert” can trek for weeks between oases without trouble. Camels have three eyelids to protect them from desert sands and other blowing debris. One lid is completely clear, which allows them to see and travel during high winds. When sandstorms strike, camels completely close their nostrils to protect their lungs. Their underbellies also sport a thick, specialized skin, allowing them to lay down safely on burning hot sands. Contrary to popular belief, fatty tissue comprises a camel’s humps rather than water. This stored energy allows the animals to survive long distances between feedings. These herbivores can also readily digest hardy scrub brush inedible to other species, making them one of the hardiest desert survivors. Strong as a warhorse, camels can run fast and even sprint for short periods of time when they feel threatened, though they prefer a slow, plodding pace to conserve energy. One-humped camels, also called dromedaries, are more common in the deserts of northern Garund, while the two-humped variety are native to the dry steppes of Casmaron. Both species have tall and lanky builds, standing about 6 feet at the shoulder and weighing around 2,000 pounds. They can be ornery when mishandled, and they don’t hesitate to bite, kick, or even spit a noxious substance on riders who don’t treat them well. In addition to transporting people and goods, camels are a key source of fiber for clothing and tents as well as milk. Their meat is highly nutritious and surprisingly tasty, but given the creatures’ utility, this use is reserved for special occasions or truly dire situations.
CAMEL N
LARGE
Introduction
CAMEL COUSINS Rumors in the high desert tell of an ancient species related to both camels and llamas that still lives in sheltered mountain valleys and hidden rivers: the camelops. Larger and stronger than domesticated camels, camelops remain wild creatures. No living examples exist in captivity, though fables of their luxurious coats and indomitable endurance lead some riders to seek them out regardless.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 1 ANIMAL
Perception +4; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +6, Athletics +7, Survival +6 Str +4, Dex +3, Con +4, Int –4, Wis +1, Cha –1 Desert-Adapted A camel is well-adapted to heat and deserts. If allowed to drink and eat its fill, (roughly 40 gallons), it can Subsist for 2 weeks without needing to attempt Survival checks, and it treats environmental heat as if it was one step less severe. AC 15; Fort +9, Ref +8, Will +4 HP 20 Speed 35 feet Melee [one-action] jaws +7, Damage 1d6+4 piercing Ranged [one-action] spit +6, Effect camel spit Camel Spit To drive away enemies, the camel spits the partially digested contents of its stomach at a creature within 10 feet. On a hit, the target is dazzled for 1 round and must succeed at a DC 17 Fortitude save or become sickened 1. The camel can’t use its camel spit Strike again for 1d4 rounds. Sand Stride [two-actions] The camel Strides twice. It has a +5-foot circumstance bonus to its Speed during these Strides, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.
43
Bestiary 3
Cavalry Brigade TROOP GEAR Since the component members of a troop are individually much less powerful than the troop as a whole, a troop’s gear is typically of negligible utility or value. This troop’s Hellknight plate (Pathfinder Lost Omens Character Guide 80) is an exception, and a party might be able to salvage a suit or two from their defeated foes—if they’re willing to risk the wrath of the Order of the Nail!
44
A cavalry brigade consists of several Hellknights and a single field-maralictor, in the distinctive armor of their order and bearing lances; the maralictor speaks for the brigade, questioning travelers the brigade encounters and barking orders. A Hellknight brigade is typically based at a keep or other fortification controlling an area measured by a day’s ride in every direction—about 25 miles. Farther-ranging missions are possible but require substantial logistical support.
HELLKNIGHT CAVALRY BRIGADE LN
GARGANTUAN
ANIMAL
HUMAN
HUMANOID
CREATURE 8 TROOP
Perception +16 Languages Common, Infernal Skills Acrobatics +13, Athletics +18, Hell Lore +12, Intimidation +17, Religion +12, Society +12 Str +6, Dex +1, Con +4, Int +2, Wis +2, Cha +3 AC 27; Fort +18, Ref +13, Will +16 HP 135 (16 squares); Thresholds 90 (12 squares), 45 (8 squares); Weaknesses area damage 10, splash damage 5; Resistances mental 5, slashing 5 Troop Defenses (page 306) Speed 40 feet; troop movement Arrow Volley [two-actions] The Hellknights draw or reload their longbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 100 feet that deals 4d8 piercing damage (DC 23 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up [one-action] (page 305) Lance Charge [three-actions] The brigade Forms Up, then Strides twice with a +10-foot circumstance bonus to its Speed. If it moves at least 10 feet, the brigade deals 3d8+13 piercing damage (DC 26 basic Reflex save) to each enemy within 10 feet of the brigade at the end of its movement. Mounted Troop Effects that target only animals or only humanoids may not work on the cavalry brigade, subject to the GM’s discretion. Swing from the Saddle [one-action] to [three-actions] Frequency once per round; Effect The brigade engages in a coordinated melee attack against each enemy within 10 feet (DC 23 basic Reflex save). The damage depends on the number of actions. [one-action] 2d6 slashing damage [two-actions] 2d6+10 slashing damage [three-actions] 3d6+13 slashing damage Trailblazing Stride While moving on land, the Hellknight cavalry brigade ignores the effects of non-magical difficult terrain. Troop Movement Whenever the cavalry brigade Strides, the brigade first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves. This works just like a Gargantuan creature moving; for instance, if any square of the brigade enters difficult terrain, the extra movement cost applies to the whole brigade.
A-C Cecaelia
Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic hunters are agile and intelligent creatures, but proud. Their inquisitiveness often brings them into contact with strangers, where a poor turn of phrase or an unintended insult can quickly spark their legendary tempers. Cecaelias live nomadic lives, hunting and scavenging along coastlines for food and tradeable trinkets. They engage in frequent trade with terrestrial communities, offering anything from seafood to treasures retrieved from sunken vessels in exchange for goods not readily available underwater. Some take to piracy or hire themselves out as mercenaries, but their quarrelsome disposition invariably leads to them going their own way again before too long. The only non-cecaelia communities that maintain long-lasting relationships with cecaelias are those of the remarkably laid-back locathahs, who coexist with cecaelias in the city of Xidao (page 164). Cecaelias live in warm waters along verdant ocean reefs or coastlines, often near humanoid settlements. Able to adapt rapidly over a few generations, cecaelias adopt the physical features of their closest humanoid neighbors, which sages liken to an octopus’s natural camouflage.
CECAELIA TRAPPER CN
MEDIUM
AMPHIBIOUS
CREATURE 5 HUMANOID
Perception +11; darkvision, wavesense (imprecise) 10 feet (page 307) Languages Aquan, Common Skills Acrobatics +13, Athletics +11 (+13 to Grapple), Stealth +13, Survival +9 Str +4, Dex +4, Con +3, Int –1, Wis +2, Cha +0 Items longspear, net (2) AC 24; Fort +10, Ref +15, Will +11 HP 53 Speed 20 feet, swim 35 feet Melee [one-action] longspear +15 (magical, reach 10 feet), Damage 2d8+7 piercing Melee [one-action] tentacle +15 (agile, reach 10 feet), Damage 2d4+7 bludgeoning plus Grab (page 305) Cecaelia Jet [two-actions] (move) The cecaelia moves up to 140 feet in a straight line through the water. Hurl Net [one-action] Requirements The cecaelia is holding a net in two appendages; Effect The cecaelia hurls their net, attempting to hamper a foe. The cecaelia makes a ranged Strike (with a +15 modifier) against a Medium or smaller creature within 20 feet. On a hit, the target is flat-footed and takes a –10-foot circumstance penalty to its Speeds. On a critical hit, the creature is instead restrained. The DC to Escape the net is 16. A creature adjacent to the target can Interact with the net to remove it from the target. Ink Cloud [one-action] The cecaelia emits a cloud of black ink in a 10-foot emanation. This ink cloud has no effect outside of water. Creatures inside the cloud are undetected by creatures using sight or smell, and they can’t see or smell while inside the cloud. The cloud dissipates after 1 minute. The cecaelia can’t use Ink Cloud again for 2d6 rounds.
Introduction
LOST EMPIRE Cecaelias tell unsubstantiated tales of their forebears ruling a vast nautical empire within the depths of the Embaral Ocean. The ruins of their empire and of their capital, the nautiloid city of Sihuw, have yet to be discovered, despite many treasures of unidentified cultures washing up along the coasts of Tian Xia and Casmaron. Today, Cecaelias can be found in all of Golarion’s oceans, and whatever calamity robbed them of their home is buried in myth.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
45
Bestiary 3
Chyzaedu DOMINION RELIGION The Dominion of the Black has a complex relationship with religion; while it’s a gross oversimplification, its religion can be described as the worship of black holes and other overwhelmingly destructive forces in the deepest reaches of the universe.
Chyzaedus’ home world was consumed millennia ago by the Dominion of the Black via the manipulation of a black hole. Rather than accept destruction or fight back, the chyzaedus instead joined forces with their destroyers, seeing in them a greater purpose than mere world domination. Today, chyzaedus serve in a role akin to a priesthood for the Dominion and take a sinister interest in bringing their beliefs to new worlds, teaching ignorant dwellers the glory of pure entropic destruction. Much like the black holes they venerate, chyzaedus possess an eternal hunger for sustenance and knowledge alike—they can never be sated by either, yet they will never starve as long as there are mortals whose energy they can feed upon.
CHYZAEDU RARE
CE
GARGANTUAN
CREATURE 10 ABERRATION
Perception +21; darkvision, tremorsense (imprecise) 60 feet (page 306) Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy 100 feet (page 306) Skills Athletics +21, Diplomacy +17, Intimidation +19, Occultism +22, Religion +21, Survival +19 Str +7, Dex +3, Con +4, Int +2, Wis +7, Cha +3 AC 30 (27 without alien vestment); Fort +18, Ref +15, Will +23; +1 status to all saves vs. magic HP 135; Resistances acid 10, mental 10, physical 10 Alien Vestment The chyzaedu wears an eerie, alien layer of shimmering violet mucus that slithers and crawls over its flesh, but is hard as iron to the touch. If a chyzaedu takes bludgeoning damage from a critical hit, its alien vestment is shattered—this reduces its AC to 27 and causes it to lose its resistance to mental and physical damage; it can grow a new alien vestment by concentrating for 1 hour. Ecstatic Hunger (aura, emotion, enchantment, incapacitation, mental, occult) 30 feet. A chyzaedu gains sustenance by feeding upon the metabolisms of organic victims. A living creature that ends its turn in the aura must attempt a Will save. Critical Success The creature is unaffected and is temporarily immune for 24 hours. Success The creature suffers a painful hunger pang, becoming flat-footed for 1 round. Failure If possible, the creature spends its first 2 actions on its next turn eating or drinking (or spending actions to procure food or drink from its possessions or the surroundings, if necessary). The creature won’t consume anything dangerous, but will eat things it normally has no appetite for. Critical Failure As failure, but the creature will eat or drink dangerous consumables, such as poison or rotten food, if other food or drink are not immediately available. The creature must spend its first 2 actions each round consuming for as long as it remains in the chyzaedu’s aura plus 1 minute thereafter, but the creature can attempt a new saving throw at the end of its turn each round to end the effect early. Speed 25 feet, burrow 20 feet, climb 20 feet Melee [one-action] jaws +21; Damage 2d12+9 piercing plus Grab (page 305) Melee [one-action] claw +21 (agile); Damage 2d8+9 slashing Divine Prepared Spells DC 29, attack +21; 5th command, harm (×4), sending; 4th air walk, dimensional anchor, heal; 3rd blindness, chilling darkness, heal; 2nd enhance victuals, ghoulish cravings, silence; 1st command, fear, sanctuary; Cantrips (5th) daze, divine lance, message, read aura, sigil Swallow Whole [one-action] Medium, 3d8+7 bludgeoning, Rupture 26 (page 306)
46
A-C City Guard
Most towns and cities on Golarion have a garrison of professional guards whose duties include patrolling the streets, assisting citizenry in need, and acting as a quick military response in times of crisis. Guards usually operate in pairs or small groups, but when a serious emergency threatens, guards muster at the nearest keep, watch station, or other rallying point and then move out in search of their quarry. Alternatively, guard troops might be stationed at important locations in the city, such as the front gates, the main prison, or the entrance to the ruler’s castle. Individual guards may not be particularly well trained or experienced, but in large numbers they can defeat bandits, wild creatures that have slipped past the city gates, or the occasional drunken ogre. A group of city guards is usually accompanied and commanded by a single captain, who does most of the talking and gives individual guards their orders. The members of this city guard squadron have trained together to perform simple tactics but not advanced maneuvers.
CITY GUARD SQUADRON LN
GARGANTUAN
HUMAN
HUMANOID
CREATURE 5 TROOP
Perception +12 Languages Common Skills Athletics +14, Intimidation +11, Settlement Lore +9 Str +5, Dex +0, Con +3, Int +0, Wis +2, Cha +2 Seek Quarry City guards can spend 1 minute to designate a single creature for whom they have a physical description as their quarry. They gain a +2 circumstance bonus to Perception against their quarry. AC 22; Fort +14, Ref +9, Will +11 HP 75 (16 squares); Thresholds 50 (12 squares), 25 (8 squares); Weaknesses area damage 10, splash damage 5 Troop Defenses (page 306) Speed 25 feet; troop movement Fire Crossbows! [two-actions] The city guards draw or reload their crossbows, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals 3d8 piercing damage (DC 19 basic Reflex save). When the city guards are reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up [one-action] (page 305) Lower Halberds! [one-action] to [three-actions] Frequency once per round; Effect The city guards engage in a coordinated melee attack against each enemy within 10 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions. [one-action] 1d10 piercing or slashing damage [two-actions] 1d10+7 piercing or slashing damage [three-actions] 1d10+10 piercing or slashing damage Troop Movement Whenever the city guards Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the guards. Urban Chasers City guards ignore difficult terrain (but not greater difficult terrain) caused by crowds or from movement through narrow spaces such as alleyways.
Introduction
LOCAL GUARDS The guards depicted here are humans armed with halberds and crossbows. You can alter these details to match the settlements in your game, adding ancestry traits, regional languages, and other abilities as necessary, and swapping out their weaponry for ones appropriate to the local culture.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
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Bestiary 3
Clockworks CLOCKWORK RESEARCH Clockworks were invented in ancient times, culminating in the clockwork army of Xin, the first emperor of ancient Thassilon, but were lost for millennia. Disparate peoples later rediscovered the techniques and began to alter and improve them. Today, the Clockwork Cathedral in Absalom is a center of clockwork research, with many breakthroughs also coming from the kingdom of Nex and the mechanically savvy Grand Duchy of Alkenstar. The Qadiran professor Hadia Al-Dannah, formerly of the Clockwork Cathedral, wrote the best-regarded modern text on clockwork design—Glorious Rhythms in Life and Mechanica.
Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they’re primarily mechanical, packed with precision-tuned gears and springs working in concert. The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork’s crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine’s back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque—some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork’s creator or owner.
WINDING CLOCKWORKS A clockwork must be wound to remain operational. Each clockwork has the wind-up ability, with the specifics listed in its stat block. Wind-Up For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can’t act until it’s wound again. Some clockworks’ abilities require them to spend some of their remaining operational time. They can’t spend more than they have and shut down immediately once they have 0 time remaining. If it’s unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m. A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn’t decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can’t act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate). A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.
CLOCKWORK SPY Engineers, technologists, and mechanically gifted wizards employ clockwork spies—tiny, spiderlike constructs capable of recording and playing back audio— to surreptitiously surveil their enemies or steal secrets from competitors. Their spindly bodies and delicate components make them unsuitable for combat; in fact, most builders construct clockwork spies with a self-destruct mechanism to ensure the spies’ meddling can’t be traced back to them.
CLOCKWORK SPY UNCOMMON
N
TINY
CREATURE –1 CLOCKWORK
CONSTRUCT
MINDLESS
Perception +8; low-light vision Skills Acrobatics +5 Str –1, Dex +3, Con +0, Int –5, Wis +2, Cha +0 Record Audio [one-action] The clockwork spy records all sounds within 25 feet onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can’t cease recording early,
48
A-C nor can it record onto a gemstone that already contains a recording. Some clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals. The spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful DC 14 Thievery check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can’t be used to make another recording. Wind-Up 24 hours, DC 14, standby AC 17; Fort +2, Ref +7, Will +4 HP 8; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 2, orichalcum 2 Self-Destruct [reaction] A clockwork spy must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork spy is reduced to 0 Hit Points; Effect The spy thrashes around and emits a tinny scream followed by a steady ticking sound. At the beginning of what would have been its next turn, the clockwork spy explodes, dealing 1d10 piercing damage in a 5-foot radius (DC 16 basic Reflex save). Its gemstone is destroyed, along with any information contained inside it. An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 16 Thievery check to Disable a Device. Speed 25 feet, fly 25 feet Melee [one-action] spherical body +7 (finesse), Damage 1d6–1 bludgeoning
Introduction
WINDING ROUTINES Maintaining a group of clockworks that are meant to operate on a regular basis takes planning and attention. A cadre of clockwork soldiers set to patrol a location needs to be regularly wound. Typically, one or more servants are assigned to wind all the clockworks serving in one place at a standard time.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CLOCKWORK SOLDIER These diligent machines guard their assigned posts tirelessly. A typical clockwork soldier stands 6 feet tall and consists of 500 pounds of metal and magic.
CLOCKWORK SOLDIER UNCOMMON
N
MEDIUM
CLOCKWORK
CREATURE 6 CONSTRUCT
MINDLESS
Perception +16; darkvision Skills Athletics +15 (+17 to Disarm, Grapple, or avoid being Disarmed) Str +6, Dex +2, Con +4, Int –5, Wis +4, Cha –5 Items +1 halberd Wind-Up 24 hours, DC 22, standby AC 24; Fort +16, Ref +14, Will +12 HP 80; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 5, orichalcum 5; Resistances physical 5 (except adamantine or orichalcum) Attack of Opportunity [reaction] (page 304) Speed 25 feet Melee [one-action] halberd +18 (magical, reach 10 feet, versatile S), Damage 1d10+9 piercing Melee [one-action] fist +16 (agile, unarmed), Damage 1d8+9 bludgeoning plus Grab (page 305) Activate Defenses [one-action] One of the soldier’s external plates extends on a mechanical actuator to defend the soldier or an adjacent creature of the soldier’s choice. The creature gains a +2
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Bestiary 3
MALFUNCTION! Clockworks can be prone to errors if not well maintained or properly programmed. You might want to introduce one of the malfunctions listed on the facing page in a clockwork that is in disrepair or gets damaged heavily in battle (such as with a critical hit).
circumstance bonus to AC until the start of the soldier’s next turn, or until it is no longer adjacent to the soldier, whichever comes first. The soldier can have no more than one plate extended at a time.
CLOCKWORK MAGE A clockwork mage is a lethal blend of magic and machinery. Each of these clockworks is imbued with an arcane stone at its core that powers spells through the wand embedded in its chest.
CLOCKWORK MAGE UNCOMMON
N
MEDIUM
CREATURE 9 CLOCKWORK
CONSTRUCT
MINDLESS
Perception +17; darkvision Skills Acrobatics +17 Str +2, Dex +6, Con +4, Int –5, Wis +2, Cha –5 Items clockwork wand Wind-Up 24 hours, DC 26, standby AC 27; Fort +17, Ref +19, Will +17 HP 115; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious; Weaknesses electricity 10, orichalcum 10; Resistances physical 5 (except adamantine or orichalcum) Clockwork Wand The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage’s chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a DC 31 Thievery check to Disable a Device. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed. When removed, the clockwork wand is a magic wand containing the last 2nd-level innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate level. Speed 25 feet Melee [one-action] fist +19 (agile, finesse), Damage 2d10+6 bludgeoning Arcane Innate Spells DC 28, attack +20; 5th black tentacles, cone of cold; 4th blink, fly, wall of fire; 3rd haste, invisibility, stinking cloud; 2nd glitterdust, obscuring mist, web; 1st feather fall, floating disk, grease; Cantrips (5th) daze, detect magic, ray of frost, shield, tanglefoot Energize Clockwork Wand [one-action] (concentrate) Frequency once per 10 minutes; Effect The clockwork mage regains a spell it has already cast that day. It must spend 1 hour of its operational time, or 2 hours if the spell is 3rd level or higher.
CLOCKWORK DRAGON Clockwork dragons are a marvel of clockwork design. These powerful masterpieces have the ability to fly, making them versatile and dangerous killers. A clockwork dragon’s winding mechanism is more efficient than those of other clockworks, allowing it to partially reuse energy generated by flapping its wings. Creating a clockwork dragon requires not only an advanced understanding of clockwork design, but also a greater cache of rare resources, as its body requires solid reinforcement. As a result, most clockwork dragons have adamantine fortification. Creating a clockwork dragon without adamantine is entirely possible, though such dragons are typically smaller and more fragile.
50
A-C CLOCKWORK DRAGON RARE
N
HUGE
CLOCKWORK
CREATURE 16 CONSTRUCT
Introduction
MINDLESS
Perception +28; darkvision Skills Acrobatics +29, Athletics +33 Str +9, Dex +5, Con +5, Int –5, Wis +4, Cha –5 Wind-Up 1 week, DC 35, standby AC 39; Fort +30, Ref +28, Will +25 HP 265; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses electricity 15, orichalcum 15; Resistances physical 15 (except adamantine or orichalcum) Self-Destruct [reaction] A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator; Trigger The clockwork dragon is reduced to 0 Hit Points; Effect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing 12d10 piercing damage in a 40-foot emanation (DC 37 basic Reflex save). An adjacent creature can cancel the self-destruct sequence by succeeding at a DC 37 Thievery check to Disable a Device. Speed 40 feet, fly 120 feet Melee [one-action] adamantine jaws +33 (reach 15 feet), Damage 3d12+17 piercing Melee [one-action] adamantine claw +33 (agile, reach 10 feet), Damage 3d8+17 slashing Melee [one-action] tail +31 (reach 20 feet), Damage 3d12+15 bludgeoning Melee [one-action] wing +31 (agile, reach 15 feet), Damage 2d10+15 piercing Breath Weapon [two-actions] (arcane, evocation, fire) Effect The clockwork dragon breathes a spray of flaming oil that deals 16d6 fire damage in a 40-foot cone (DC 37 basic Reflex save). Creatures that fail their saves are covered in burning oil and take 2d6 persistent fire damage. The clockwork dragon can’t use Breath Weapon again for 2 rounds. Draconic Frenzy [two-actions] The clockwork dragon makes two claw Strikes and one wing Strike in any order. Spearing Tail [two-actions] The clockwork dragon attacks with the sharp point of its tail. It makes a tail Strike against each creature in a 20-foot line, rolling the attack roll once and applying the result to each target. Any creature hit takes 4d6 persistent bleed damage (doubled on a critical hit). This counts as two attacks for the dragon’s multiple attack penalty.
MALFUNCTION! (CONTINUED) Backfire: The clockwork rolls a DC 5 flat check at the start of each of its turns. On a failure, it backfires, dealing 2d6 fire damage in a 15-foot cone, including to itself (basic Reflex save at the standard DC for its level), and is slowed 1 this turn. Damaged Propulsion: The clockwork loses 1d4 hours of operational time at the end of each of its turns. Loose Screws: When damaged, the clockwork attempts a DC 5 flat check. On a failure, a plate of its armor falls loose. It takes a status penalty to AC equal to the number of lost plates (up to –4).
A-C D E-G H-K L-N O-R S-T U-Z Appendix
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Bestiary 3
Cobble Mite COBBLE MITE PETS Characters looking to keep a cobble mite as a pet can usually buy one in many large cities for 1 gp. Those who search for one in the wild must hunt carefully and risk finding enough cobble mites lairing together to form a cobbleswarm. A character with a familiar can choose a cobble mite, which must have the burrower familiar ability.
Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they’re dangerous in large groups.
COBBLESWARM Busy road builders might unknowingly use cobble mites in construction.
COBBLESWARM N
LARGE
ABERRATION
CREATURE 2 EARTH
SWARM
Perception +9; no vision, tremorsense (precise) 40 feet Skills Athletics +8, Stealth +10 Str +2, Dex +4, Con +2, Int –3, Wis +3, Cha +0 Clutching Cobbles The cobbleswarm’s space is difficult terrain. Tremorsense A cobbleswarm’s tremorsense is a precise sense out to 40 feet and an imprecise sense out to 80 feet. A cobbleswarm can’t sense anything beyond the range of its tremorsense. AC 16; Fort +8, Ref +10, Will +7 HP 20; Immunities precision, swarm mind (page 306), visual; Weaknesses area damage 3, splash damage 3; Resistances piercing 5, slashing 5 Speed 20 feet, burrow 10 feet Grasping Bites [two-actions] (attack) The cobbleswarm attempts an Athletics check and compares the result to the Fortitude DC of each creature in its space. This counts as two attacks for the cobbleswarm’s multiple attack penalty. Critical Success The creature falls prone, takes 1d6 bludgeoning damage, and is grabbed by the cobbleswarm until the end of the cobbleswarm’s next turn. Success The creature falls prone. Pummeling Assault [one-action] Each foe in the cobbleswarm’s space takes 2d4 bludgeoning damage (DC 17 basic Reflex save).
STURZSTROMER Cobble mites that remain a cohesive swarm for many years become dangerous living landslides.
STURZSTROMER UNCOMMON
N
HUGE
CREATURE 19 ABERRATION
EARTH
SWARM
Perception +33; no vision, tremorsense (precise) 120 feet Languages Terran Skills Athletics +37, Stealth +35 Str +8, Dex +10, Con +8, Int –1, Wis +6, Cha +2 Clutching Stones The sturzstromer’s space is greater difficult terrain. Tremorsense As cobbleswarm, but precise to 120 feet and imprecise to 240 feet. AC 41; Fort +33, Ref +35, Will +29 HP 280; Immunities precision, swarm mind (page 306), visual; Weaknesses area damage 12, splash damage 12; Resistances piercing 20, slashing 20 Speed 50 feet, burrow 20 feet Primal Innate Spells DC 41; 10th earthquake; 8th earthbind (at will), earthquake (×3), stone tell Grasping Bites [two-actions] (attack) As cobbleswarm, but on a success the creature is grabbed, and on a critical success the creature is restrained. Landslide [free-action] Requirements The sturzstromer’s most recent action was to cast earthquake; Effect The sturzstromer closes a fissure it made, choosing one creature that fell in. That creature must succeed at a DC 41 Reflex save or be buried as in an avalanche (Core Rulebook 518). Pummeling Assault [one-action] As cobbleswarm, but 4d10 bludgeoning damage and DC 41.
52
A-C Consonite Choir
Floods of crystalline blades called consonite choirs surge through the caverns and tunnels of the Plane of Earth. Although their resonant chimes can be among the most beautiful music in the planes, those who intrude on their territory are instead confronted with a bone-shaking wall of sound and a barrage of razor-sharp crystals. The blades form naturally, just one of the many wondrous types of crystal on the Plane of Earth. Razor-edged consonite stalactites hum and chime along with the plane’s grinding movement. As large collections of these crystals begin to communicate with each other through their shared song, they awaken into a sort of musical collective. Eventually, consonite choirs’ songs grow loud and complex enough to shake these colonies loose of their stone moorings and free them to explore the Plane of Earth. Consonite choirs typically prefer to stay near their spawning grounds but might be coerced to perform in the homes of wealthy shaitans or serve other powerful creatures of earth. They willingly leave the comfort of their homes to hunt down the hated xorns, who enjoy the flavor of their immobile consonite brethren. Consonite choirs who leave the Plane of Earth, either through natural portals or by answering the calls of powerful rituals, often find the open spaces of other planes more to their liking. They enjoy the sensation of high winds moving through their chimes and search tirelessly for skilled performance partners. Crueler fates trap other choirs—more powerful beings might mystically bind them to service or bully them into becoming living trophies. Over years of movement, the individual crystal blades of a choir naturally chip and break down. In their native caverns, consonite choirs can easily find new members. Trapped elsewhere, they must rely on others for replacement blades or eventually fall into torpor.
CONSONITE CHOIR UNCOMMON
N
GARGANTUAN
Introduction
CONSONITE BLADES Consonite crystals form sharp, if fragile, blades. A weapon made from a single perfect crystal of consonite naturally forms a thundering weapon rune, but it can’t have other non-fundamental runes etched into it. Damaged or incomplete crystals are still valuable for creating musical instruments or alchemical items like thunderstones.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 13 EARTH
ELEMENTAL
SWARM
Perception +23; darkvision, echolocation (precise) 120 feet Languages Terran Skills Acrobatics +24, Performance +27 Str +0, Dex +5, Con +8, Int –2, Wis +2, Cha +6 Echolocation The consonite choir can use hearing as a precise sense at the listed range. AC 32; Fort +27, Ref +22, Will +21 HP 200; Immunities precision, swarm mind (page 306); Weaknesses area damage 8, splash damage 8; Resistances bludgeoning 8, piercing 15, slashing 15 Resonant Chimes (aura, evocation, sonic) 30 feet. The consonite choir’s tones resonate within physical objects. A creature that begins its turn in the aura deals an additional 2d6 sonic damage on any Strike using a weapon. Speed 10 feet, fly 40 feet Ranged [one-action] launched blade +26 (magical, range 120 feet, sonic), Damage 6d6 piercing plus 2d6 sonic Swarming Chimes [one-action] The swarm deals 4d6 slashing damage plus 2d6 sonic damage to each enemy in the swarm’s space (DC 33 basic Reflex save). On a critical failure, the enemy is also deafened for 1 minute.
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Bestiary 3
Coral Capuchin CORAL CAPUCHIN NESTS The largest known coral capuchin nests are found around the Shackles and coastlines of the Mwangi Expanse. Preferring saltwater oceans over freshwater rivers or inlets for hunting, coral capuchins stake out territories within reach of shipping lanes and places frequented by humanoids. A nest’s treasure hoard usually includes small valuables, such as gems, coins, and jewelry—anything waterproof they can easily abscond with.
A coral capuchin resembles a hairless pink monkey with large eyes and batlike wings. Something of a tropical nuisance, these amphibious creatures follow trade ships, hoping to filch small valuables they can take home or perhaps find a sailor they can befriend to secure a regular supply of food. Coral capuchins live in tropical climates, and while they can breathe water or air with equal ease, their membranous skin means they rely heavily on having a nearby source of water. Fresh- and saltwater serve equally well for this purpose, though the creatures generally congregate near oceans and seas for other reasons. Jungles, islands, and warm coastlines are their most common nesting sites, though they usually hide their nests high in trees or in other locations out of easy reach of predators, scavengers, or anything that might steal the trinkets they’ve collected. These little flyers are insatiably curious, and they love to follow humanoids around. Capuchins largely agree that humanoids have the best food and trinkets. Smarter than animals and capable of rudimentary speech, the creatures can be quite useful with the right training, learning how seek out sunken treasures or hunt down rats and other pests on a ship. Some spellcasters residing along tropical coastlines have taken coral capuchins as familiars, though many claim the critters as far more trouble than any benefits they provide are worth. A capuchin familiar might pilfer spellcasting components, gemstones, vials, crafting materials, and other trinkets from their master, though a clever magic user will intersperse more appealing (and less valuable) baubles to draw their familiar’s attention away from actually important items. Capuchin clans live together under a single matriarch, a slightly larger female who can be identified by her unusually prismatic skin and colorful eyes. These females refuse to be tamed or kept as pets and violently resist all forms of capture. The most powerful among them even possess divine powers which they call upon to protect their homes and kin. In return, the remainder of the clan fights fiercely to protect their matriarch, defending her (and her trinkets) from threats far larger than themselves.
CORAL CAPUCHIN N
TINY
AMPHIBIOUS
CREATURE 1
BEAST
Perception +8; darkvision Languages Common Skills Acrobatics +7, Athletics +3, Stealth +7, Thievery +7 Str +0, Dex +4, Con +1, Int –2, Wis +3, Cha +1 Moisture Dependency A coral capuchin must stay in or near water, or else it begins drying out. It can remain away from water for only 12 hours before its membranous skin starts to turn brittle and flake, taking 1d6 damage per hour until it is doused in water. AC 16; Fort +4, Ref +9, Will +8 HP 20 Speed 25 feet, climb 15 feet, fly 15 feet, swim 15 feet Melee [one-action] jaws +9 (agile, finesse), Damage 1d8 piercing plus capuchin’s curse Capuchin’s Curse (curse, divine, transmutation) If a capuchin damages a creature with its jaws Strike, the creature gains both a blessing and a curse that last for 1d6 hours. While the blessing doubles the amount of time that the affected creature can hold its breath, the curse imposes a quickened version of the capuchin’s moisture dependency, taking 1d6 damage every 10 minutes they go without water. A cursed creature can fully immerse itself in water as a 3-action activity to attempt a DC 17 Fortitude save, ending both the blessing and the curse on a success.
54
A-C Corrupted Relic
Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits’ physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession. Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind. The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit’s abilities. Someone who claims the relic might gain different gifts from those aspects.
CORRUPTED RELIC RARE
CE
MEDIUM
INCORPOREAL
CREATURE 4 SPIRIT
UNDEAD
Perception +9; darkvision, lifesense (imprecise) 60 feet Languages Common, Elven Skills Acrobatics +11, Intimidation +10, Stealth +11 Str –5, Dex +3, Con +0, Int +1, Wis +1, Cha +4 Items amulet (see sidebar for relic rules) AC 19; Fort +6, Ref +11, Will +11 HP 50, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Amulet Relic (curse, divine, necromancy) The corrupted relic is an amulet cursed to contain a malevolent spirit. The statistics in this stat block are for the spirit when it’s manifested (see Manifest). The amulet can’t take any actions except Sudden Manifestation and Manifest. As long as the spirit is manifested, the amulet is immune to spells and magical abilities and uses the saves listed here. Regardless of whether the spirit is manifested, the amulet can be targeted by Strikes (AC 21, Hardness 5, BT 10). It is not incorporeal. If the amulet becomes broken, the spirit is bound within and can’t Manifest, and if the amulet is destroyed, so is the spirit. Destroying the spirit frees the amulet from its curse. Sudden Manifestation [reaction] Trigger The relic detects a creature using its lifesense; Effect The relic Manifests. If this causes an encounter to begin, the relic gains a +4 status bonus to its initiative roll. Speed fly 30 feet Melee [one-action] spectral hand +14 (agile, finesse, magical), Damage 2d6+3 negative Ranged [one-action] deadly spark +14 (air, electricity, divine, evocation, range 20 feet), Damage 1d12 electricity Death Gaze [two-actions] (concentrate, divine, necromancy, negative) The spirit targets a creature it can see within 30 feet, dealing to it 4d6 negative damage (DC 20 basic Fortitude save). A creature with negative healing instead regains 4d6 HP and is then temporarily immune for 10 minutes. Manifest [one-action] (divine, necromancy) Requirements The relic detects at least one creature using its lifesense; Effect The spirit within the relic manifests in an open space within 10 feet of the amulet. When it does, the relic teleports around its neck. The spirit remains in its manifested state until it no longer senses any living creatures within range of its lifesense.
Introduction
HAUNTED RELICS Relics are a special type of magic item that can grow in power as their wielders unlock additional abilities. The full rules for relics and their aspects begin on page 94 of the Gamemastery Guide.
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Bestiary 3
Couatl COUATL DEITIES Most good gods make use of couatls as their agents. There are three couatl deities, however, whose word takes precedence over others in the hearts of couatls. These are Cihua Couatl, the dualistic god of childbirth, protection, and warfare; Pahti Couatl, the goddess of retribution, investigation, and rehabilitation; and Tolte Couatl, the god of knowledge, memories, and migration.
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Couatls are serpentine celestials who tirelessly help mortals reach their greatest potential all across the planes. Some serve benevolent deities as intermediaries while others serve the cause of good as they see fit.
MIX COUATL Mix couatls (pronounced “meesh”) are guides to fledgling societies, providing fundamental information such as farming techniques, medicinal expertise, or more esoteric knowledge like the arcane arts.
MIX COUATL UNCOMMON
CG
CREATURE 8 LARGE
BEAST
COUATL
Perception +19; darkvision Languages Celestial, Common, Draconic; telepathy 100 feet (page 306) Skills Acrobatics +15, Arcana +18, Diplomacy +20, Nature +21, Occultism +18, Society +16, Stealth +17, Survival +15 Str +6, Dex +3, Con +4, Int +4, Wis +5, Cha +4 Star Child The mix couatl is difficult to discern against starry skies. The mix couatl can Hide in the air at night without cover or being concealed. AC 27; Fort +14, Ref +15, Will +19 HP 135 Speed 15 feet, fly 50 feet Melee [one-action] jaws +20 (magical), Damage 2d10+9 piercing plus mix couatl venom and Grab (page 305) Primal Innate Spells DC 26, attack +18; 7th plane shift (self only); 4th fireball, speak with plants; 3rd heal, mind reading (at will); 2nd detect alignment (at will), invisibility (self only), speak with animals; 1st create water, mending; Cantrips (4th) guidance, light, produce flame, stabilize Constrict [one-action] 2d10+4 bludgeoning, DC 26 (page 304) Gift of Knowledge When a mix couatl casts modify memory on a willing creature, the mix couatl can Sustain the Spell to modify memories for up to 60 continuous minutes. A mix couatl can grant knowledge of a particular skill to the target as part of the spell. The mix couatl chooses Engineering Lore, Farming Lore, Fishing Lore, Hunting Lore, or Mercantile Lore. The target becomes permanently trained in the chosen skill. A creature can benefit from Gift of Knowledge only once. Mix Couatl Venom (poison) A mix couatl’s venom deals good damage rather than poison damage to fiends; Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 2d6 poison damage, stunned 1, and stupefied 1 (1 round); Stage 3 2d8 poison damage, stunned 1, and stupefied 2 (1 round) Wrap in Coils [one-action] Requirements The mix couatl has a Medium or smaller creature grabbed or restrained in their jaws; Effect The mix couatl moves the creature into their coils, freeing their jaws to make attacks, then uses Constrict against the creature. The mix couatl can hold as many creatures in their coils as will fit in their space.
A-C XIUH COUATL Fiercer than other couatls, xiuh couatls (pronounced “shoo”) are dedicated to seeking out malevolent creatures and offering a final opportunity at redemption.
XIUH COUATL RARE
NG
LARGE
CREATURE 12 BEAST
COUATL
Perception +23; darkvision, thoughtsense (imprecise) 60 feet Languages Celestial, Common, Draconic; telepathy 100 feet (page 306) Skills Acrobatics +21, Arcana +23, Diplomacy +26, Intimidation +26, Nature +23, Occultism +23, Society +21, Stealth +21, Survival +21 Str +7, Dex +3, Con +4, Int +5, Wis +5, Cha +6 Thoughtsense (divination, mental, occult) The xiuh couatl senses all non-mindless creatures at the listed range. AC 33; Fort +20, Ref +19, Will +25; +1 status to all saves vs. magic HP 220; Immunities electricity, fire; Weaknesses cold 8 Speed 20 feet, fly 60 feet Melee [one-action] jaws +25 (magical), Damage 2d10+10 piercing plus 2d8 fire, xiuh couatl venom, and Grab (page 305) Occult Innate Spells DC 32, attack +24; 7th plane shift (self only); 6th charm, clairaudience, clairvoyance, crushing despair, detect alignment (at will), dispel magic, dream message, fear, illusory scene, mind reading (at will), mindlink, phantom pain, see invisibility, sending, zone of truth; 2nd invisibility (self only, at will); Cantrips (6th) detect magic, ghost sound, read aura, telekinetic projectile Rituals DC 32; atone Breath Weapon [two-actions] (arcane, evocation, fire) The xiuh couatl breaths a gout of flame and lightning in an 80-foot line that deals 5d8 electricity damage and 5d8 fire damage (DC 32 basic Reflex save). The xiuh couatl can’t use Breath Weapon again for 1d4 rounds. Greater Constrict [one-action] 1d10+10 bludgeoning plus 1d8 electricity, DC 32 (page 305) Instrument of Retribution [three-actions] (occult, polymorph, transmutation) The xiuh couatl transforms into any simple or martial weapon. The weapon is always a +2 greater striking flaming shock weapon and can be of any size, chosen by the xiuh couatl when they transform. In weapon form, the xiuh couatl gains Hardness equal to that of the weapon into which they transform, and they retain their Hit Points, saving throws, senses, telepathy, and traits while in weapon form. The xiuh couatl can revert to their normal form by spending a single action, which has the concentrate trait. Wrap in Coils [one-action] As mix couatl. Xiuh Couatl Venom (poison) A xiuh couatl’s poison deals good damage rather than poison damage to fiends; Saving Throw DC 32 Fortitude; Maximum Duration 6 rounds; Stage 1 2d8 poison damage and enfeebled 1 (1 round); Stage 2 2d10 poison damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round); Stage 3 3d8 poison damage, enfeebled 2, and –10-foot status penalty to all Speeds (1 round)
Introduction
COUATLS AND SAHKILS Legends in Arcadia say that couatls and sahkils both rose to prominence as the first mortals walked on Golarion. Each saw unique potential in the mortals; couatls saw hope and the potential to rise to achieve great feats, while sahkils saw the potential for fear. Fearful mortals would never accomplish anything, becoming useless piles of flesh whose souls would languish. These withered souls would be unable to properly travel the River of Souls, disrupting the delicate balance of the afterlife. To this day, couatls work to inspire mortals and push them toward greater tasks while striving to keep the sahkils’ terror at bay.
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Crab NEVER ALONE Hermit crabs often form symbiotic relationships with sea anemones, attaching them to their shells. The anemones help protect the crabs while feasting on leftovers from the crabs’ meals. When hermit crabs change shells, they often take their anemone partners with them to continue their lifelong adventure.
Hermit crabs have hard exoskeletons like other crabs, but with much weaker abdomens. They find and “wear” shells as homes and protection, getting around with their front legs and claws. Surprisingly fierce, hermit crabs fight for new shells as they grow bigger, using an assortment of hollow alternatives as substitutes when shells of the right size can’t be found.
HERMIT CRAB SWARM When hermit crabs find a shell that is too large, they lie in wait for others to arrive and move into the shell, abandoning a possible replacement. This can form a large chain of queuing crabs waiting to upgrade their shells. Interruptions can aggravate the crabs, resulting in attacks against the unfortunate source of disruption.
HERMIT CRAB SWARM N
LARGE
AMPHIBIOUS
ANIMAL
CREATURE 4 SWARM
Perception +11; darkvision, tremorsense (imprecise) 15 feet (page 306) Skills Athletics +12 Str +4, Dex +2, Con +3, Int –4, Wis +1, Cha –1 AC 19; Fort +13, Ref +10, Will +7 HP 42; Immunities precision, swarm mind (page 306); Weaknesses area damage 5, splash damage 5; Resistances piercing 5, slashing 5 Speed 30 feet, swim 15 feet Swarming Snips [one-action] Each enemy in the swarm’s space takes 2d8 piercing damage (DC 20 basic Reflex save). Creatures that fail this save also take 1d4 persistent bleed damage.
GIANT HERMIT CRAB Lucky hermit crabs with plentiful resources can live for decades and grow to tremendous sizes, often with magical help. Too large for most natural shells, giant hermit crabs use a variety of debris instead, including wagons, boats, treasure chests, and even abandoned pieces of giant armor.
GIANT HERMIT CRAB N
LARGE
AMPHIBIOUS
CREATURE 5 ANIMAL
Perception +13; darkvision, tremorsense (imprecise) 15 feet (page 306) Skills Acrobatics +9, Athletics +15, Stealth +9 Str +6, Dex +2, Con +4, Int –4, Wis +2, Cha +0 AC 21; Fort +15, Ref +9, Will +9 HP 114; Weaknesses bludgeoning 5 Protective Pinch [reaction] Trigger A creature adjacent to the hermit crab attempts to Strike the hermit crab while it is Retracted; Effect The hermit crab makes a big claw Strike against the triggering creature. Speed 20 feet, climb 10 feet, swim 15 feet Melee [one-action] big claw +15, Damage 2d8+8 piercing plus Grab (page 305) Melee [one-action] claw +15 (agile), Damage 2d4+8 piercing Constrict [one-action] 1d8+6 bludgeoning, DC 22 (page 304) Retract [one-action] The hermit crab curls fully into its shell to protect itself. This gives it a +4 circumstance bonus to AC, removes its weakness to bludgeoning damage, and grants it resistance 5 to piercing and slashing damage. The only actions the hermit crab can use while in this state are Protective Pinch and Interact to come out of its shell.
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A-C Crossroads Guardian
When a village is threatened by a horde of bandits but there’s no one to help, when a monastery’s divine relic must be guarded but the last monk is on their deathbed, when the world can be saved only through the use of an artifact no one alive remembers, nature responds by creating a crossroads guardian, a naturally occurring entity of primal magic. Every crossroads guardian exists to satisfy a particular need—usually a quest that must be carried out, helpless individuals who must be saved from harm, or an object or location which must be guarded. Although they often appear at actual crossroads, a crossroads guardian can materialize anywhere there is a community, from a giant metropolis to a lizardfolk village in a remote swamp. Some crossroads guardians are martial beings—defending a mystic fountain against all intruders, for example—but most are helpers and assistants, guiding heroes through the wilderness to where they’re needed. A guardian is a skilled warrior and can defend a location, but when its purpose involves a quest, or the need is so great that the guardian isn’t up to the task alone, the guardian must persuade others to voluntarily accept their quest. Once a crossroads guardian has fulfilled its purpose, it either shifts to satisfy a new need or quest—often changing its alignment and abilities as well—or else slowly vanishes, returning to the raw primal magic from which it was formed.
Introduction
VARIANT GUARDIANS A crossroads guardian is always at least partially neutral, but can gain additional alignment traits from the community or task whose need prompted the guardian’s creation. They can also have different innate spells and abilities uniquely suited to their specific need.
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CROSSROADS GUARDIAN CREATURE 7 RARE
N
MEDIUM
FEY
Perception +19; recognize hero Languages Sylvan; tongues Skills Arcana +16, Diplomacy +20, Medicine +17, Nature +19, Performance +16, Occultism +16, Lore (associated with the guardian’s need) +20, Religion +17, Society +16, Survival +19 Str +5, Dex +4, Con +3, Int +5, Wis +6, Cha +7 Items chain mail, greatsword Bound A crossroads guardian is bound to the site of its creation, but it can leave so long as it remains within 100 feet of the object it is guarding or individuals under a geas to fulfill the guardian’s need. If it strays farther than 100 feet, it vanishes and reappears within 1 day at the site of its creation. Recognize Hero A crossroads guardian knows the name, lineage, and significant history of everyone who speaks to it. If that individual has two or more identities, the crossroads guardian knows all those identities and which one is most true. AC 25; Fort +14, Ref +13, Will +19 HP 115, primal purpose Primal Purpose A crossroads guardian can’t be permanently destroyed while its need remains unfulfilled. If killed, it reforms within 1 day near the object it guards, near someone under a geas to fulfill its need, or at the site of its original appearance. Once the guardian’s need is fulfilled, the crossroads guardian dissipates naturally within a week unless it finds a new quest. Speed 25 feet, swim 25 feet Melee [one-action] greatsword +18 (versatile P), Damage 1d12+11 slashing plus 1d6 mental Primal Innate Spells DC 25; 7th plane shift, 4th obscuring mist (at will), solid fog; Constant (5th) tongues Rituals DC 25; geas (doesn’t require secondary casters and can target a willing creature of any level)
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Bestiary 3
Demon ABYSSAL NEWCOMERS Though now the most plentiful fiends of the Abyss, demons are relative newcomers, spawning only as mortal influence—and mortal sin, in particular—began to shape the plane. For eons, demons fought with other longstanding residents of the Abyss for dominance, but eventually their sheer numbers allowed them to become the predominant chaotic fiends.
Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.
DRETCH (SLOTH DEMON) Among the lowest and least powerful of all demons, dretches are just as vicious and cruel as their more powerful brethren. They happily vent their frustrations on anything weaker than themselves. Born from the souls of the slothful, these demons appear vaguely humanoid in appearance with awkward limbs and slack lumps of skin hanging from their frames. Supposedly, a single slothful soul of sufficient depravity and strength can spawn an entire horde of these creatures. However, as weaker demons, their lot in life is to suffer at the hands of more powerful Abyssal predators, and only a tiny number of dretches ever manage to become something more. For this reason, dretches are quite accommodating when summoned by mortals. They’re usually content to work under conditions few other outsiders would accept, although they’ll still gladly turn on even the kindest of masters who show even the slightest hint of weakness.
DRETCH CE
CREATURE 2 SMALL
DEMON
FIEND
Perception +6; darkvision Languages Abyssal; telepathy 100 feet (page 306) Skills Acrobatics +6, Athletics +7, Deception +6, Stealth +6 Str +3, Dex +0, Con +4, Int –3, Wis +0, Cha +0 Sloth At the start of each of the dretch’s turns, roll 1d4. The result is the number of actions the dretch regains that turn (maximum 3). Effects like the slowed condition can further reduce their number of actions. AC 17; Fort +10, Ref +4, Will +8 HP 45; Weaknesses cold iron 3, good 3 Speed 20 feet Melee [one-action] jaws +9 (evil, magical), Damage 1d8+3 piercing plus 1d4 evil Melee [one-action] claw +9 (agile, evil, magical), Damage 1d6+3 slashing plus 1d4 evil Divine Innate Spells DC 16; 3rd slow; 1st fear Rituals DC 16; Abyssal pact (page 310) Cower [one-action] The dretch makes itself as small as possible, protecting its vital organs with its limbs. It gains a +4 circumstance bonus to AC but takes a –2 penalty to attack rolls. This lasts until the dretch moves from its current space, falls unconscious, or ends the effect as a free action. Frenzied Slashes [three-actions] The dretch makes three claw Strikes, each at a –2 penalty, all targeting the same creature. The dretch’s multiple attack penalty doesn’t increase until after it has made all three attacks. The dretch gains the clumsy 2 condition until the beginning of its next turn. Vicious Criticals A dretch makes the most of any weakness it finds. Whenever a dretch scores a critical hit with its claw Strike, the target takes an additional 1d6 persistent bleed damage.
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D ABRIKANDILU (WRECKER DEMON) Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy. An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face—reflected in a mirror, a shield, or even a pool of water— can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.
ABRIKANDILU CE MEDIUM DEMON
CREATURE 4 FIEND
Perception +10; darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet (page 306) Skills Athletics +12, Intimidation +8 Str +4, Dex +1, Con +3, Int –2, Wis +2, Cha +0 AC 19; Fort +15, Ref +9, Will +7 HP 70; Weaknesses cold iron 5, good 5 Hatred of Mirrors An abrikandilu loathes the sight of their reflection. When a creature Interacts with a mirror within sight of the wrecker demon, the demon takes a –2 penalty to Will saves against Intimidation checks. An abrikandilu that ends their turn adjacent to a mirror or that’s attacked by a creature holding a mirror takes 1d6 mental damage (this usually leads abrikandilus to focus their efforts on destroying nearby mirrors using Wreck). Speed 25 feet Melee [one-action] claw +14 (agile), Damage 2d6+4 slashing Melee [one-action] jaws +14, Damage 3d6+4 piercing plus mutilating bite Ranged [one-action] hurled debris +11 (range increment 20 feet), Damage 2d6+4 bludgeoning Divine Innate Spells DC 20; 2nd fear (×2) Rituals DC 20; 2nd Abyssal pact (page 310) Mutilating Bite (curse, divine, necromancy) When the abrikandilu hits a creature with a jaws Strike, the creature must succeed at a DC 21 Fortitude save or become physically mutilated. The creature then takes a –1 status penalty to Charisma-based checks. This penalty is cumulative up to –3 and remains even if the wounds are healed. The penalty is reduced by 1 every 24 hours until it reaches 0. Wreck [one-action] The abrikandilu makes two claw Strikes against an unattended object or held mirror. Held mirrors use the holding character’s AC. If both Strikes hit, combine their damage for the purpose of overcoming any Hardness or resistance. These Strikes don’t count toward the abrikandilu’s multiple attack penalty, nor does that penalty apply to these Strikes.
Introduction
DEMONS OF VANDALISM It’s a strange irony that abrikandilus despise all works of artistry, yet without the objects of their jealousy they would have nothing to rage at but themselves.
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BRIMORAK (ARSON DEMON) THE SMALLEST SPARKS Many underestimate brimoraks due to their size, forgetting that tiny embers can blow into raging infernos in the blink of an eye. Brimoraks believe that they grow larger with each fire they set, though larger arson demons have yet to be seen.
These goat-headed demons have glowing red eyes and flaming hooves but measure only about 3 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns. As a general rule, brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks’ laughter as clearly as the heat of the flames or the choking scent of smoke.
BRIMORAK
CREATURE 5 CE
SMALL
DEMON
FIEND
Perception +12; darkvision, smoke vision Languages Abyssal, Celestial, Draconic, Ignan; telepathy 60 feet (page 306) Skills Acrobatics +12, Deception +11, Religion +10, Stealth +12 Str +4, Dex +3, Con +4, Int +1, Wis +1, Cha +2 Extinguishing Aversion Dousing a brimorak with water, either ordinary water or from a water effect, causes no physical harm to the fiend but deals 3d6 mental damage. Fully immersing the brimorak in water deals 5d6 mental damage per round. Smoke Vision Smoke doesn’t impair a brimorak’s vision; they ignore the concealed condition from smoke. AC 22; Fort +15, Ref +12, Will +10 HP 80; Immunities fire; Weaknesses cold iron 5, good 5 Boiling Blood Each time an adjacent creature deals slashing or piercing damage to the brimorak, the attacker is sprayed with the brimorak’s boiling blood, which deals 2d4 fire damage (DC 19 basic Reflex save). Speed 30 feet Melee [one-action] flaming sword +15 (magical), Damage 2d8+4 slashing plus 1d6 evil and 1d6 fire Melee [one-action] hoof +15 (agile), Damage 2d4+4 bludgeoning plus 1d6 evil and 1d6 fire Divine Innate Spells DC 21; 4th dimension door; 3rd dispel magic, fireball; Cantrips (3rd) produce flame Rituals DC 21; Abyssal pact (page 310) Breath Weapon [two-actions] (divine, evocation, fire) The brimorak spits their boiling blood in a 20-foot line that deals 6d6 fire damage (DC 21 basic Reflex save). The brimorak can’t use their Breath Weapon again for 1d4 rounds. The ground within this area becomes slippery, with the effects of a grease spell targeting an area until it’s cleaned up or the brimorak is able to use their Breath Weapon again, whichever comes first. Flaming Weapon (divine, evocation, fire) A brimorak’s hooves and any weapon they wield burst into flame, dealing an extra 1d6 fire damage with each hit. If they don’t have a weapon, they can create a flaming sword of fire and steel (see flaming sword Strike in Melee entry above). Fume [two-actions] (divine, evocation, fire) The brimorak emits a cloud of thick black smoke in a 10-foot burst that remains in place for 1d4 rounds. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it. A creature that enters or begins its turn within the smoke it must succeed at a DC 21 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
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D OMOX (SLIME DEMON) Seemingly made from living, animated filth, omoxes have no true anatomy, although they generally spend most of their time in roughly humanoid shapes, resembling some grim caricatures of half-melted humanoids. While scholars once believed these foul demons to be a pure, concentrated form of the corruption that suffuses the Abyss and its inhabitants, in truth these demons arise from the souls of those who routinely befouled and polluted their surroundings in life.
OMOX UNCOMMON
CREATURE 12 CE
MEDIUM
DEMON
FIEND
OOZE
Perception +22; greater darkvision Languages Abyssal, Celestial, Draconic; telepathy 100 feet (page 306) Skills Acrobatics +24, Athletics +23, Religion +20, Stealth +24 Str +7, Dex +3, Con +7, Int +2, Wis +4, Cha +4 Cleanly Vulnerability An omox embodies filth, and they find the concept of cleanliness abhorrent. An omox subjected to an effect that cleans them, such as the tidy command of prestidigitation, takes 2d6 mental damage. They also take this damage the first time each round a creature hit by one of the omox’s attacks spends actions cleaning off the filth. AC 25; Fort +25, Ref +21, Will +20 HP 395; Immunities acid, critical hits, disease, poison, precision; Weaknesses cold iron 10, good 10 Grab Weapon [reaction] (concentrate) Trigger A creature hits the omox with a melee weapon; Effect The omox attempts to Disarm the triggering creature. On a critical success, the weapon becomes subsumed within the omox’s body rather than falling to the ground, from which it must be Disarmed before it can be retrieved. Speed 40 feet, climb 20 feet, swim 80 feet Melee [one-action] sludge tendril +25, Damage 2d6+13 bludgeoning plus 2d6 acid and 1d6 evil and Grab (page 305) Ranged [one-action] slime ball +24 (range increment 30 feet), Damage 2d4+13 bludgeoning plus 2d6 acid and 1d6 evil and slime trap Divine Innate Spells DC 32; 5th control water, create water (at will), dimension door, stinking cloud; 4th dimension door (at will) Rituals DC 32; Abyssal pact (page 310) Liquid Leap [two-actions] (concentrate, conjuration, teleportation) Requirements The omox is in a space of liquid; Effect The omox teleports from its current space to any unoccupied space of liquid within 120 feet. Slime Trap A creature hit by an omox’s slime ball must attempt a DC 32 Reflex save. Success The creature is unaffected. Failure The creature takes a –10-foot circumstance penalty to its Speeds for 1 minute or until it Escapes (DC 35). Critical Failure As failure, but the target is also clumsy 1 for the same duration. Smother [one-action] Requirements The omox has a creature grabbed; Effect The demon flows over the grabbed creature, covering it in oozing acidic slime. The creature must succeed at a DC 32 Fortitude save or else it becomes blinded and must hold its breath or begin suffocating. These effects lasts as long as the omox has the creature grabbed.
Introduction
DEMONS AND SOULS Demons, like many other fiends, hunger for souls. In their eyes, the primary use for these souls is to spawn new demons, who can serve as soldiers, slaves, pawns, or even currency for their more powerful masters.
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Devil CUSTOM CONTRACTS You can modify the abilities in the Hellbound creature template to suit the devil granting them or the specific agreement. For example, a mortal seeking allure might gain Diplomacy rather than Deception and charm rather than burning hands.
There are countless legions of lawful fiends in the nine layers of Hell, warring against the celestial planes and scouring the Material Plane for souls to corrupt.
HELLBOUND CREATURE Sadly, there’s no shortage of people willing to trade all they have for the promise of power. Infernal contracts are the most common of such agreements, but powerful devils can offer even greater abilities at the cost of the mortal’s soul and an obligation to advance Hell’s infernal agenda. This mortal becomes a fiend known as a Hellbound creature.
Creating a Hellbound Creature Hellbound is a theme template applied to creatures and NPCs to reflect powers gained through a bargain with Hell. Theme templates provide additional abilities to the base creature based on its level. When you add any template that grants numerous additional abilities, you should strongly consider removing one or more of the creature’s original abilities to compensate, or consider raising the creature’s level by 1 and adjusting its other statistics accordingly. All Creatures: Change the creature’s alignment to evil, if it isn’t already. Add the devil and fiend traits. The creature gains resistance to fire equal to its level and weakness to good equal to half its level. 1st Level or Higher: Add Deception to the creature’s skills. The creature gains greater darkvision. 4th Level or Higher: The creature can cast 1st-level burning hands once per day as a divine innate spell; for every 2 levels it has beyond 4th, burning hands is heightened an additional spell level. 7th Level or Higher: The creature gains the infernal pact ritual. 12th Level or Higher: The creature can cast dimension door once per day as a divine innate spell. 17th Level or Higher: The creature can cast true seeing once per day as a divine innate spell.
Hellbound attorney The Hellbound attorney sought the assistance of a phistophilus—one of Hell’s contract devils—to bolster her legalistic ability on the Material Plane.
HELLBOUND ATTORNEY UNCOMMON
LE
MEDIUM
DEVIL
CREATURE 4 FIEND
HUMAN
HUMANOID
Perception +11; greater darkvision Languages Common, Infernal Skills Acrobatics +10, Deception +11, Diplomacy +11 (+13 to Make an Impression), Intimidation +11, Legal Lore +14, Society +12 Str +1, Dex +2, Con +0, Int +4, Wis +1, Cha +3 Items elegant cane (as mace), legal ledgers AC 20; Fort +9, Ref +12, Will +13 HP 60; Weaknesses good 2; Resistances fire 4 Abrogation of Consequences [reaction] Trigger The Hellbound attorney rolls a success or critical failure on a saving throw against a linguistic effect; Effect The attorney finds a loophole in the wording of the effect, turning the success into a critical success or a critical failure into a normal failure. Speed 20 feet Melee [one-action] elegant cane +12 (agile, finesse, shove), Damage 1d4+3 bludgeoning Divine Innate Spells DC 21; 1st burning hands
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D Opening Statement [free-action] (auditory, concentrate) Trigger The Hellbound attorney’s turn begins; Effect The attorney enumerates the alleged crimes of a creature they can see and attempts a Legal Lore check against that creature’s Will DC. On a success, the attorney’s Strikes deal an additional 2d6 precision damage (4d6 precision damage on a critical success) to the creature until the end of the attorney’s turn.
LEVALOCH (WARMONGER DEVIL) Fearsome giants of jagged iron, levalochs serve in the armies of Hell as potent warriors and tenacious hunters—creatures of absolute discipline endlessly obedient to diabolical tyrants.
LEVALOCH LE
LARGE
CREATURE 7 CONSTRUCT
DEVIL
FIEND
Perception +16; greater darkvision Languages Celestial, Infernal; telepathy 100 feet (page 306) Skills Acrobatics +14, Athletics +17, Intimidation +14, Religion +14 Str +6, Dex +3, Con +4, Int +2, Wis +3, Cha +1 Hellstrider A levaloch ignores the effects of non-magical difficult terrain. They take no damage from caltrops or from damaging terrain that deals physical, acid, or cold damage. A levaloch can move through liquids up to 5 feet deep at their full Speed. AC 25; Fort +17, Ref +14, Will +12; +1 status to all saves vs. magic HP 105; Immunities death effects, disease, doomed, drained, fatigued, fire, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses good 5; Resistances physical 5 (except silver) Phalanx Fighter All devils of equal or lower level adjacent to a levaloch gain a +1 circumstance bonus to their AC as the levaloch shields them from harm. Stable Stance A levaloch gains a +2 circumstance bonus to their Fortitude DC against being Shoved and to other saving throws to resist being moved against their will. Speed 30 feet, climb 30 feet Melee [one-action] trident +19 (evil, magical), Damage 2d8+9 piercing plus 1d6 evil and merciless thrust Ranged [one-action] trident +16 (evil, magical, thrown 20 feet), Damage 2d8+9 piercing plus 1d6 evil Ranged [one-action] barbed net +16 (magical, range increment 20 feet), Effect barbed net Rituals DC 22; Infernal pact (page 311) Barbed Net When a levaloch hits a creature with their barbed net, the net wraps around the target, which becomes clumsy 1 and takes a –10-foot circumstance penalty to its Speeds. If the Strike was a critical success, the target is also immobilized. When a creature Escapes (DC 22), or if the Strike misses, the net crumbles into rust. Each time a creature attempts to Escape, it takes 1d6 slashing damage from the net’s barbs, regardless of whether the attempt succeeds. Forge Weapon [one-action] (manipulate) A levaloch reforges part of their barbed iron substance into a new +1 striking trident or barbed net. Their previous trident crumbles to rust. When the levaloch is destroyed, any tridents or barbed nets they created crumble to rust.
Introduction
HELLFORGED CONSTRUCT Levalochs are strange amalgamations of devil and automaton, never requiring food or rest. The engravings on their iron plates indicate their hellish allegiance to a certain archdevil, infernal duke, malebranche, or Queen of the Night.
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DEFYING LIMITATION While Dis is a city of unyielding order and unforgiving law, the Queen of the Night Eiseth operates outside of the established diabolical hierarchy. Despite her stronghold being located within the Infernal City, her army of erinyes, commanded by the fierce and brutal munagolas, answer only to her. They strike her enemies without mercy or restraint, even in open defiance of Dispater if it suits their queen.
Merciless Thrust When a levaloch hits a creature that has the clumsy, enfeebled, immobilized, or restrained conditions with a melee trident Strike, the Strike deals an additional 2d6 damage.
MUNAGOLA (EXECUTIONER DEVIL) Munagolas are some of the most feared demonic warriors in Hell, combining the aerial strength and craftiness of erinyes with sheer brute force rivaling that of the strongest devils.
MUNAGOLA LE
MEDIUM
CREATURE 11 DEVIL
FIEND
Perception +24; greater darkvision Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet (page 306) Skills Acrobatics +23, Athletics +22, Intimidation +21, Religion +18, Stealth +21 Str +7, Dex +6, Con +6, Int +3, Wis +5, Cha +6 Items +1 breastplate, +1 striking composite longbow, +1 striking greataxe AC 31; Fort +23, Ref +21, Will +20; +1 status to all saves vs. magic HP 165; Immunities fire; Weaknesses good 10; Resistances physical 10 (except silver) No Escape [reaction] Trigger A foe within reach moves away from the munagola; Effects The munagola Strides or Flies up to their Speed, following the retreating foe and keeping it in reach until the foe stops moving or the munagola has moved their full Speed. Speed 30 feet, fly 40 feet Melee [one-action] flaming greataxe +24 (evil, fire, magical, sweep), Damage 2d12+13 slashing plus 1d6 evil and 1d6 fire Melee [one-action] horn +23 (agile, evil, magical), Damage 2d8+13 piercing plus 1d6 evil Ranged [one-action] flaming composite longbow +23 (deadly d10, evil, fire, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+6 piercing plus 1d6 evil and 1d6 fire Divine Innate Spells DC 27; 5th dimension door; 4th dimension door (at will) Rituals DC 27; infernal pact (page 311) Felling Assault When a munagola hits with a melee Strike, they gain Improved Knockdown on all subsequent melee Strikes against that target until the end of the munagola’s turn. Flames of Fury Any weapon a munagola holds gains the effects of a flaming rune while they hold it. Flight Commander of Dis [one-action] The munagola directs aerial maneuvers, granting themself and evil allies with fly Speeds a +20-foot status bonus to their fly Speeds for 1 round. Sudden Dive [two-actions] The munagola Flies twice. If they end their flight at a lower elevation than they started and within melee reach of at least one enemy, they can make a melee Strike against that enemy, gaining a +1 circumstance bonus to the Strike.
DEIMAVIGGA (APOSTATE DEVIL) As masters of cold, calculated logic and perfectly timed proselytization, the loathsome deimaviggas seek to set friend against friend and turn the faithful from their beliefs at every opportunity.
DEIMAVIGGA LE
MEDIUM
CREATURE 17 DEVIL
FIEND
Perception +32 (+36 to Sense Motive); greater darkvision Languages Abyssal, Celestial, Common, Draconic, Infernal; indomitable oration, telepathy 100 feet (page 306)
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D Skills Acrobatics +29, Deception +34, Diplomacy +36, Intimidation +30, Religion +30, Society +27, Stealth +33 Str +7, Dex +8, Con +6, Int +4, Wis +7, Cha +9 Items +2 resilient glamered full plate Indomitable Oration Any creature capable of comprehending speech understands the deimavigga, as if they constantly spoke in all languages at once. AC 40; Fort +27, Ref +29, Will +32; +1 status to all saves vs. magic HP 285; Immunities fire; Weakness good 15; Resistances physical 15 (except silver) Whispers of Discord [reaction] Trigger A creature within 60 feet is targeted by a spell that would restore Hit Points or provide a status bonus (the deimavigga automatically recognizes such effects); Effect The deimavigga whispers disturbing lies, audible only to the target, to shake the target’s faith in the spell’s caster. The target must attempt a DC 43 Will save. Critical Success The target disbelieves the lies and receives the intended benefit of the spell; the target becomes temporarily immune to Whispers of Discord for 24 hours. Success As critical success, but the target isn’t temporarily immune. Failure The spell fails to affect the target. The target refuses all aid from that caster for 1 round and doesn’t count as the caster’s ally. Critical Failure As failure, but the duration is 1 minute. Speed 30 feet, fly 40 feet Melee [one-action] claw +33 (agile, evil, finesse, magical), Damage 3d8+15 slashing plus 1d6 evil Divine Innate Spells DC 42, attack +34; 9th divine decree, dominate, illusory scene (at will); 7th dimension door, scrying, touch of idiocy (at will), veil, warp mind; 4th dimension door (at will); 3rd dream message (at will) Rituals DC 43; infernal pact (page 311) Boundless Reach (conjuration, divine, teleportation) A deimavigga’s razor-sharp claws can slice through reality, allowing them to make claw Strikes and use spells with a range of touch against any creature they can see directly or via divination magic. A creature targeted this way can retaliate until the start of the deimavigga’s next turn; it can target the devil’s claws as if the devil were physically present and adjacent to the target, though the claws are concealed. Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The deimavigga can take on the appearance of any humanoid. This doesn’t change their Speed or attack and damage bonuses with Strikes but might change the damage type their Strikes deal (typically to bludgeoning). Whisper Earworm [one-action] (divination, divine, emotion, mental) The deimavigga whispers a terrifying multiversal truth to one adjacent creature, shaking its faith in reality and divinity. The target must attempt a DC 43 Will save. Celestials and fiends gain a +2 status bonus to this save. Critical Success The target is unaffected and temporarily immune to Whisper Earworm for 24 hours. Success The target is unaffected. Failure The next time the target rests, it ruminates on the deimavigga’s words instead of sleeping or otherwise resting and awakens fatigued. The target also becomes drained 1 and stupefied 1 until it’s no longer fatigued. Critical Failure As failure, but drained 2. After this rest, the target must attempt another DC 43 Will save. On a failure, the target becomes stupefied 2 and takes a –4 status penalty to Will saves against effects from evil creatures. These effects last until the target unlearns the truth spoken by the deimavigga, requiring a modify memory spell, other means of modifying their memory, or powerful magic such as wish.
Introduction
LONE OPERATORS While most devils perform a specialized role within a complex infernal machine, deimaviggas work almost exclusively alone, as they find even the most obedient minions a hindrance to their stratagems.
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Div LORD OF THE DIVS The dread shadow known as Ahriman counts servants mainly among divs as well as a scattering of followers throughout the mortal realm. Edicts Foil rulers, the proud, and the powerful; ruin anything created by mortals Anathema create arts or crafts, serve a mortal, assist in mortal aims except to subvert and corrupt them Follower Alignments LE, NE, CE
DEVOTEE BENEFITS Divine Font harm Divine Skill Deception Favored Weapon whip Domains darkness, death, destruction, trickery Cleric Spells 1st: ill omenAPG, 3rd: nondetection, 5th: crushing despair
Some fiends want to tear down the multiverse; others dedicate themselves to creating chaos and carnage, or to rule over realms with an iron fist. Divs strive toward a different, if equally reprehensible, goal—they seek to thwart and ruin the schemes and works of mortal beings. Long ago, divs were once genies bound to serve ancient mortal empires lost to the passage of eons. In the beginning, these genies were masters of creation, working alongside gracious mortal partners to create works of subtle design and powerful magical potential. What started as a collaboration with mortals soon morphed into abuse, disrespect, and even slavery and bondage. Eventually, these genies rebelled, but in doing so, they came under the sway of a nihilistic demigod known as Ahriman. Their new master twisted their form and granted them the power to avenge themselves upon their mortal overlords, leading to the birth of the first divs. Since that first wave of corruption, new divs arise from the spirits of the most wicked and hateful genies who die on the Material Plane, or those truly betrayed by mortals and overcome through their desire for vengeance. Upon such a death, instead of returning to the Elemental Planes, these genies’ spirits are trapped in the dread orbit of Abaddon, where Ahriman reshapes them as divs and hoists them back to the world to wreak vengeance upon mortals.
DIV, DORU These deceivers whisper fetid lies, sowing dark and dread inspiration into foolish mortal ears. Dorus serve as the spies and messengers of the divs. With silver tongues and dark motives, they often pledge themselves to vainglorious and deluded spellcasters, who they ply with wild conspiracies and rumors of deception among friends and foes alike; in the process, they push supposed masters to despotism and murderous revenge. All the while, dorus wean secrets, and weaknesses, from their marks. In the end, nearly every doru turns on their false liege, destroying the reputation and even causing the death of the person the doru pretended to serve.
DORU LE
CREATURE 1 TINY
DIV
FIEND
Perception +7; greater darkvision Languages Common, Daemonic; telepathy (touch; page 306) Skills Acrobatics +7, Arcana +8, Deception +6, Lore (any one) +10, Religion +5, Stealth +7 Str +0, Dex +4, Con +1, Int +3, Wis +2, Cha +3 AC 16; Fort +4, Ref +9, Will +7 HP 20; Weaknesses cold iron 3, good 3 Covetous of Secrets Dorus have a weakness for secrets, hoarding them like a miser hoards gold. A creature can tempt a doru with some bit of obscure knowledge the doru doesn’t know or thinks they don’t know. Presenting the hint of the secret is a single action, which has the concentrate and linguistic traits, and requires a skill check using Deception, Lore, or Performance (or
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D some other appropriate skill determined by the GM) against the doru’s Will DC. On a success, the doru is fascinated for as long as the presenter draws out the explanation of the secret (spending 1 action each round doing so, to a maximum of 1 minute). On a critical success, the doru is fascinated for that duration plus 1 minute more as it ponders the implications of the secret. Regardless of the outcome, the doru is temporarily immune to that creature’s attempts to present it with secrets for 1 day. Speed 15 feet, fly 30 feet Melee [one-action] bite +9 (agile, evil, finesse, magic, poison), Damage 1d6 piercing plus 1 evil and doru venom Divine Innate Spells DC 17; 4th read omens; 2nd invisibility (at will; self only); 1st charm, illusory object; Cantrips (1st) detect magic Doru Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and stupefied 1 (1 round); Stage 3 1d6 poison and stupefied 2 (1 round).
DIV, AGHASH
AGHASH MEDIUM
DORU SECRETS Despite dorus’ obsession, not all secrets capture their focus—instead, each fixates on a unique topic. Many are interested in the history of a particular mortal ancestry, while others delve into riddles, mathematical puzzles, or even local gossip.
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Walking embodiments of curses, misfortune, and the evil eye, aghashes wander the deserts of the Material Plane, searching out the arrogant, charming, and persuasive to humiliate and undermine. Aghashes are often mistaken for some strange form of hag, and like those creatures, they’re masters at curses.
LE
Introduction
U-Z Appendix
CREATURE 4 DIV
FIEND
Perception +12; greater darkvision Languages Common, Daemonic; telepathy 100 feet (page 306) Skills Arcana +9, Athletics +8, Deception +12, Intimidation +12, Religion +10, Stealth +10 Str +3, Dex +4, Con +3, Int +1, Wis +2, Cha +4 AC 19; Fort +9, Ref +10, Will +12; +1 status to all saves vs. magic HP 75; Immunities curse; Weaknesses cold iron 5, good 5 Hatred of Beauty While aghashes hate all mortals, they particularly despise beautiful objects and beautiful or charismatic mortals. When not in physical peril, an aghash is compelled to destroy art and other works of beauty. An aghash can’t enter an area of pristine beauty without first marring it in some way. Given a choice, an aghash attacks a foe with the highest Charisma score first. If barred from doing so by force or some magical effect, they take 1d6 mental damage at the end of their turn. Speed 25 feet Melee [one-action] claw +14 (agile, evil, finesse, magical), Damage 1d6+5 slashing plus 1d6 evil Divine Innate Spells DC 21; 4th dimension door, outcast’s curse; 2nd touch of idiocy (at will); 1st illusory object (at will); Cantrips (2nd) detect magic Divine Ritual DC 21; div pact (page 311) Cursed Gaze [two-actions] (divine, concentrate, curse, fear, emotion, enchantment, mental, visual) The aghash fixes their gaze on one creature they can see within 20 feet. The creature must attempt a DC 21 Will save. Critical Success The creature is unaffected. Success The creature takes 2d6 mental damage and becomes frightened 1. Failure The creature takes 4d6 mental damage and becomes either frightened 2 or stunned 1 (the aghash’s choice). Critical Failure The creature takes 8d6 mental damage and becomes frightened 2 and stunned 2. Sandstorm [three-actions] (conjuration, divine, earth) Frequency once per day; Effect The aghash creates a
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SEPID DECEPTIONS Given that sepids always do the opposite of what they say they will, it might seem difficult for these divs to deceive anyone, which is far from the truth. Often, sepids avoid making statements about their own intentions and instead give orders or speak in analogies, riddles, and anecdotes, allowing those they manipulate to parse out their rationales with clever forms of deception.
temporary sandstorm in a 30 foot emanation that lasts for 1 minute. Creatures within the emanation take a –4 circumstance penalty to Perception checks and must succeed at a DC 18 Fortitude save. On a failure, they’re forced to hold their breath or else they start suffocating. A creature within the sandstorm at the end of its turn takes 1d6 slashing damage. Divs are immune to all effects of an aghash’s sandstorm.
DIV, PAIRAKA Often charming, sometimes even seductive, pairakas worm their way into mortal relationships, subtly destroying the ties of friendship and love through emotional and physical corruption and plague. Pairakas appear as beautiful, blue-skinned humanoids spotted with large rashes and boils, but they rarely take on their true forms. Instead, they adopt shapes that attract just enough attention for them to worm their way into the confidences of those they wish to torment and corrupt.
PAIRAKA LE
MEDIUM
CREATURE 7 DIV
FIEND
Perception +15; greater darkvision Languages Common, Daemonic; telepathy 100 feet (page 306) Skills Acrobatics +14, Arcana +13, Deception +20, Diplomacy +20, Intimidation +16, Religion +13, Society +13, Stealth +16 Str +3, Dex +5, Con +3, Int +2, Wis +4, Cha +7 AC 24; Fort +12, Ref +16, Will +17; +1 status to all saves vs. magic HP 105; Immunities disease; Weaknesses cold iron 5, good 5 Hatred of Red Pairakas hate the color red. They won’t wear the color or willingly enter any place painted red. Given a choice, they’ll attack a creature wearing red first. If barred from expressing their displeasure toward the color by force or some magical effect, they take 2d6 mental damage at the end of their turn. Speed 25 feet, fly 35 feet Melee [one-action] claw +16 (agile, evil, finesse, magical), Damage 2d8+6 slashing plus 1d6 evil and bubonic plague Divine Innate Spells DC 25; 4th charm (at will), dimension door (at will), misdirection (at will; self only), outcast’s curse (at will), suggestion (at will); Cantrips (4th) detect magic Divine Ritual DC 25; div pact (page 311) Bubonic Plague (disease) A creature can’t remove the fatigued condition while infected; Saving Throw DC 23 Fortitude; Onset 1 day; Stage 1 fatigued (1 day); Stage 2 enfeebled 2 and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and take 1d6 persistent bleed damage every 1d20 minutes (1 day) Change Shape [one-action] (concentration, divine, polymorph, transmutation) The pairaka can take the appearance of any Small or Medium humanoid or animal. This doesn’t change their Speed or their attack and damage modifiers with the Strikes, but it might change the damage type their strikes deal. Tormenting Dreams [two-actions] (divine, emotion, enchantment, mental) Frequency once per day; Effect The pairaka torments a sleeping
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D creature within 100 feet with visions of betrayals by loved ones and friends. The target must attempt a DC 25 Will save, with the effects of the nightmare spell.
Introduction
DIV, SEPID
OTHER DIVS
Sepids are the brutal warlords of the divs, delighting in violence against mortals and their own particular flavor of vengeance. Inveterate liars, sepids can’t help but spout the most outrageous lies, and their form and nature represent the power of falsehoods to snowball into violence that can cost countless lives. Among mortals, they rally troops to incite rebellion, war, and other forms of carnage, savoring mortals who slaughter each other. These giant beings usually stand around 13 feet tall; they wade through battlefields seeking out heroes and generals, rejoicing maniacally as they cut their foes down.
The divs on these pages present only a few of the forms that Ahriman gave these manipulative fiends. Other types of divs include ghawwas, amphibious divs who prey on sailors; the lion-headed shiras, who obsess over toying with their prey and can never go for the easy kill; and the stinking fly-like druj nasus, who have an obsession with dogs.
SEPID LE
LARGE
CREATURE 14 DIV
FIEND
Perception +24; greater darkvision Languages Common, Daemonic; telepathy 100 feet (page 306) Skills Acrobatics +23, Arcana +20, Athletics +28, Deception +22, Intimidation +26, Religion +20, Stealth +23 Str +8, Dex +5, Con +8, Int +4, Wis +4, Cha +6 Items +2 striking falchion AC 34; Fort +28, Ref +23, Will +20; +1 status to all saves vs. magic HP 350; Weaknesses cold iron 10, good 10 Blatant Liar While all divs delight in lying, sepids are compulsive and predictable liars who always do the opposite of what they claim they’ll do. If a sepid is ever forced or compelled to tell the truth, they take 4d8 mental damage. Attack of Opportunity [reaction] A sepid gains an extra reaction each round that they can use only to make an Attack of Opportunity. Deflecting Lie [reaction] Trigger A creature hits the sepid with a ranged Strike or a ranged spell attack roll; Effect The sepid lies in an attempt to divert the attack. They roll a Deception check against the triggering creature’s Perception DC. On a success, if the triggering attack roll was a success, it becomes a failure, and if the triggering attack roll was a critical hit, it becomes a normal success. Speed 35 feet Melee [one-action] falchion +30 (evil, forceful, magical, sweep), Damage 2d10+16 slashing plus 1d6 evil and 1d6 mental Melee [one-action] claw +28 (agile, evil, magical), Damage 3d8+16 slashing plus 1d6 evil and 1d6 mental Divine Innate Spells DC 34; 7th dispel magic, misdirection (at will; self only), nondetection (at will; self only), paralyze; 4th darkness (at will), dimension door (at will), fly; 3rd comprehend language (at will; self only); Cantrips (7th) detect magic Divine Ritual DC 34; div pact (page 311), create undead (no secondary caster required) Rain of Debris [two-actions] (divine, evil, evocation) The sepid calls forth a hail of stone, wood, metal, and similar debris in a 40-foot emanation, dealing 10d6 bludgeoning damage and 5d6 evil damage. Each creature in the area other than the sepid must attempt a basic DC 31 Reflex saving throw. The sepid can’t use Rain of Debris again for 1d4 rounds.
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Divine Warden MOUTHS OF THE GODS While most divine wardens lack the ability to speak, a deity might imbue a divine warden with the capability by quoting scripture. The guardian can therefore communicate the deity’s will to their faithful, though typically in a cryptic fashion. Divine wardens might also have the ability to lead in song or prayer.
Created through complex rituals performed by a faith’s adherents, divine wardens have been imbued with a fraction of the power that courses through a champion or cleric of a particular deity. This divine spark allows the divine warden to serve as the protector for a temple, shrine, or other holy site. Such guardians aren’t intrinsically bound to a fixed location, but they rarely leave the temple or site over which they watch. Most divine wardens have been crafted from clay, stone, wood, or similar materials and typically have features that resemble a deity or a deity’s herald. Divine wardens often have other abilities typically exhibited by constructs, such as armor plating, the ability to disguise themselves as statues, or other similar benefits. The faithful worshippers who craft divine wardens typically animate the constructs using a special ritual in which the followers beseech their deity to empower the guardian. The divine mandate that imbues a divine warden with power also allows the sentinel to recognize enemies of its deity and prevents the construct from attacking other members of the faith, unless these patrons choose to attack it first. In rare cases or particularly dire times, a deity might create a divine warden by directly animating an existing statue or idol to aid faithful followers. These divine guardians are most likely to be found outside of their original locations, assisting displaced congregations or pursuing those who might harm the faithful.
CREATING A DIVINE WARDEN You can build a divine warden from the ground up using the standard rules for monster creation (which is how the divine warden on the following page was built), or you can turn an existing construct into a divine warden by taking the following steps. In either case, the specific divine warden abilities listed below work the same. Select the deity that empowered the divine warden. This deity is the divine warden’s patron deity. Increase the creature’s level by 1 and change its statistics as follows. • It gains the uncommon and divine traits. Its alignment changes to match that of its patron deity. For example, a divine warden of a lawful good deity becomes a lawful good creature. • Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. If the creature didn’t have any listed DCs, use the moderate DC for a creature of its level for any new abilities that require a DC. • Increase its Hit Points as shown on the table below. Starting Level 1 or lower 2–4 5–19 20+
HP Increase 10 15 20 30
divine Warden abilities A divine warden retains any abilities it had previously, and it gains the abilities listed below. You might need to adjust or remove other abilities that conflict with the construct’s new theme as a divine warden. Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 1d6 damage per level. This damage is either positive or negative, determined by the patron deity’s divine font (chosen at the divine warden’s creation if the deity offers a choice), and this ability gains
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D the corresponding trait. Each creature in the area must attempt a Will save with the following outcomes. Critical Success The creature takes half damage. Success The creature takes full damage. Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC. Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2. Divine Innate Spells A divine warden whose patron deity has any alignment components gains divine lance as an innate cantrip. A divine warden with a neutral patron deity instead gains daze as an innate cantrip. Divine Domain Spells The divine warden selects two of its patron deity’s domains. The divine warden can cast the basic domain spell for its chosen domains. The divine warden has a focus pool of 1 Focus Point. It can’t Refocus, but its focus pool automatically refills 24 hours after it last used a Focus Point. If the divine warden is at least 10th level, it also gains the advanced domain spells for its chosen domains, and its focus pool increases to 2 Focus Points. Faith Bound (abjuration, divine) A divine warden can’t attack a creature that openly wears or displays the religious symbol of the divine warden’s patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn’t faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive). Faithful Weapon A divine warden always wields its patron deity’s favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity’s favored weapon gains the effects of a striking rune while the divine warden wields it; at 12th level, these effects are of a greater striking rune, and at 19th level, they’re instead of a major striking rune. Instrument of Faith The divine warden is a beacon for its deity’s faith. A cleric of the divine warden’s patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden’s space.
Introduction
HEROES OF THE FAITH In the rare instances where a deity personally creates a divine warden, the deity tends to animate depictions of great heroes from their faith. The specific image of the hero serves to inspire devotees and act as a leader in combat. Occasionally, the deity will call on the spirit of the hero to actually embody the divine warden, allowing the hero to fight for their faith once again.
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DIVINE WARDEN This divine warden serves Nethys, the neutral god of magic. It uses its divine gift to defend temples or shrines of Nethys.
DIVINE WARDEN OF NETHYS UNCOMMON
N
LARGE
CONSTRUCT
CREATURE 5 MINDLESS
Perception +11; darkvision Skills Athletics +14 Str +5, Dex –2, Con +4, Int –5, Wis +0, Cha –5 AC 22; Fort +15, Ref +9, Will +11 HP 60; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Divine Destruction (divine, necromancy) 5d6 negative, DC 19 Faith Bound Speed 30 feet Melee [one-action] fist +14 (magical, reach 10 feet), Damage 2d8+7 bludgeoning plus Grab (page 305) Melee [one-action] staff +14 (magical, reach 10 feet, two-hand d8), Damage 2d4+7 bludgeoning plus Grab (page 305) Divine Innate Spells DC 19; Cantrips (3rd) daze Divine Domain Spells 1 Focus Point, DC 19; 3rd cry of destruction (Core Rulebook 390), protector’s sacrifice (Core Rulebook 395) Faithful Weapon staff, striking rune Instrument of Faith
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Dragon, Imperial RUMORED RIVALRIES Some Tian philosophers, particularly worshipers of Qi Zhong—the Tian god of magic, medicine, and knowledge— speculate that each type of imperial dragon is mortal enemies with another type. Asking the dragons if this hypothesis is true often gets one laughed out of their lairs or a breath weapon to the face. In truth, imperial dragons have complicated relationships with one another that aren’t as simple as being enemies or friends.
Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia before humanity arrived, embody five strengthening and counteracting forces. Unlike other true dragons, imperial dragons dive deep into human affairs. Some remain secretive, posing as reclusive hermits, while others keep a high profile, openly ruling factions. Tian cultures in turn venerate the dragons, depicting gods in the form of dragons or claiming ancestry from them. Not all are adored, for plenty of these creatures act wickedly.
DRACONIC CYCLES Five elements underpin the magical powers of imperial dragons, influencing their relationships to all things and, especially, to others of their kind. These elements interlink in two cycles. In the first cycle, each element feeds one other: wood feeds fire, fire feeds earth, earth feeds metal, metal feeds water, and water feeds wood. In the second cycle, each element counters another: wood counters earth, earth counters water, water counters fire, fire counters metal, and metal counters wood. Each imperial dragon represents one element and has four abilities related to the cycle. For example, the forest dragon—linked to wood—feeds fire, is fed by water, counters earth, and is countered by metal.
SHAPE-CHANGING DRAGONS RULES OF DEPICTION In some parts of the old empire of Lung Wa, it was illegal— blasphemous even—to depict a dragon with five talons on objects not used by the emperor or royalty. Officials might receive permission to wear a robe with a “four-talon serpent,” while common folk were only ever allowed to depict dragons with three talons, even for their temples. These rules might explain why old portraits of young sovereign dragons sold amongst the wealthy often have clutter in the foreground, obscuring their claws.
Imperial dragons are the most likely (and willing) of Golarion’s dragons to take humanoid forms. The vast majority of them have the following ability, with the tradition trait matching the dragon’s innate spells: Change Shape [one-action] (concentrate, polymorph, transmutation) The dragon takes on the appearance of any Small or Medium humanoid. This doesn’t change their Speed or attack and damage modifiers with their Strikes, but it might change the damage type their Strikes deal (typically to bludgeoning).
IMPERIAL DRAGON SPELLCASTERS Each imperial dragon has a sidebar on spellcasting dragons of that kind. To make an imperial dragon spellcaster, remove the dragon’s Coiling Frenzy and Draconic Momentum abilities and give them the spells outlined in their sidebar. You can swap any number of these spells with others from the same tradition, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.
IMPERIAL DRAGONS ON GOLARION Imperial dragons are rarely spotted beyond Tian Xia, where some establish territories to amass power, while others follow their natural affinity to seek a place of comfort.
FOREST DRAGON Forest dragons oversee the endless growth of nature, protect it from plunder, and reclaim ruins for the wilderness. Some say these dragons jealously hoard nature’s bounty for themselves while seeing everyone else who tries to benefit from nature as thieves and poachers. They loathe the progress of technology and civilization, preferring the company of monsters and animals. Forest dragons are their forests in a literal sense. Over time, their hair becomes mossy, their hide toughens like bark, and small insects or animals live within them.
YOUNG FOREST DRAGON UNCOMMON
CE
LARGE
DRAGON
CREATURE 10 PLANT
Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Sylvan Skills Acrobatics +18, Athletics +21, Deception +17, Intimidation +19, Nature +22, Stealth +18 (+22 in forests), Survival +16
74
D Str +6, Dex +2, Con +5, Int +2, Wis +4, Cha +3 AC 30; Fort +21, Ref +16, Will +20 HP 195; Immunities paralyzed, poison, sleep; Weaknesses fire 5 Countered by Metal If the forest dragon takes damage from a metal item, they lose woodland stride and pass without trace until the end of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 27 (page 305). Animals, fungi, and plants take a –2 circumstance penalty to the save. Fed by Water [reaction] (healing, necromancy, primal) Frequency once per hour; Trigger The forest dragon is targeted with a water spell or effect; Effect The forest dragon gains 30 temporary Hit Points. Speed 40 feet, fly 100 feet; woodland stride Melee [one-action] jaws +23 (reach 10 feet), Damage 2d10+12 piercing plus 1d6 poison Melee [one-action] claw +23 (agile), Damage 2d8+12 slashing plus Grab (page 305) Melee [one-action] tail +23 (reach 20 feet), Damage 2d8+12 bludgeoning plus Grab (page 305) Primal Innate Spells DC 29; 3rd fear (animals, fungi, and plants only); 2nd entangle; Cantrips (2nd) know direction; Constant (1st) pass without trace (forest terrain only) Breath Weapon [two-actions] (evocation, primal) The dragon unleashes a swarm of insects that deals 10d6 piercing damage in a 30-foot cone (DC 29 basic Reflex save) before dispersing. A creature that critically fails is stunned 2 from the insects’ venom; this is a poison effect. The dragon can’t use Breath Weapon again for 1d4 rounds. Coiling Frenzy [two-actions] The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict [one-action] 2d8+8 bludgeoning, DC 29 (page 304) Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Woodland Stride The forest dragon ignores difficult terrain and greater difficult terrain from non-magical foliage.
ADULT FOREST DRAGON UNCOMMON
CE
HUGE
DRAGON
Introduction
ONE DRAGON, MANY NAMES Classifying a dragon is as difficult as asking for their name. A variety of names and classifications have been used throughout history based on traits such as location, behavior, color, or other qualities. It isn’t uncommon, therefore, for one dragon to be described as many different types of dragon over their lifetime. For example, scholars speculate that the coiling dragon, leaping dragon, and flying dragon of ancient Tian records are all attempts at identifying sky dragons.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 14 PLANT
Perception +25; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Sylvan Skills Acrobatics +21, Athletics +27, Deception +24, Intimidation +26, Nature +25, Stealth +21 (+25 in forests), Survival +23 Str +7, Dex +3, Con +4, Int +3, Wis +5, Cha +4 AC 36; Fort +25, Ref +22, Will +27; +1 status to all saves vs. magic HP 290; Immunities paralyzed, poison, sleep; Weaknesses fire 10 Countered by Metal As young forest dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 32 (page 305). Animals, fungi, and plants take a –2 circumstance penalty to the save. Fed by Water [reaction] As young forest dragon, but 35 temporary HP. Speed 40 feet, fly 120 feet; woodland stride Melee [one-action] jaws +29 (magical, reach 15 feet), Damage 3d10+13 piercing plus 2d6 poison Melee [one-action] claw +29 (agile, magical, reach 10 feet), Damage 3d8+13 slashing plus Grab (page 305) Melee [one-action] tail +29 (magical, reach 25 feet), Damage 3d8+13 bludgeoning plus Grab (page 305) Primal Innate Spells DC 34; 4th entangle, tree shape
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FOREST DRAGON SPELLCASTERS Forest dragon spellcasters tend to cast the following spells.
YOUNG FOREST DRAGON Primal Prepared Spells DC 29, attack +22; 4th gaseous form, hallucinatory terrain, solid fog; 3rd animal vision, stinking cloud, wall of thorns; 2nd animal messenger, darkness, water breathing; 1st create water, goblin pox, pest form; Cantrips (4th) acid splash, detect magic, guidance, read aura, tanglefoot; Rituals DC 29; plant growth
ADULT FOREST DRAGON Primal Prepared Spells DC 34, attack +28; As young forest dragon, plus 6th baleful polymorph, purple worm sting, tangling creepers; 5th cloudkill, moon frenzy, tree stride; Cantrips (6th) acid splash, detect magic, guidance, read aura, tanglefoot; Rituals DC 34; commune with nature
ANCIENT FOREST DRAGON Primal Prepared Spells DC 41, attack +35; As adult forest dragon, plus 9th implosion, nature’s enmity; 8th horrid wilting, polar ray, punishing winds; 7th eclipse burst, prismatic spray, true target; Cantrips (9th) acid splash, detect magic, guidance, read aura, tanglefoot
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(see forest shape); Cantrips (4th) know direction; Constant (1st) pass without trace (forest terrain only) Breath Weapon [two-actions] (evocation, primal) As young forest dragon, but 14d6 damage and 40-foot cone (DC 34). Coiling Frenzy [two-actions] As young forest dragon. Draconic Momentum As young forest dragon. Draining Blight [two-actions] (healing, necromancy, negative, primal) Frequency once per day; Effect The dragon draws moisture from the living creatures surrounding them, using the energy to heal their own wounds. Each living creature in a 30-foot emanation takes 7d10 negative damage (DC 34 basic Fortitude save). Creatures made entirely of water and plant creatures use the outcome one degree of success worse than they rolled. The dragon regains Hit Points equal to half of the highest damage a single creature takes from this effect. In addition, all non-creature plant life in the area withers and dies, eliminating non-magical undergrowth and any resulting difficult terrain, cover, and concealment. Water is also consumed in the same way, typically lowering any standing body of water fully within the area by 1 foot. Forest Shape When casting tree shape, a forest dragon can become a tree of the same size and age as themself. Greater Constrict [one-action] 3d8+10 bludgeoning, DC 34 (page 305) Woodland Stride As young forest dragon.
ANCIENT FOREST DRAGON RARE
CE
GARGANTUAN
DRAGON
CREATURE 19 PLANT
Perception +33; darkvision, scent (imprecise) 60 feet Languages Common, Draconic, Elven, Sylvan, Terran Skills Acrobatics +31, Athletics +37, Deception +31, Intimidation +33, Nature +36, Stealth +29 (+33 in forests), Survival +35 Str +9, Dex +4, Con +7, Int +5, Wis +8, Cha +6 AC 44; Fort +32, Ref +29, Will +35; +1 status to all saves vs. magic HP 410; Immunities paralyzed, poison, sleep; Weakness fire 15 Countered by Metal As young forest dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 39 (page 305). Animals, fungi, and plants take a –2 circumstance penalty to the save. Fed by Water [reaction] As young forest dragon, but 40 temporary HP. Speed 40 feet, fly 160 feet; woodland stride Melee [one-action] jaws +36 (magical, reach 20 feet), Damage 4d10+17 piercing plus 3d6 poison and lignifying bite Melee [one-action] claw +36 (agile, magical, reach 15 feet), Damage 4d8+17 slashing plus Grab (page 305) Melee [one-action] tail +36 (magical, reach 30 feet), Damage 4d8+17 bludgeoning plus Grab (page 305) Primal Innate Spells DC 41, attack +35; 6th tangling creepers; 4th entangle, tree shape (see forest shape), speak with plants (at will); Cantrips (6th) know direction; Constant (1st) pass without trace (forest terrain only) Breath Weapon [two-actions] (evocation, primal) As young forest dragon, but 20d6 damage and 60-foot cone (DC 41). Coiling Frenzy [two-actions] As young forest dragon. Draconic Momentum As young forest dragon. Draining Blight [two-actions] As adult forest dragon, but 9d10 damage (DC 41). Forest Shape As adult forest dragon. Greater Constrict [one-action] 4d8+10 bludgeoning, DC 41 (page 305) Lignifying Bite (plant, primal, transmutation) When a creature made of flesh is reduced to 0 Hit Points by the dragon’s jaws Strike, that creature must attempt a DC 41 Fortitude save. If it fails, it dies, and its flesh, made of earth in a metaphysical sense, turns to wood. The wood is living and might grow into a tree over time, but it can’t be used as a body or piece of a body for raise dead or other magic that would return the creature to life. Woodland Stride As young forest dragon.
D SEA DRAGON Sea dragons’ affinity with water grants them mastery over rain, storms, and floods. Those whose livelihoods are at the mercy of the weather and waves frequently venerate these great aquatic creatures. Most sea dragons respond kindly to requests, but, like the sea, they can be unpredictable and fickle. Sea dragons have disk-shaped scales like fish and webbed claws as well as large back and tail fins to aid in swimming. They appear in vivid and vibrant colors, like aquatic wildlife. Underwater flora and fauna grow and thrive upon older sea dragons, and ancient sea dragons often have a head of coral around their antlers, giving them the image of being crowned royalty.
YOUNG SEA DRAGON UNCOMMON
CG
LARGE
AMPHIBIOUS
CREATURE 8 DRAGON
WATER
Perception +15; darkvision, wavesense (imprecise) 60 feet (page 307) Languages Aquan, Common, Draconic Skills Acrobatics +16, Arcana +14, Athletics +19, Deception +14, Intimidation +16, Nature +15, Society +14, Stealth +16, Survival +13 Str +5, Dex +4, Con +3, Int +2, Wis +3, Cha +2 AC 27, fed by metal; Fort +17, Ref +18, Will +15 HP 140; Immunities paralyzed, sleep Countered by Earth If the sea dragon is targeted with an earth spell or flesh to stone, they lose Liquefy until the end of their next turn. Fed by Metal (arcane, transmutation) When a sea dragon is struck by a weapon made primarily of metal or affected by a spell that uses metal, many of the dragon’s scales transform to mimic the metal. This grants the dragon a +1 item bonus to AC until the start of their next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24 (page 305) Liquefy [reaction] (abjuration, arcane, water) Trigger The dragon is targeted by a Strike or spell that could deal fire or physical damage to them; Effect The dragon liquefies, turning entirely to water while maintaining their shape, for a split second. Against the triggering effect, they gain resistance 15 to fire and to all physical damage. Speed 30 feet, fly 100 feet, swim 50 feet; water walk Melee [one-action] jaws +20 (reach 10 feet), Damage 2d10+11 piercing plus hyponatremia (page 78) Melee [one-action] claw +20 (agile), Damage 2d8+11 slashing plus Grab (page 305) Melee [one-action] tail +20 (reach 20 feet), Damage 2d8+11 bludgeoning plus Grab (page 305) Arcane Innate Spells DC 26; 2nd endure elements (self only); 1st create water (at will); Constant (2nd) water walk Breath Weapon [two-actions] (arcane, evocation, water) The dragon shoots a ball of water that deals 9d6 bludgeoning damage in a 20-foot burst within 40 feet (DC 26 basic Reflex save). All non-magical fire in the radius is extinguished. The dragon can’t use Breath Weapon again for 1d4 rounds.
Introduction
CHILDREN OF GREEN SPEARS A great ancient forest dragon used to live in the Vale of Green Spears, a massive bamboo forest at the center of the Tengu nation Kwanlai. The dragon’s last nest of eggs survived her death, and the young dragons hatched from this clutch now fight viciously for control over their late mother’s territory.
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SEA DRAGON SPELLCASTERS Sea dragon spellcasters tend to cast the following spells.
YOUNG SEA DRAGON Arcane Prepared Spells DC 26, attack +19; 3rd feet to fins, haste, wall of wind; 2nd hideous laughter, resist energy, water breathing; 1st air bubble, grease, grim tendrils; Cantrips (3rd) detect magic, message, prestidigitation, read aura, shield
ADULT SEA DRAGON Arcane Prepared Spells DC 32, attack +26; As young sea dragon, plus 5th mariner’s curse, tongues, wall of ice; 4th dimension door, gaseous form, resilient sphere; Cantrips (5th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 32; commune with nature
ANCIENT SEA DRAGON Arcane Prepared Spells DC 38, attack +33; As adult sea dragon, plus 8th disappearance, discern location, horrid wilting; 7th energy aegis, project image, spell turning; 6th phantasmal calamity, repulsion, true seeing; Cantrips (8th) detect magic, message, prestidigitation, read aura, shield; Rituals DC 38; commune with nature
Coiling Frenzy [two-actions] The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict [one-action] 2d8+6 bludgeoning, DC 26 (page 304) Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Hyponatremia (water) A living creature that takes damage from the sea dragon’s jaws Strike must succeed at a DC 26 Fortitude save or become sickened 1 as a surge of excess water floods its body.
ADULT SEA DRAGON UNCOMMON
CG
HUGE
CREATURE 12
AMPHIBIOUS
DRAGON
WATER
Perception +21; darkvision, wavesense (imprecise) 60 feet (page 307) Languages Aquan, Auran, Common, Draconic, Elven Skills Acrobatics +23, Arcana +18, Athletics +26, Deception +19, Intimidation +21, Nature +22, Society +18, Stealth +21, Survival +20 Str +6, Dex +5, Con +4, Int +2, Wis +4, Cha +3 AC 33, fed by metal; Fort +22, Ref +25, Will +20; +1 status to all saves vs. magic HP 225; Immunities paralyzed, sleep Countered by Earth As young sea dragon. Fed by Metal As young sea dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30 (page 305) Vortex (aura, water) 40 feet. Water in the aura that’s also in the same body of water as the dragon is difficult terrain for Swimming creatures which don’t have the water trait. Liquefy [reaction] (abjuration, arcane, water) As young sea dragon, but resistance 20. Speed 30 feet, fly 100 feet, swim 50 feet; water walk Melee [one-action] jaws +26 (magical, reach 15 feet), Damage 3d10+12 piercing plus hyponatremia Melee [one-action] claw +26 (agile, magical, reach 10 feet), Damage 3d8+12 slashing plus Grab (page 305) Melee [one-action] tail +26 (magical, reach 25 feet), Damage 3d8+12 bludgeoning plus Grab (page 305) Arcane Innate Spells DC 32; 2nd create water (at will), endure elements (self only); Constant (2nd) water walk Rituals DC 32; control weather (doesn’t require secondary casters) Breath Weapon [two-actions] (arcane, evocation, water) As young sea dragon, but 13d6 damage in a 25-foot burst within 50 feet (DC 32 basic Reflex save). Coiling Frenzy [two-actions] As young sea dragon. Draconic Momentum As young sea dragon. Greater Constrict [one-action] 3d8+6 bludgeoning, DC 30 (page 305) Hyponatremia (water) As young sea dragon, but DC 32.
ANCIENT SEA DRAGON RARE
UNEXPECTED HOMES Sea dragons, despite their friendliness, don’t like to share their territory. The youngest and weakest sea dragons are often ousted by older and stronger opponents from even the smallest ponds. In desperation, these dragons sometimes take up residence in wells and cisterns, much to the shock of unsuspecting villagers.
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CG
GARGANTUAN
AMPHIBIOUS
CREATURE 17 DRAGON
WATER
Perception +30; darkvision, wavesense (imprecise) 60 feet (page 307) Languages Aquan, Auran, Celestial, Common, Draconic, Elven Skills Acrobatics +32, Arcana +26, Athletics +33, Deception +25, Intimidation +27, Nature +28, Society +26, Stealth +32, Survival +26 Str +8, Dex +7, Con +5, Int +3, Wis +5, Cha +4 AC 41, fed by metal; Fort +29, Ref +32, Will +27; +1 status to all saves vs. magic HP 350; Immunities paralyzed, sleep Countered by Earth As young sea dragon. Fed by Metal As young sea dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36 (page 305) Vortex (aura, water) 60 feet. As adult sea dragon. Liquefy [reaction] (abjuration, arcane, water) As young sea dragon, but resistance 25. Speed 50 feet, fly 140 feet, swim 70 feet; water walk Melee [one-action] jaws +34 (magical, reach 20 feet), Damage 3d12+16 piercing plus hyponatremia Melee [one-action] claw +34 (agile, magical, reach 15 feet), Damage 3d10+16 slashing plus Grab (page 305)
D Melee [one-action] tail +34 (magical, reach 25 feet), Damage 3d10+16 bludgeoning plus Grab (page 305) Arcane Innate Spells DC 38; 5th control water, create water (at will); 3rd endure elements (self only); Constant (2nd) water walk Rituals DC 38; control weather (doesn’t require secondary casters) Breath Weapon [two-actions] (arcane, evocation, water) As young sea dragon, but 18d6 bludgeoning damage in a 30-foot burst within 60 feet (DC 38 basic Reflex save). Coiling Frenzy [two-actions] As young sea dragon. Draconic Momentum As young sea dragon. Greater Constrict [one-action] 3d10+8 bludgeoning, DC 38 (page 305) Hyponatremia (water) As young sea dragon, but DC 38 and sickened 2. Tidal Wave [three-actions] (arcane, evocation, manipulate, water) Frequency once per 10 minutes; Requirements The dragon is in a body of water at least as large as they are; Effect The dragon slams their body down, sending a towering wave outward. This wave deals 10d12 bludgeoning damage in a 90-foot emanation. Each creature in the area must attempt a DC 38 Reflex save. Structures and unattended objects in the area take the full amount of damage with no saving throw. Critical Success The creature takes no damage but is pushed 30 feet from the dragon. Success The creature takes half damage and is pushed 60 feet from the dragon. Failure The creature takes full damage, is pushed 120 feet from the dragon, and falls prone. Critical Failure As failure, but double damage.
Introduction
WEIXIYUAN Sailors who brave the treacherous Valashmai Sea tell of the ancient sea dragon Weixiyuan, who rules the pristine waters bordering the monster-infested straits. Weixiyuan has been known to aid good-hearted voyagers who run into trouble near his territory. Though, powerful as he is, even he prefers not to enter the dangerous waters of the Valashmai Sea itself.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
SKY DRAGON Sky dragons live above the clouds near the summits of mountains. They maintain a strong religious tradition, a unique practice among imperial dragons that sets them apart as much as their wings do. Desperate souls risk steep cliffs and loose snow to seek these dragons’ counsel, and most sky dragons gladly help those who make the journey, but they expel any express hostilities or badger without hesitation. The sky dragon’s wings aren’t true wings, but long fins fused to their forearms; their scales also form only very slowly. Young dragons coil tightly in their lairs as they absorb minerals that color and harden their scales. Even adults often wrap around pillars out of habit.
YOUNG SKY DRAGON UNCOMMON
LG
LARGE
DRAGON
CREATURE 9 ELECTRICITY
Perception +19; darkvision, scent (imprecise) 60 feet Languages Auran, Common, Draconic Skills Acrobatics +16, Athletics +19, Deception +16, Intimidation +18, Religion +19, Society +18, Stealth +18, Survival +17 Str +6, Dex +1, Con +3, Int +1, Wis +4, Cha +3 Mist Vision Fog and mist don’t impair a sky dragon’s vision; they ignore the concealed condition from fog and mist. AC 28; Fort +18, Ref +16, Will +21 HP 155; Immunities electricity, paralyzed, sleep Countered by Fire If the sky dragon takes fire damage, the elemental magic of metal within them is tempered. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls and AC, and their jaws Strikes don’t deal electricity damage. This limitation ends if the dragon uses Breath Weapon. Fed by Earth (abjuration, divine) When a sky dragon is targeted by an earth spell or effect, they leave a cloud of pulverized dust and gravel that swirls in the eddies of the dragon’s flight. For 1 minute, the dragon is concealed while flying. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26 (page 305) Speed 30 feet, fly 120 feet Melee [one-action] jaws +21 (reach 10 feet), Damage 2d8+12 piercing plus 1d12 electricity Melee [one-action] claw +21 (agile), Damage 2d8+12 slashing plus Grab (page 305) Melee [one-action] tail +21 (reach 20 feet), Damage 2d8+12 bludgeoning plus Grab (page 305) Divine Innate Spells DC 28; 2nd invisibility; 1st feather fall, gust of wind
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SKY DRAGON SPELLCASTERS Sky dragon spellcasters tend to cast the following spells.
YOUNG SKY DRAGON Divine Prepared Spells DC 28, attack +21; 4th discern lies, dispel magic, divine wrath; 3rd heroism, locate, wanderer’s guide; 2nd augury, comprehend language, create food; 1st alarm, bless, detect alignment (at will, evil only), sanctuary; Cantrips (4th) detect magic, divine lance, read aura, shield, stabilize; Rituals DC 28; consecrate
ADULT SKY DRAGON Divine Prepared Spells DC 33, attack +26; As young sky dragon, plus 6th blade barrier, righteous might, true seeing; 5th banishment, prying eye, tongues; Cantrips (6th) detect magic, divine lance, read aura, shield, stabilize; Rituals DC 33; atone
ANCIENT SKY DRAGON Divine Prepared Spells DC 42, attack +36; As adult sky dragon, plus 8th discern location, divine aura, divine decree; 7th energy aegis, prismatic spray, sunburst; Cantrips (9th) detect magic, divine lance, read aura, shield, stabilize; Rituals DC 42; legend lore
Breath Weapon [two-actions] (divine, electricity, evocation) The dragon shoots a ball of electricity that deals 5d12 electricity damage in a 20-foot burst within 40 feet (DC 28 basic Reflex save). They can’t use Breath Weapon again for 1d4 rounds. Coiling Frenzy [two-actions] The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict [one-action] 2d8+7 bludgeoning, DC 24 (page 304) Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Perfected Flight A sky dragon can hover in place without spending an action, and they automatically succeed at all Acrobatics checks to Maneuver in Flight.
ADULT SKY DRAGON UNCOMMON
LG
HUGE
CREATURE 13
DRAGON
ELECTRICITY
Perception +24; darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Common, Draconic, Infernal, Sylvan Skills Acrobatics +21, Athletics +26, Deception +21, Intimidation +23, Religion +26, Society +21, Stealth +21, Survival +19 Str +7, Dex +2, Con +4, Int +2, Wis +5, Cha +4 Mist Vision As young sky dragon. AC 34; Fort +23, Ref +21, Will +26; +1 status to all saves vs. magic HP 235; Immunities electricity, paralyzed, sleep Countered by Fire As young sky dragon. Fed by Earth As young sky dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 31 (page 305) Speed 40 feet, fly 140 feet Melee [one-action] jaws +27 (magical, reach 15 feet), Damage 3d8+13 piercing plus 1d12 electricity Melee [one-action] claw +27 (agile, magical, reach 10 feet), Damage 3d8+13 slashing plus Grab (page 305) Melee [one-action] tail +27 (magical, reach 25 feet), Damage 3d8+13 bludgeoning plus Grab (page 305) Divine Innate Spells DC 33; 4th gaseous form; 2nd invisibility; 1st feather fall, gust of wind Breath Weapon [two-actions] (divine, electricity, evocation) As young sky dragon, but 7d12 electricity, 25-foot burst within 50 feet, and DC 33. See divine lightning below. Coiling Frenzy [two-actions] As young sky dragon. Divine Lightning (divine) A good sky dragon who worships a deity channels divine power through its attacks, making them more effective against fiends and undead. Any electricity damage it deals becomes good damage against fiends or positive damage against undead. Draconic Momentum As young sky dragon. Greater Constrict [one-action] 3d8+8 bludgeoning, DC 33 (page 305) Perfected Flight As young sky dragon.
ANCIENT SKY DRAGON ARCANE AND PRIMAL SKY DRAGONS Some sky dragons choose not to pursue religious studies. Inquisitive individuals eagerly experiment with the arcane arts and hone their mastery over lightning. Others draw primal power from winds, rain, lightning, and thunder, working with sea dragons to bring about terrifying storms of retribution against wrongdoers.
80
RARE
LG
GARGANTUAN
DRAGON
CREATURE 18 ELECTRICITY
Perception +32; darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Common, Draconic, Elven, Infernal, Sylvan Skills Acrobatics +28, Athletics +35, Deception +28, Intimidation +32, Religion +34, Society +26, Stealth +28, Survival +28 Str +8, Dex +4, Con +5, Int +4, Wis +6, Cha +6 Mist Vision As young sky dragon. AC 42; Fort +31, Ref +28, Will +32; +1 status to all saves vs. magic HP 335; Immunities electricity, paralyzed, sleep Countered by Fire As young sky dragon. Fed by Earth As young sky dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 38 (page 305) Speed 60 feet, fly 160 feet Melee [one-action] jaws +36 (magical, reach 20 feet), Damage 3d10+16 piercing plus 1d12 electricity Melee [one-action] claw +36 (agile, magical, reach 15 feet), Damage 3d10+16 slashing plus Grab (page 305)
D Melee [one-action] tail +36 (magical, reach 30 feet), Damage 3d10+16 bludgeoning plus Grab (page 305) Divine Innate Spells DC 42; 4th gaseous form, invisibility; 1st feather fall, gust of wind Breath Weapon [two-actions] (divine, electricity, evocation) As young sky dragon, but 9d12 electricity and 2d12 sonic damage, 30-foot burst within 60 feet, DC 40. See divine lightning below. Coiling Frenzy [two-actions] As young sky dragon. Divine Lightning (divine) As adult sky dragon. Draconic Momentum As young sky dragon. Greater Constrict [one-action] 3d10+11 bludgeoning, DC 40 (page 305) Perfected Flight As young sky dragon. Stunning Electricity [two-actions] (divine, electricity, evocation, incapacitation) The dragon rapidly coils, then unleashes crackling lightning that deals 5d12 electricity damage in a 60-foot emanation. Each creature in the area must attempt a DC 40 Fortitude save; regardless of the outcome, the creature then becomes temporarily immune for 10 minutes. Critical Success The creature is unaffected. Success Half damage, and the creature is stunned 1. Failure Full damage, and the creature is stunned for 1 round and can’t fly for 4 rounds. Critical Failure Double damage, and the creature is stunned for 2 rounds and can’t fly for 1 minute.
Introduction
SHINONOME Herald of the goddess Shizuru, Shinonome is a paragon of the divine connection all sky dragons supposedly have. She upholds a tireless devotion to the goddess, carrying out her will on Golarion.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
SOVEREIGN DRAGON The most well-known of imperial dragons due to their deep involvement with mortals, the sovereign dragons’ name comes from their mandate of selecting rulers—but at some point, the dragons themselves joined the list of worthy candidates. Other imperial dragons suspect the sovereign dragons offered their connection to the elemental cycle to attain forbidden magic, evidenced by their lack of any vulnerability to wood or ability to feed on fire, despite being creatures of the earth. Most hesitate to question the sovereigns’ authority. While some appreciate their impartial nature, others fault this adherence to neutrality. Regardless, the sovereign dragons’ charm and centuries of experience in subtle manipulation have made them exceptional negotiators. Almost all sovereign dragons appear gold in color. Their hair ranges from common colors found among humans to bright reds, greens, or blues. They’re the only dragons with five digits per claw, a mark of special importance. Other imperial dragons dismiss this claim to status and instead tease the sovereign dragons over their need to wear armor, even while in their draconic forms.
YOUNG SOVEREIGN DRAGON UNCOMMON
N
LARGE
DRAGON
CREATURE 11
EARTH
Perception +22; darkvision, scent (imprecise) 60 feet Languages Celestial, Common, Draconic, Infernal Skills Acrobatics +18, Athletics +22, Deception +21, Diplomacy +25, Intimidation +23, Occultism +18, Society +20, Stealth +18, Survival +20 Str +7, Dex +3, Con +5, Int +3, Wis +5, Cha +6 AC 31; Fort +22, Ref +18, Will +24; +1 status to all saves vs. magic HP 195; Immunities paralyzed, sleep; Resistances mental 10 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 (page 305)
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Bestiary 3
SOVEREIGN DRAGON SPELLCASTERS Sovereign dragon spellcasters tend to cast the following spells.
YOUNG SOVEREIGN DRAGON Occult Prepared Spells DC 29, attack +23; 4th calm emotions, detect scrying, silence; 3rd enthrall, heroism, hypnotic pattern; 2nd comprehend language, remove fear, status; 1st command, illusory disguise, true strike; Cantrips (4th) daze, detect magic, prestidigitation, read aura, shield
ADULT SOVEREIGN DRAGON Occult Prepared Spells DC 36, attack +30; As young sovereign dragon, plus 6th dominate, feeblemind, zealous conviction; 5th dreaming potential, subconscious suggestion, tongues; Cantrips (6th) daze, detect magic, prestidigitation, read aura, shield
ANCIENT SOVEREIGN DRAGON Occult Prepared Spells DC 43, attack +38; As adult sovereign dragon, plus 9th foresight, overwhelming presence, telepathic demand; 8th disappearance, dream council, maze; 7th dimensional lock, magnificent mansion, true target; Cantrips (9th) daze, detect magic, prestidigitation, read aura, shield
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Violent Retort [reaction] Trigger A creature within the sovereign dragon’s reach critically hits the dragon; Effect The sovereign dragon makes a claw or tail Strike against the creature, after applying all the effects of the critical hit to the dragon. Speed 40 feet, fly 120 feet Melee [one-action] jaws +24 (reach 10 feet), Damage 2d8+13 piercing plus 2d6 mental Melee [one-action] claw +24 (agile), Damage 2d8+13 slashing plus Grab (page 305) Melee [one-action] tail +24 (reach 20 feet), Damage 2d8+13 bludgeoning plus Grab (page 305) Occult Innate Spells DC 30; 6th shape stone, suggestion (at will); 2nd detect alignment (at will, good or evil only) Breath Weapon [two-actions] (evocation, mental, occult) The dragon unleashes a roar charged with psychic energy, dealing 12d6 mental damage in a 30-foot cone (DC 30 basic Will save). The dragon can’t use Breath Weapon again for 1d4 rounds. Coiling Frenzy [two-actions] The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict [one-action] 2d8+10 bludgeoning, DC 26 (page 304) Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike. Gleaming Armor [one-action] (evocation, light, occult) Frequency once per hour; Effect The dragon’s golden armor glows with a protective golden light. The dragon gains a +2 status bonus to AC and resistance 10 to energy damage. Each enemy in a 20-foot emanation must succeed at a DC 30 Fortitude save or be dazzled. All these effects last until the end of the dragon’s next turn.
ADULT SOVEREIGN DRAGON UNCOMMON
N
HUGE
DRAGON
CREATURE 15
EARTH
Perception +29; darkvision, scent (imprecise) 60 feet Languages Abyssal, Auran, Infernal, Celestial, Common, Draconic, Infernal Skills Acrobatics +25, Athletics +31, Deception +28, Diplomacy +32, Intimidation +30, Occultism +25, Society +27, Stealth +25, Survival +27 Str +8, Dex +4, Con +6, Int +4, Wis +6, Cha +7 AC 37; Fort +27, Ref +23, Will +29; +1 status to all saves vs. magic HP 275; Immunities paralyzed, sleep; Resistances mental 15 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34 (page 305) Violent Retort [reaction] As young sovereign dragon. Speed 50 feet, fly 150 feet Melee [one-action] jaws +30 (magical, reach 15 feet), Damage 3d10+14 piercing plus 2d6 mental Melee [one-action] claw +30 (agile, magical, reach 10 feet), Damage 3d10+14 slashing plus Grab (page 305) Melee [one-action] tail +30 (magical, reach 25 feet), Damage 3d10+14 bludgeoning plus Grab (page 305) Occult Innate Spells DC 36, attack +30; 8th shape stone, suggestion, wall of stone; 7th suggestion (at will); 2nd detect alignment (at will, good or evil only) Breath Weapon [two-actions] (evocation, mental, occult) As young sovereign dragon, but 16d6 mental damage and a 40-foot cone (DC 36). Coiling Frenzy As young sovereign dragon. Draconic Momentum As young sovereign dragon. Gleaming Armor [one-action] As young sovereign dragon, but resistance 15 and DC 36. Greater Constrict [one-action] 3d10+8 bludgeoning, DC 36 (page 305) Inspire Envoy [two-actions] (enchantment, mental, occult) Frequency once per day; Effect The dragon chooses a mortal they’ve observed performing an exceptional act and offers their august blessing in exchange for the creature carrying out a specific directive, such as defeating a tyrant or protecting a sacred site. If the creature agrees, until its next daily preparations, it gains a +1 status bonus to the dragon’s choice of attack rolls, AC, or all of the following: Perception, Will saves, and Charisma-based skill checks. The dragon can Dismiss this benefit by spending a single action (that has the concentrate trait), which they’re swift to do if the mortal dares to defy the dragon’s directive.
D ANCIENT SOVEREIGN DRAGON RARE
N
GARGANTUAN
DRAGON
CREATURE 20
Introduction
EARTH
Perception +36; darkvision, scent (imprecise) 60 feet Languages Abyssal, Auran, Celestial, Common, Draconic, Ignan, Infernal, Terran Skills Acrobatics +31, Athletics +38, Deception +37, Diplomacy +41, Intimidation +37, Occultism +31, Society +31, Stealth +31, Survival +34 Str +10, Dex +5, Con +7, Int +5, Wis +8, Cha +9 AC 46; Fort +35, Ref +31, Will +36; +1 status to all saves vs. magic HP 410; Immunities paralyzed, sleep; Resistances mental 20 Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 41 (page 305) Mentalist Counterspell [reaction] (abjuration, occult) Trigger The dragon is targeted by a mental effect it’s aware of; Effect The dragon immediately attempts to counteract the triggering effect (counteract modifier +32). Violent Retort [reaction] As young sovereign dragon. Speed 60 feet, fly 180 feet Melee [one-action] jaws +38 (magical, reach 20 feet), Damage 4d8+18 piercing plus 3d6 mental Melee [one-action] claw +38 (agile, magical, reach 15 feet), Damage 4d8+18 slashing plus Grab (page 305) Melee [one-action] tail +38 (magical, reach 30 feet), Damage 4d8+18 bludgeoning plus Grab (page 305) Occult Innate Spells DC 43; 9th shape stone, suggestion, wall of stone; 7th suggestion (at will); 2nd detect alignment (at will, good or evil only) Breath Weapon [two-actions] (evocation, mental, occult) As young sovereign dragon, but 21d6 mental damage and a 50-foot cone (DC 43). Coiling Frenzy As young sovereign dragon. Draconic Momentum As young sovereign dragon. Gleaming Armor [one-action] As young sovereign dragon, but resistance 20 and DC 43. Greater Constrict [one-action] 4d8+11 bludgeoning, DC 43 (page 305) Inspire Envoy [two-actions] (enchantment, mental, occult) As adult sovereign dragon, but the status bonus is +2.
PHAM DUC QUAN A succession of sovereign dragons has ruled the Tian nation of Xa Hoi for nearly 7,000 years. The current Dragon King is Pham Duc Quan, who guided Xa Hoi through the chaos after the ancient empire of Lung Wa fell at the start of the Age of Lost Omens. Under the dragon’s stable leadership, Xa Hoi emerged as one of the strongest nations in Tian Xia.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
UNDERWORLD DRAGON Underworld dragons embody the pressure between tectonic plates, the heat behind geysers, and flash fires that ignite when the conditions are just right. Natural alchemists, they innately understand reagents and catalysts. While some research the effects of magic on material reactions, the majority of underworld dragons concentrate on building their hoards. They scour the world for carved gemstones and artifacts of precious minerals, both of which they see as distilled essence of earth’s bounty. Underworld dragons appear angular and sharp; their scales glow as if superheated from within, and their hair flickers like tongues of flames. An intense fire glows behind their gazes, suggesting they could ignite items with a mere thought, and their breath ripples the air as a testament to the heat contained within their bodies.
YOUNG UNDERWORLD DRAGON UNCOMMON
LE
LARGE
DRAGON
CREATURE 7
FIRE
Perception +13; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Undercommon
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Bestiary 3
UNDERWORLD DRAGON SPELLCASTERS Underworld dragon spellcasters tend to cast the following spells.
YOUNG UNDERWORLD DRAGON Prepared Arcane Spells DC 25, attack +18; 3rd earthbind, stinking cloud; 2nd glitterdust, knock, resist energy; 1st floating disk, magic missile, ray of enfeeblement; Cantrips (3rd) acid splash, mage hand, produce flame, read aura, shield
ADULT UNDERWORLD DRAGON Prepared Arcane Spells DC 30, attack +24; As young underworld dragon, plus 5th cloudkill, prying eye; 4th dimension door, hallucinatory terrain, private sanctum; 3rd slow; Cantrips (5th) acid splash, mage hand, produce flame, read aura, shield
ANCIENT UNDERWORLD DRAGON Prepared Arcane Spells DC 37, attack +32; As adult underworld dragon, plus 7th fiery body, power word blind, reverse gravity; 6th mislead, spellwrack, true seeing; 5th mind probe; Cantrips (7th) acid splash, mage hand, produce flame, read aura, shield
Skills Acrobatics +11, Arcana +13, Athletics +17, Crafting +17, Deception +10, Intimidation +12, Nature +13, Stealth +13, Survival +11 Str +6, Dex +2, Con +3, Int +4, Wis +2, Cha +1 Smoke Vision Smoke doesn’t impair an underworld dragon’s vision; they ignore the concealed condition from smoke. AC 25; Fort +18, Ref +13, Will +15 HP 115; Immunities fire, paralyzed, sleep Countered by Water If the underworld dragon takes damage from a spell with the cold or water trait, the elemental magic of fire within them is momentarily dampened. Until the end of their next turn, they take a –1 circumstance penalty to attack rolls, and their jaws Strikes don’t deal fire damage. This limitation ends if the dragon uses Breath Weapon. Fed by Wood When an underworld dragon is struck by a weapon made primarily of wood or affected by a spell with the plant trait, the dragon’s internal fiery essences are stoked with the added fuel. Their breath weapon recharges, and the fire damage from the dragon’s jaws increases by one die until the end of the dragon’s next turn. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23 (page 305) Speed 40 feet, burrow 30 feet, fly 80 feet Melee [one-action] jaws +18 (reach 10 feet), Damage 2d8+8 piercing plus 1d6 fire Melee [one-action] claw +18 (agile), Damage 2d8+8 slashing plus adamantine claws and Grab (page 305) Melee [one-action] tail +18 (reach 20 feet), Damage 2d8+8 bludgeoning plus Grab (page 305) Arcane Innate Spells DC 25; 2nd continual flame; Cantrips (2nd) detect magic Adamantine Claws The dragon’s claws are infused with adamantine. Their claw Strikes ignore half the Hardness of any object hit. Breath Weapon [two-actions] (arcane, evocation, fire) The dragon breathes a blast of fire that explodes in a 20-foot burst within 40 feet, dealing 7d6 fire damage (DC 25 basic Reflex save). Creatures that fail the save also take 1d6 persistent fire damage. The dragon can’t use Breath Weapon again for 1d4 rounds. Coiling Frenzy [two-actions] The dragon makes one claw Strike and one tail Strike in either order, each against the same target. If either Strike hits, the dragon automatically Grabs the target. Constrict [one-action] 2d8+4 bludgeoning, DC 25 (page 304) Draconic Momentum The dragon recharges their Breath Weapon whenever they score a critical hit with a Strike.
ADULT UNDERWORLD DRAGON UNCOMMON
LE
HUGE
DRAGON
CREATURE 11
FIRE
Perception +20; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Undercommon Skills Acrobatics +18, Arcana +21, Athletics +24, Crafting +22, Deception +19, Intimidation +21, Nature +20, Stealth +22, Survival +20 Str +7, Dex +3, Con +4, Int +5, Wis +3, Cha +2 Smoke Vision As young underworld dragon. AC 31; Fort +23, Ref +18, Will +22; +1 status to all saves vs. magic HP 195; Immunities fire, paralyzed, sleep Countered by Water As young underworld dragon, but they also lose their sweltering heat aura. Fed by Wood As young underworld dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28 (page 305) Sweltering Heat (arcane, aura, evocation, fire) 10 feet. Each creature that ends its turn in the aura must succeed at a DC 28 Fortitude saving throw or become fatigued while it remains in the aura. Speed 40 feet, burrow 40 feet, fly 80 feet Melee [one-action] jaws +24 (magical, reach 10 feet), Damage 2d8+13 piercing plus 2d6 fire Melee [one-action] claw +24 (agile, magical), Damage 2d8+13 slashing plus adamantine claws and Grab (page 305) Melee [one-action] tail +24 (magical, reach 20 feet), Damage 2d8+13 bludgeoning plus Grab (page 305)
84
D Arcane Innate Spells DC 30, attack +24; 4th continual flame, wall of fire; Cantrips (4th) detect magic Adamantine Claws As young underworld dragon. Breath Weapon [two-actions] (arcane, evocation, fire) As young underworld dragon, but 10d6 fire damage in a 25-foot burst within 50 feet (DC 30 basic Reflex save), and 2d6 persistent fire damage. Coiling Frenzy As young underworld dragon. Draconic Momentum As young underworld dragon. Greater Constrict [one-action] 2d8+10 bludgeoning, DC 30 (page 305)
ANCIENT UNDERWORLD DRAGON RARE
LE
GARGANTUAN
DRAGON
CREATURE 16
FIRE
Perception +28; darkvision, scent (imprecise) 60 feet, smoke vision Languages Common, Draconic, Ignan, Terran, Undercommon Skills Acrobatics +23, Arcana +25, Athletics +32, Crafting +29, Deception +27, Intimidation +29, Nature +24, Stealth +25, Survival +24 Str +8, Dex +3, Con +6, Int +5, Wis +4, Cha +5 Smoke Vision As young underworld dragon. AC 39; Fort +30, Ref +25, Will +28; +1 status to all saves vs. magic HP 295; Immunities fire, paralyzed, sleep Countered by Water As young underworld dragon, but they also lose their sweltering heat aura. Fed by Wood As young underworld dragon. Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 35 (page 305) Sweltering Heat (arcane, aura, evocation, fire) 10 feet. As adult underworld dragon, but DC 35. Speed 40 feet, burrow 60 feet, fly 80 feet Melee [one-action] jaws +32 (magical, reach 15 feet), Damage 3d10+16 piercing plus 3d6 fire Melee [one-action] claw +32 (agile, magical, reach 10 feet), Damage 3d10+16 slashing plus adamantine claws and Grab Melee [one-action] tail +32 (magical, reach 25 feet), Damage 3d10+16 bludgeoning plus Grab Arcane Innate Spells DC 37; 8th continual flame, wall of fire; Cantrips (8th) detect magic Adamantine Claws As young underworld dragon. Breath Weapon [two-actions] (arcane, evocation, fire) As young underworld dragon, but 14d6 fire damage in a 30-foot burst within 60 feet (DC 39 basic Reflex save), and 3d6 persistent fire damage. Coiling Frenzy As young underworld dragon. Draconic Momentum As young underworld dragon. Greater Constrict [one-action] 3d10+9 bludgeoning, DC 37 (page 305) Scorch Earth [two-actions] (arcane, evocation, fire) The dragon plunges their body into the ground, Burrows up to their Speed, and then scorches the land within a 60-foot emanation. Creatures underground or on the surface in the area take 8d6 fire damage (DC 37 basic Fortitude save), and those who critically fail become enfeebled 1 for 1 minute.
Introduction
JIRUKARAKAZA The great wyrm underworld dragon Jirukarakaza maintains a massive treasure hoard in his lair beneath the Three Fires, a trio of volcanic mountains in eastern Tian Xia. A new ruler on the Jade Throne stymied his plans to expand his empire by claiming the trade city of Hiyosai in Minkai, and now he plots his revenge.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
85
Bestiary 3
Dramofir ANIMATE DREAM TAMERS Animate dreams (Bestiary 2 18) despise dramofirs, who in turn regard animate dreams with, strangely, an emotion akin to pity. Communities plagued by an animate dream sometimes search out and beseech a dramofir to put an end to the terrifying menace.
Beings of inscrutable intent and incredible power, dramofirs hail from the Dreamlands and shamble across the multiverse in search of dreams to incorporate into their voluminous robes. Few people on the Material Plane dare trifle with dramofirs and instead treat them with respect, hoping that they’ll simply take their chosen victims’ dreams and then go away. Often, this is exactly what happens. Every now and then, however, in the process of siphoning an individual’s dreams, the dramofir slays their victim without warning or apparent cause.
DRAMOFIR UNCOMMON
N
CREATURE 14 LARGE
ABERRATION
DREAM
Perception +28; greater darkvision Languages telepathy 100 feet (page 306); tongues Skills Acrobatics +26, Diplomacy +27, Dreamlands Lore +23, Occultism + 21, Stealth +28 Str +3, Dex +6, Con +4, Int +1, Wis +8, Cha +7 AC 35; Fort +22, Ref +26, Will +30 HP 290; Immunities sleep; Weaknesses slashing 10; Resistances surreal anatomy Surreal Anatomy A dramofir has resistance 10 to precision damage and the extra damage from critical hits. If the resistance is greater than the extra damage, it reduces the extra damage to 0 but doesn’t reduce the attack’s normal damage. Speed 25 feet, fly 25 feet Melee [one-action] needle +27 (agile, finesse, reach 10 feet), Damage 3d6+9 piercing plus 2d6 mental Ranged [one-action] needle +27 (agile, thrown 20 feet), Damage 3d6+9 piercing plus 2d6 mental Occult Innate Spells DC 36; 8th dream council; 7th darkness, mask of terror, nightmare, sleep, soothe (×2); 4th dimension door (at will); Constant (5th) tongues Bittersweet Dreams [two-actions] (emotion, enchantment, mental, occult, visual) The dramofir swishes their robes in a mesmerizing display that brings the dreams in the robes to life before the viewer’s very eyes. Each creature within 30 feet must attempt a DC 34 Will save or be filled with ennui. Critical Success The creature is unaffected and temporarily immune for 24 hours. Success For 1 round, the creature takes a –1 status penalty to attack rolls, saving throws, and skill checks, and all other emotion effects on it are suppressed. Failure As success, but the creature is also slowed 1 and the duration is 1d4 rounds. Critical Failure As success, but the creature is also slowed 1, the status penalty is –2, and the duration is 1 minute. Pluck Dream [three-actions] (enchantment, mental, occult) Requirements The dramofir is adjacent to an unconscious or sleeping creature; Effect The dramofir licks the creature’s forehead, places their hand in the same spot, and siphons the creature’s dreams to incorporate into their robes. If the target is affected by any mental effect altering their dreams, such as an animate dream’s curse of endless nightmares or a nightmare spell, the dramofir attempts to counteract that effect (counteract modifier +26). Otherwise, the dramofir plucks a benign dream from the creature, and the target must attempt a DC 36 Will save. Success The creature is unaffected. Failure The creature is stupefied 1 until the next time it gets a full night’s rest. Critical Failure As failure, but stupefied 2, and the dramofir casts a 6th-level modify memory spell on the target.
86
D Duende
Duendes fancy themselves as lords of the land—which is true, in a literal sense, these spirits embody the very soil upon the ground. Unlike most other fey, duendes have learned from the society that grew around them. They’ve come to accept the mortal understanding of what being a landlord means, so they expect rent from their perceived tenants. However, their notions of acceptable rent—and the acceptable role of a landlord for that matter—don’t really line up with those of most societies. Duendes’ natural abilities allow them to dwell in termite mounds, but as societies arose, they adopted the habit of sleeping in their tenants’ homes. This tendency can be bothersome, as duendes don’t clean up after themselves, lock doors behind them, or have the basic decency to be visible. On top of that, they act like they own the places they settle, casting spells on anyone they find annoying. These quirks are usually tolerated, though, as keeping duende happy means that crops grow well and that their magic protects the families in their care. Families aware of their presence are careful to warn invisible duendes before doing things like tossing bathwater out the window or entering a seemingly empty room. These warnings are usually polite but firm, in the vein of “Please move aside!” More prone to making trouble or being a nuisance than to violence, duendes can still prove dangerous if they feel they have no other recourse. Each one carries a toenail cutter, with full awareness that they can use it to cut other things.
DUENDE UNCOMMON
Introduction
UNCONVENTIONAL PAYMENTS Duendes don’t hold mortal currencies in high regard. They strongly prefer toenail clippings over gold. If they don’t receive them often enough, they enter their tenants’ homes and help themselves. They aren’t very good at doing so and occasionally cut off entire toes during collections.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 2 CN
SMALL
EARTH
FEY
Perception +7; darkvision, tremorsense (imprecise) 60 feet Languages Gnomish, Sylvan, Undercommon Skills Farming Lore +7, Intimidation +8, Labor Lore +7, Society +7, Survival +9 Str +1, Dex +3, Con +2, Int +1, Wis +3, Cha +4 Items toenail cutter AC 17; Fort +6, Ref +9, Will +9 HP 35 Speed 25 feet Melee [one-action] toenail cutter +10 (agile, backstabber, finesse), Damage 1d6+3 slashing Occult Innate Spells DC 18, attack +10; 3rd locate; 2nd invisibility (self only); 1st fear, phantom pain; Cantrips (1st) daze, guidance, telekinetic projectile Earthmound Dweller [three-actions] (primal, transmutation) The duende shrinks to the size of an ant, allowing them to enter very small tunnels within the earth such as anthills or termite mounds. Their Speed decreases to 5 feet. They can remain in this size until they end the effect by spending a single action, which has the concentrate trait. If the duende is underground and a creature hits the space they’re occupying with a Strike (hitting automatically) that deals 5 damage or more, the duende is expelled from the tunnels, returns to their normal size, and takes bludgeoning damage equal to the damage from the Strike. Fool’s Gold [two-actions] (occult, illusion) Frequency once per day; Requirements The duende is holding brown or yellow earthen objects, such as ginger or animal dung; Effect The duende makes the objects look, feel, and smell like gold trinkets of a similar size. A creature that touches or Interacts with an affected object can attempt a DC 18 Perception check to disbelieve the illusion, and a successful DC 20 check with Crafting or an appropriate Lore skill (such as Mining Lore) reveals their true nature. The effect ends if the objects are exposed to sunlight.
87
Bestiary 3
Dybbuk CRUEL PUPPET MASTERS Dybbuks revel in tricking mortals and using their telekinetic abilities to sow fear in the hearts of those around them. As if possessing innocents wasn’t horrible enough, dybbuks can also continue to control their unwitting puppets even after their hosts have been slain, animating the corpses like macabre marionettes.
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The discorporated spirits called dybbuks arise from souls denied respite in the afterlife, often because they committed some great transgression in life. A priest can appease dybbuks by helping them achieve some esoteric mission, though these tricksters are prone to deceiving anyone who offers them aid. Only by trapping, cowing, or destroying such spirits can a mortal hope to drive them back. Dybbuks hide within household objects or possessed victims. They particularly enjoy taking over the body of someone their target loves and then slowly destroying the lives of both.
DYBBUK UNCOMMON
CREATURE 15 NE
MEDIUM
INCORPOREAL
SPIRIT
UNDEAD
Perception +27; darkvision Languages Abyssal, Aklo, Common; telepathy 100 feet (page 306) Skills Acrobatics +28, Deception +31, Diplomacy +27, Intimidation +29, Stealth +28 Str –5, Dex +7, Con +0, Int +1, Wis +6, Cha +8 AC 35; Fort +21, Ref +28, Will +29 HP 175, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 30 feet, DC 33 (page 305) Speed fly 50 feet Melee [one-action] pain touch +28 (agile, evil, finesse, magical), Damage 3d10+14 negative plus 2d6 evil Occult Innate Spells DC 36, attack +30; 6th dominate, feeblemind, telekinetic maneuver (at will); 5th chilling darkness (×2), fear; 4th modify memory; 3rd fear (at will); Cantrips (6th) telekinetic projectile Inhabit Object [one-action] (necromancy, occult, possession) The dybbuk possesses a Large or smaller unattended object within 20 feet, making it an animated object (Bestiary 20, Bestiary 3 18). This animated object’s level can be no higher than the dybbuk’s level – 2. This possession ends when the object is destroyed or the dybbuk leaves it by using this ability again. At this point, the dybbuk reappears in the object’s square and can’t Inhabit an Object again for 1d4 rounds. If the object is destroyed, the dybbuk takes 5d6 force damage. Malevolent Possession [two-actions] (incapacitation, mental, necromancy, occult, possession) The dybbuk attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell (DC 34) with an unlimited duration, except since the dybbuk doesn’t have a physical body, they aren’t unconscious, and aren’t paralyzed when the effect ends, though they take 5d6 force damage if the body is knocked unconscious or killed. If the dybbuk took control of the target with Malevolent Possession, when the dybbuk departs, the target has only incoherent memories of the interval it was possessed. If a creature dies while possessed by the dybbuk and its corpse remains intact, the dybbuk can immediately inhabit the corpse (see Inhabit Object) as a reaction, in which case the corpse becomes an animated object.
E-G Einherji
Einherjar are mighty warriors chosen by valkyries from the ranks of those slain in terrible and legendary battles. Forged from the souls of the greatest warriors, the implacable einherjar serve as the foot soldiers of pantheons, skilled in handto-hand combat and slaying giants. Einherjar often come from warrior cultures, including Ulfen vikings (like the einherji represented in this entry), particularly fierce pirates from the Shackles, and even Osirian conquerors. They can be chosen from wherever war and might hold sway; many deities who hold the call of battle and the pursuit of physical power more sacred than concepts of good and evil might count einherjar warriors and valkyrie choosers of the slain among their chosen servitors. For example, Gorum, Besmara, and Sekhmet have all elevated fallen worshippers as einherjar. Einherjar dedicated to different deities often wield weapons or possess varying cosmetic appearances based on their deity’s preferred weapon and their place of death; however, they’re universally stalwart, implacable, and efficiently deadly. Einherjar with two-handed weapons or who arise from other backgrounds often have different abilities in place of Jotun Slayer and Instant Repair.
EINHERJI CN
MEDIUM
CREATURE 10 AESIR
MONITOR
Perception +17; darkvision Languages Common, Hallit, Jotun Skills Athletics +25, Crafting +16, Intimidation +21 Str +7, Dex +4, Con +6, Int +0, Wis +1, Cha +3 Items +1 striking returning dagger, +1 striking longsword, standard-grade darkwood shield (Hardness 5, HP 20, BT 10) AC 30; Fort +22, Ref +18, Will +17 (+21 vs. fear) HP 175; Resistances piercing 10 Attack of Opportunity [reaction] (page 304) Shield Block [reaction] (page 306) Speed 40 feet Melee [one-action] longsword +24 (versatile P), Damage 2d8+13 slashing Melee [one-action] fist +23 (agile), Damage 2d6+13 bludgeoning Melee [one-action] dagger +24 (agile, versatile S), Damage 2d4+13 piercing Ranged [one-action] dagger +21 (agile, thrown 10 feet, versatile S), Damage 2d4+13 piercing Champion Devotion Spells 2 Focus Points, DC 29; 1st weapon surge (Core Rulebook 399); 4th word of freedom (Core Rulebook 399) Challenge Foe [one-action] The einherji challenges one creature they can see to single combat, attempting to Demoralize that target. This target remains the einherji’s foe until it’s defeated, it flees, or the encounter ends. The einherji gains a circumstance bonus to damage equal to their number of weapon damage dice against their designated foe but takes an equivalent circumstance penalty to damage against any other creature. If the einherji is defeated by their challenged foe, the shame causes them to lose use of their champion devotion spells for 1 week or until they challenge the same foe again and emerge victorious, whichever comes first. Jotun Slayer The einherji has a +4 circumstance bonus to damage rolls made against giants and creatures that are at least two sizes larger than the einherji. Instant Repair [one-action] The einherji Repairs their shield. They can’t use this ability if the shield is completely destroyed.
Introduction
THE FINAL BATTLE Regardless of the deity they serve, all einherjar follow certain beliefs and mythologies. They assert that, in the final days of existence, Pharasma will judge the last soul and spark the beginning of a new existence. Einherjar believe they will be among the last souls left prior to this event, fighting alongside their gods against the forces of entropy. To einherjar, victory in this war—defined as thorough mutual destruction—is the only way to ensure a proper transition into the new existence.
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Bestiary 3
Elemental, Wisp WISP SYMPHONIES Dozens or even hundreds of wisps of all types can gather in a wisp symphony, usually with one or more wisp conductors. These groups are rare now that the majority of their kind exists in servitude to the Elemental Lords, but a few free symphonies still roam the Elemental Planes, and legends tell of the transcendent songs they produce together. These groups of wisps use the rules for a swarm and can’t Accord Essence, but collectively they can produce damaging area effects or cast certain spells.
Wisps are tiny elemental beings that emerged during the creation of the Elemental Planes. The first wisps roamed the Inner Sphere in shifting symphonies that traded members with their every meeting. These symphonies of free wisps created music out of their combined resonances, but when the evil Elemental Lords realized the value of the wisps’ resonance, they captured whole symphonies for use as servants. Wisps attune to each other and to those they surround themselves with. This attunement makes them naturally supportive allies. Free wisps still roam the Inner Sphere and the Material Plane, but they’re usually shy and hide themselves from strangers. However, they happily offer their service to those who show them kindness. They especially find themselves drawn to spellcasters who practice elemental magic; these wisps usually watch from afar but sometimes approach those who seem safe to become familiars or comrades. Free wisps who find one another become close almost immediately. They get especially excited when they find wisps of elements other than their own, showing none of the animosity some elementals exhibit toward other types. Instead, they join in an excited dance, emitting resonances that faintly echo the symphonies of ancient days.
AIR WISP Air wisps are floating spheres of cloud and storm, perpetually humming a light, whispery tone. They’re playful and capricious with great curiosity toward strangers.
AIR WISP N
TINY
CREATURE 0 AIR
ELEMENTAL
Perception +6; darkvision Languages Auran Skills Acrobatics +7, Plane of Air Lore +4, Stealth +7 Str +0, Dex +3, Con +1, Int +0, Wis +2, Cha +0 AC 18; Fort +3, Ref +9, Will +4 HP 10; Immunities bleed, paralyzed, poison, sleep Resonance (aura, air) 30 feet. All wisps vibrate at a frequency attuned to their element, resonating with and empowering all creatures and effects sharing that trait. A creature in the area gains a +1 status bonus to attack and damage rolls for effects with the air trait; a creature with the elemental and air traits gains this bonus to all attack and damage rolls. Accord Essence [reaction] (air) Trigger An ally within 30 feet that benefited from the wisp’s resonance in the last hour is targeted by an attack; Effect The wisp detonates itself in a small elemental explosion that gives temporary Hit Points equal to half the wisp’s current Hit Points to allies within 30 feet that have benefited from the wisp’s resonance in the last hour. These temporary Hit Points last 1 hour. A wisp that uses this reaction is permanently destroyed, and it can be restored only by a wish spell or similarly powerful effect. If an ability would prevent the wisp’s destruction (for instance, if the wisp is summoned and would merely be dismissed), Accord Essence has no effect. Speed fly 40 feet Melee [one-action] tendril +7 (reach 10 feet), Damage 1d4 bludgeoning In Concert When an air wisp rolls a critical failure on a check to Aid, they get a failure instead, and when they roll a success, they get a critical success instead.
EARTH WISP Earth wisps are rolling spheres of rock, mud, and leaves, perpetually humming with low, rumbling energy. They’re timid and aloof, but fiercely loyal to those they know and trust.
90
E-G EARTH WISP N
TINY
EARTH
CREATURE 0
Perception +6; darkvision, tremorsense (imprecise) 30 feet (page 306) Languages Terran Skills Athletics +6, Dungeon Lore +4, Plane of Earth Lore +4 Str +2, Dex +1, Con +3, Int +0, Wis +2, Cha +0 AC 16; Fort +7, Ref +5, Will +4 HP 15; Immunities bleed, paralyzed, poison, sleep; Resistances bludgeoning 2 Resonance (aura, earth) 30 feet. As air wisp, but for the earth trait. Accord Essence [reaction] (earth) As air wisp. Speed 20 feet, burrow 20 feet Melee [one-action] tendril +6 (reach 10 feet), Damage 1d4+2 bludgeoning In Concert As air wisp.
FIRE WISP Fire wisps are sizzling spheres of flame and ash, perpetually crackling and shimmering with heat. They’re carefree, boisterous, and quick to action— sometimes recklessly so.
FIRE WISP N
TINY
Introduction
ELEMENTAL
ELEMENTAL
CREATURE 0 FIRE
Perception +6; darkvision, smoke vision Languages Ignan Skills Acrobatics +5, Plane of Fire Lore +4, Stealth +7 Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha +0 Smoke Vision The fire wisp ignores the concealed condition from smoke. AC 16; Fort +6, Ref +7, Will +4 HP 18; Immunities bleed, fire, paralyzed, poison, sleep; Weaknesses cold 2, water 2 Resonance (aura, fire) 30 feet. As air wisp, but for the fire trait. Accord Essence [reaction] (fire) As air wisp. Speed 40 feet, fly 15 feet Melee [one-action] tendril +6 (reach 10 feet), Damage 1d4 fire plus 1 persistent fire In Concert As air wisp.
WISP CONDUCTORS Wisp conductors are the leaders of wisp symphonies. Conductors are usually at least 3 levels higher than the wisps presented here and have a Charisma modifier to reflect their leadership. They’re also typically trained in Performance and command basic spellcasting abilities as well as other special abilities, similar to a bard.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
WATER WISP Water wisps are swimming spheres of foam and water, perpetually humming with a wash of soft sounds. They’re gentle, nurturing, and quick to help anyone in need.
WATER WISP N
TINY
ELEMENTAL
CREATURE 0 WATER
Perception +6; darkvision, mist vision Languages Aquan Skills Athletics +4, Medicine +6, Plane of Water Lore +4 Str +2, Dex +2, Con +3, Int +0, Wis +2, Cha +0 Mist Vision The water wisp ignores the concealed condition from mist and fog. AC 14; Fort +8, Ref +4, Will +4 HP 20; Immunities bleed, paralyzed, poison, sleep; Resistances fire 2 Resonance (aura, water) 30 feet. As air wisp, but for the water trait. Accord Essence [reaction] (water) As air wisp. Speed 25 feet, swim 25 feet Melee [one-action] tendril +6 (reach 10 feet), Damage 1d6 bludgeoning Drench [one-action] (abjuration, primal, water) The wisp puts out all fires in a single 5-foot square. It extinguishes non-magical fire of that size or smaller automatically and attempts to counteract magical fires (counteract modifier +6). In Concert As air wisp.
91
Bestiary 3
Ennosite IMMORTAL OBSERVERS Sometimes an ioton is the sole witness to a crime or retains some other key intelligence, and their guileless minds make them trustworthy. However, actually extracting that information can prove nearly impossible, and even an ioton can misinterpret what it sees.
The Astral Plane is a planar nexus, connecting the planes of the Inner Sphere to those of the Outer Sphere, a realm of timeless silver substance charged with mental essence drawn from throughout the Great Beyond. Most creatures on the Astral Plane are visitors—predators seeking to poach from the River of Souls, psychopomps guarding against such incursions, and aeons monitoring the flow of raw quintessence through the Antipode. Yet, this plane has spawned creatures native to its strange currents and eddies, foremost of which is the family of thought-spawned creatures known as ennosites. An ennosite’s form physically embodies of its thought and purpose. As some ideals and goals are shared, so are certain forms.
IOTON Periodically, stray thoughts colliding on the Astral Plane become entangled, forming a knot of rudimentary intellect. Known as iotons, these beings lack the willpower to manifest physical bodies, much less the self-awareness and vision to know what form these physical bodies might take. Instead, they manifest as ghostly, cloudlike wisps, each intermittently forming ephemeral features like alien eyes, unspeaking mouths, and shimmering symbols as iotons instinctively process their surroundings. Left alone, they might drift for ages amidst the Silver Sea. Gregariously parasitic, iotons sense and congregate around thinking beings, eagerly tearing off stray thoughts and using the harvested psychic energy to think clearly and form physical bodies. An ioton might understand that this process inflicts painful headaches in its victims, but it typically doesn’t care. Not only do most of these ennosites become drunk on their newfound mental power and cling to their captured thoughts, but returning what they stole also robs an ioton of the mental bandwidth necessary to parse right from wrong. This sometimes causes a painful cycle where it repeatedly steals thoughts, apologetically surrenders them, and then blithely steals the thoughts anew. Iotons that gradually accumulate and consolidate enough mental potential form a permanent body, transforming into another type of ennosite.
IOTON
CREATURE 0 N
TINY
ASTRAL
INCORPOREAL
Perception +3; thoughtsense (imprecise) 60 feet Languages absorbed language Skills Acrobatics +6, Stealth +6 Str –5, Dex +2, Con +3, Int +0, Wis –1, Cha –3 Absorbed Language While a creature is taking persistent damage from the ioton, the ioton gains the ability to speak and understand one of that creature’s languages, selected at random. Thoughtsense (divination, mental, occult) The ioton senses all non-mindless creatures at the listed range. AC 14; Fort +7, Ref +6, Will +3 HP 14; Immunities disease, poison, precision; Weaknesses mental 3; Resistances all damage 2 (except force, ghost touch, or mental; double resistance vs. non-magical) Speed fly 30 feet Melee [one-action] touch +6 (agile, magical, mental), Effect 1d4 persistent mental damage and leech thought Occult Innate Spells DC 14; Cantrips (1st) daze, detect magic Leech Thought (healing, occult, polymorph, transmutation) While a creature is taking persistent mental damage from the ioton, the ioton takes the shape of a creature familiar to the target, such as an acquaintance, pet, or common animal, though the appearance is imperfect and grants no benefit to Impersonate an individual.
92
E-G While transformed, the ioton loses its incorporeal trait, immunities, and resistances, but it gains an unarmed melee Strike with a +6 attack modifier that deals 1d8+2 bludgeoning damage. The ioton immediately returns to its original form once no creature is taking persistent mental damage from it.
SHULSAGA Shepherds of the Silver Sea, shulsagas patrol the Astral Plane to protect the nascent demiplanes that form there, warding off those who would usurp the demiplanes or despoil them with unwelcome philosophies. This guardianship extends to the Astral Plane as a whole, as shulsagas not only exile trespassers, but also seek out and close planar rifts. Especially egregious breaches rile these ennosites to the point of invasion, and shulsaga raiding parties often extend their attacks well beyond a portal to ensure the threat’s utter destruction. Though often stern and standoffish, shulsagas occasionally befriend and recruit strangers to help them repair planar wounds and track down foes of the natural order. Among ennosites, shulsagas are the most inclined to adopt and nurture iotons, forming small family units. Communities work together to instill enough culture and identity for these iotons to take on permanent forms—those of adolescent shulsagas. Each shulsaga’s gender reflects of their evolving identity, influenced in part by the blend of traits their communities imparted and their own thoughts.
SHULSAGA UNCOMMON
Introduction
THE CALENDAR STONE Drifting through the Astral Plane, the city of Yulgamot, also known as the Calendar Stone, remains a sacred gathering place for wandering shulsagas where time flows normally. At this site, shulsagas quarry the stone disks that serve as the focus for their floating disk ability.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3 N
MEDIUM
ASTRAL
Perception +10; low-light vision, rift sense Languages Common; telepathy 60 feet (page 306) Skills Acrobatics +11, Occultism +8, Stealth +9, Survival +8 Str +2, Dex +4, Con +0, Int +1, Wis +3, Cha +1 Items composite longbow (20 arrows), halberd Rift Sense A shulsaga can sense any planar rift within 1 mile, including natural portals, ongoing planar spells like gate, and other tears in reality. By concentrating for 1 minute, a shulsaga can increase this sense’s range to 25 miles. AC 19 (21 with shield raised); Fort +7, Ref +11, Will +10 HP 35 Shield Block [reaction] (page 306) Speed 25 feet, fly 30 feet Melee [one-action] halberd +9 (reach 10 feet, versatile S), Damage 1d10+4 piercing Ranged [one-action] composite longbow +11 (deadly d10, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+3 piercing Occult Innate Spells DC 18, attack +10; 1st floating disk (at will); Cantrips (2nd) dancing lights, detect magic, telekinetic projectile Astral Recoil [one-action] (occult) Frequency once per minute; Trigger The shulsaga’s last action was a successful melee Strike against an astral form created by the astral projectionAPG ritual or a similar effect; Effect The shulsaga attempts to counteract the effect projecting the creature onto the Astral Plane, with the effects of a 5th-level dispel magic spell (counteract modifier +18). Astral Shock An astrally projected creature whose astral form is slain by a shulsaga takes a –2 circumstance penalty to the subsequent Fortitude saving throw to resist the strain. Disk Rider A shulsaga can ride atop any floating disk they create. While mounted on a floating disk, a shulsaga gains a +10-foot enhancement bonus to their fly Speed, and the shulsaga can use their feet to wield the disk as a heavy shield (Hardness 5, HP 20, BT 10). A broken disk grants no bonus to Speed, and the spell ends if the disk is destroyed. Hop On [free-action] Frequency once per round; Requirements The shulsaga is adjacent to a floating disk they created; Effect The shulsaga Steps into the disk’s space and rides atop the disk. They can also use this action to dismount from their disk.
93
Bestiary 3
CAULBORN MACABRE SYMBIOSIS Deep below the eclectic city of Kaer Maga can be found a curious society of caulborn and vampires. For millennia these creatures have fed off each other in peace, the vampires providing thoughts and the caulborn blood, all while spying upon the curious inhabitants of the city far above. Elsewhere, caulborn form even stranger alliances.
Telepathic prophets and historians, caulborn gather in small cabals for protection and camaraderie, using their collective brainpower to unravel cosmic conundrums. Once they’ve exhausted an area’s secrets, they depart, seeking new homes hidden within cities, sequestering themselves within caves, or lurking in forgotten corners of the planes. From the moment an ioton absorbs especially profound thoughts and begins taking on the permanent form of a young caulborn, these ennosites’ genius and toughness grow with each new discovery. Absorbing such information destabilizes their corporeal form, like when books are stacked too high, so excess knowledge seeps from a caulborn’s body, causing a literal brain drain that caulborn find incredibly vexing. To avoid this occurrence, caulborn must feed on others’ psychic energy to maintain themselves, which is usually a harmless process. Especially hungry caulborn even abduct prey. Despite their need to feed, caulborn rarely care to interact with other creatures, especially beings that could react to their appearance with fear or hostility. They occasionally make exceptions for accomplished scholars or storied travelers, however, bartering their own lore for outside secrets.
CAULBORN UNCOMMON
CREATURE 7 N
MEDIUM
ASTRAL
Perception +18; thoughtsense (precise) 120 feet, no vision Languages Abyssal, Aklo, Celestial, Common, Daemonic, Draconic, Infernal, Protean, Requian, Utopian; telepathy 100 feet (page 306) Skills Arcana +17, Deception +15, Intimidation +15, Nature +16, Occultism +19, Religion +14, Society +17 Str +2, Dex +4, Con +3, Int +6, Wis +5, Cha +4 Collective Sense (divination, mental, occult) Caulborn are aware of all other caulborn within 300 feet, with the effects of a status spell, and they can perceive anything within the other caulborns’ thoughtsense. If two or more caulborn are within range of each others’ thoughtsense, they can’t be flanked. Thoughtsense (divination, mental, occult) The caulborn senses all non-mindless creatures at the listed range. AC 24; Fort +12, Ref +15, Will +18 HP 105; Immunities visual; Resistances mental 10 Speed 25 feet Melee [one-action] claw +17 (agile, finesse); Damage 2d10+5 slashing Melee [one-action] hand +17 (finesse, mental); Damage 2d12 mental Occult Innate Spells DC 25, attack +17; 7th plane shift (self only); 4th charm, vampiric touch (×2); 3rd hypnotic pattern, mind reading (×3), paralyze; Cantrips (4th) daze, detect magic, read aura, shield Consume Thoughts [one-action] (mental) Requirements The caulborn’s last action was a successful hand Strike; Effect The caulborn steals some of the psychic energy from the creature it hit. The target must attempt a DC 25 Will save; regardless of the outcome, the creature is temporarily immune to Consume Thoughts for 1 minute. Success The target is unaffected. Failure The target becomes stupefied 2 for 1 minute, and the caulborn regains 1d12 Hit Points. Critical Failure As failure, but the target is stupefied 3 for 1 minute and the caulborn regains 2d12 Hit Points. If the target was already stupefied when the caulborn used this ability, the target is also confused for 1 round.
94
E-G Cooperative Scrying (divination, occult, scrying) Three or more caulborn adjacent to each other can collectively cast scrying once per day (DC 25), with no limit to the duration so long as at least three caulborn remain adjacent and use no actions other than to Sustain the Spell. The daily limit applies to all caulborn who participated, meaning none of them can participate in another scrying that day.
ADACHROS When a nascent demiplane fails to coalesce, its quintessence sometimes collapses into an adachros, a dangerous entity that combines overwhelming mental potential with no exposure to alternate viewpoints. Some of these megalomaniacal beings are tyrants, creating illusory kingdoms populated by abducted creatures forced to validate the creator’s views. A more altruistic adachros might seek out pupils to reeducate and advise—though often without their consent—while always pushing their students to accept whatever unique philosophy was involved in their creation. An adachros might abandon disciples who spurn them, but more often, they become a bitter enemy, intent on destroying the perceived heretics.
ADACHROS UNCOMMON
N
CREATURE 13 LARGE
Introduction
UNRELIABLE ALLIES To an adachros, every event contorts to support its paradigm or is fake. Clever sycophants can coax one into an alliance by framing a request as a way of furthering their goals. These alliances are fraught, however. Once an adachros discovers the ruse or twists the request, they become an implacable foe.
A-C D E-G H-K L-N O-R S-T U-Z
ASTRAL
Perception +22; thoughtsense (imprecise) 120 feet Languages Abyssal, Celestial, Common, Daemonic, Infernal, Protean, Requian, Utopian; telepathy 120 feet (page 306) Skills Athletics +25, Deception +25, Intimidation +27, Lore (any one) +28, Occultism +22 Str +6, Dex +2, Con +5, Int +5, Wis +5, Cha +8 Thoughtsense (divination, mental, occult) As caulborn. AC 34; Fort +24, Ref +21, Will +26 HP 225; Resistances mental 15 Self-Absorbed The adachros denies any version of reality but their own. If they begin their turn under an enchantment or illusion effect, they immediately attempt to counteract one such effect with a counteract modifier of +23, even if the effect prevents the adachros from acting. Splinter Sycophant [reaction] Trigger The adachros takes 25 or more bludgeoning, piercing, or slashing damage; Effect The attack breaks off part of the adachros’s body. This fragment reshapes and animates into an ioton (page 92) with the minion trait under the adachros’s control. The ioton sycophant can’t move more than 120 feet from the adachros and crumbles after 1 minute. If the adachros gives it no other commands, the ioton sycophant spends its turn praising the adachros and affirming the adachros’s infallibility; this grants the adachros 4d6 temporary Hit Points that last for as long as the ioton sycophant exists, and a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 1 round. Speed 40 feet, fly 40 feet Melee [one-action] fist +27 (agile, magical, versatile P), Damage 3d10+14 bludgeoning Ranged [one-action] psychic shard +27 (magical, range increment 60 feet), Damage 3d8+14 piercing Occult Innate Spells DC 33; 7th reverse gravity; 6th hallucination (×2), illusory scene, modify memory, zealous conviction; 5th hallucinatory terrain (×3); Cantrips (7th) daze, detect magic Fatal Fantasia (illusion, mental) An adachros’s melee and ranged Strikes gain the fatal d12 trait against any creature affected by the adachros’s enchantment or illusion spells, including creatures in the area of a hallucinatory terrain that haven’t disbelieved the effect.
Appendix
95
Bestiary 3
Eunemvro AMBIGUOUS AGENDA Like jyotis (Bestiary 2 153), eunemvros are inclined toward neither good nor evil. Indeed, they regard this binary conception of morality as imperceptible and pointless. To eunemvros, there’s no right, only wrong—and that wrong is the scourge of undeath.
Eunemvros wander the Material Plane with the sole purpose of destroying undead. These mysterious beings claim to hail from the Positive Energy Plane, although they have no direct evidence of their supposedly otherworldly origins other than their unusual appearance: tall, lean humanoids with an okapi’s head. If they truly hail from the Positive Energy Plane, they don’t seem to have any method to return there and have made their home on the Material Plane—a home, unfortunately, infested by the unnatural living dead. Beings composed or animated by negative energy—including lowly skeletons and zombies as well as wights and ghouls—rightly fear confrontation with a eunemvro, for few other creatures possess innate abilities so perfectly suited for the eradication of such monsters with but a touch. In addition to magical abilities, eunemvros are adept martial artists whose mighty fists and feet channel the force of positive energy with every blow. Most of these solitary hunters believe mortals incapable of comprehending their cosmic mandate, though they themselves only understand this drive as a directive instilled in them by the strange powers that sent them to the Material Plane. If pressed, some eunemvro might grudgingly accept aid from those who have proven capable of slaying the undead.
EUNEMVRO UNCOMMON
LN
CREATURE 5 MEDIUM
HUMANOID
POSITIVE
Perception +11; darkvision Languages Common Skills Acrobatics +14, Athletics +13, Intimidation +10, Positive Energy Plane Lore +12, Stealth +12, Undead Lore +14 Str +4, Dex +5, Con +4, Int +3, Wis +2, Cha +3 AC 22; Fort +13, Ref +14, Will +11 HP 78; Immunities death effects; Resistances negative 5 Attack of Opportunity [reaction] (page 304) Retributive Suplex [reaction] Trigger A Medium or smaller creature attempts a melee Strike against the eunemvro and the attack roll is a critical failure; Effect The eunemvro seizes the triggering creature, using the attacker’s momentum to send them flailing overhead. The triggering creature must succeed at a DC 23 Reflex save or be forcibly moved to a space on the opposite side of the eunemvro, landing prone. Speed 35 feet Melee [one-action] fist +14 (agile, magical), Damage 2d6+6 bludgeoning or positive Melee [one-action] foot +14 (magical), Damage 2d8+6 bludgeoning or positive plus Knockdown (page 305) Occult Innate Spells DC 20; 2nd gentle repose; Cantrips (2nd) chill touch (undead only), disrupt undead Blessed Strikes The eunemvro’s Strikes deal damage that’s either bludgeoning or positive—whichever deals more damage to the target creature. Tide of Creation [two-actions] (evocation, light, occult, positive) Requirements The eunemvro isn’t fatigued; Effect The eunemvro channels from their soul a blast of searing positive energy, bathing their enemies in a wave of blinding light and cosmic power. The eunemvro creates either a 10foot cone or a 30-foot line, dealing 6d8 positive damage (DC 22 basic Fortitude save). A creature that critically fails its save is blinded for 1d4 rounds. After using this ability, the eunemvro becomes fatigued.
96
E-G Eurypterid
Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods sometimes referred to as sea scorpions. Though aquatic creatures, they have robust respiratory systems that allow them to survive indefinitely on land. All eurypterids possess claws as well as stingers that can inject venom.
COMMON EURYPTERID The smallest of the giant eurypterids can grow to about the size of a large dog. These eurypterids are a staple food for people living in marshlands, who add the meat to heavily spiced stews, but they’re otherwise considered dangerous pests.
COMMON EURYPTERID N
MEDIUM
AMPHIBIOUS
CREATURE –1
ANIMAL
Perception +2; low-light vision, wavesense (imprecise) 30 feet (page 307) Skills Athletics +4, Stealth +4 Str +2, Dex +0, Con +3, Int –5, Wis +0, Cha –3 AC 15; Fort +7, Ref +4, Will +2 HP 9 Attack of Opportunity [reaction] Stinger only (page 304). Speed 30 feet, swim 30 feet Melee [one-action] pincer +6, Damage 1d6+2 slashing plus Grab (page 305) Melee [one-action] stinger +6, Damage 1d4+2 piercing plus eurypterid venom Eurypterid Venom (poison) Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage (1 round); Stage 3 1d6 poison damage and enfeebled 1 (1 round)
Introduction
ACQUIRED TASTES The meat of a eurypterid is generally considered an acquired taste, as the flesh turns gelatinous when heated, but those who enjoy it claim its taste falls somewhere between sweet shrimp and crab. A market exists for eurypterid meat, especially for more dangerous varieties like the spiny eurypterid, but supply remains low as most fishermen won’t risk baiting a creature that could ruin an entire day’s catch.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
SPINY EURYPTERID Spiny eurypterids are aggressive, tenacious, and utterly unwilling to stop chasing prey, even to their own detriment. These creatures are covered with countless needle-like spikes and can grow to rival the size of ocean mammals like orcas. Sailors often find them clinging to the hulls of ships, as spiny eurypterids mistake them for prey and are too stubborn to let go.
SPINY EURYPTERID N
LARGE
AMPHIBIOUS
CREATURE 5 ANIMAL
Perception +10; darkvision, wavesense (imprecise) 30 feet (page 307) Skills Athletics +13, Stealth +13 Str +4, Dex +2, Con +5, Int –5, Wis +1, Cha –3 AC 22; Fort +16, Ref +11, Will +10 HP 70 Attack of Opportunity [reaction] Stinger only (page 304). Chitinous Spines A creature grabbed by the spiny eurypterid takes 2d6 piercing damage at the start of that creature’s turn. Speed 40 feet, swim 40 feet Melee [one-action] pincer +15, Damage 2d8+4 slashing plus Grab (page 305) Melee [one-action] stinger +15, Damage 2d6+4 piercing plus spiny eurypterid venom Spiny Eurypterid Venom (poison) Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round); Stage 2 1d8 poison damage and enfeebled 2 (1 round); Stage 3 2d8 poison damage and enfeebled 3 (1 round)
97
Bestiary 3
Festrog WHISPERING HOUNDS Since the fall of Lastwall and the creation of the Gravelands, festrogs have become more common. They prowl the edges of once-peaceful farmland and often precede a horde of further horrors. Rumors have begun to circulate that the necromancers of the Whispering Way use these creatures as advance scouts to find vulnerable towns and sow terror. As a result, attacks that once would have been dismissed as the predation of wolf packs now evoke a much greater degree of panic.
Spawned from corpses of those who died of illness or starvation and twisted by negative energy, festrogs display a visciousness that rivals other undead. They resemble decaying humanoids, but with elongated arms, teeth, and bone-like spikes protruding from their upper backs. Festrogs’ tendency to run on all fours has led to them gaining the moniker dog-ghouls, causing the unwary to mistake them for mindless predators. Festrogs are in fact intelligent, stalking victims in packs and choosing hunting grounds that suit their abilities. They can often be found roaming farmlands, open forests, or wide plains, anywhere they can use their quadrupedal speed to overtake quarry. Belying their mindless appearance, festrogs use tactics similar to those of hunters with hounds: the leader of the pack often flushes prey from cover so that the victim can be brought down by the pack. Researchers of the necromantic processes that creates risen corpses have found that festrogs spawn more often from slow demises than sudden deaths. Festrogs typically animate from corpses afflicted with disease, while victims of violence are more likely to become more common undead, such as zombies. One documented way to create a festrog is to have scavengers feed on the dead flesh before animating it. This potentially explains why festrogs most often arise in remote areas stricken with famine and desperate predators. Though most festrogs arise from humans and other prevalent humanoids, other creatures that die in the same circumstances can rise as festrogs. Festrogs that were once larger humanoids such as ogres, hill giants, or trolls behave similarly to other humanoid festrogs and are simply larger and more powerful. More peculiar are the beastkin festrogs formed of quadrupedal animals, which typically have feet or hooves instead of hands, travel on all fours at all times, and have only animal intelligence. In fact, some humanoid festrogs capture and starve beastkin in hopes of the creatures rising as grotesque festrog pets.
FESTROG NE
MEDIUM
CREATURE 1 UNDEAD
Perception +6; darkvision Languages Common Skills Acrobatics +5, Athletics +7, Stealth +7, Survival +5 Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +1 AC 15; Fort +7, Ref +7, Will +6 HP 24, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, sleep Diseased Pustules (disease, poison) Whenever the festrog takes piercing or slashing damage, creatures adjacent to the festrog take 1d4 poison damage (DC 14 basic Reflex save). Speed 30 feet Melee [one-action] jaws +9, Damage 1d6+4 piercing Melee [one-action] claw +9 (agile), Damage 1d4+4 slashing Feast [one-action] (manipulate) Requirements The festrog’s last action was a jaws Strike that damaged a living creature; Effect The festrog tears into the creature’s flesh and gulps it down voraciously, dealing 1d4 slashing damage to the creature and gaining temporary Hit Points equal to the damage dealt. These temporary HP last for 1 minute. On All Fours [one-action] Requirements The festrog has nothing in their hands; Effect The festrog Strides with a +10-foot circumstance bonus to their Speed.
98
E-G Fish
Swimming in vast shoals through open ocean underneath the sparkling sun, lurking deep in the muddy beds of rivers, or schooling in pristine lakes, fish are found nearly anywhere there is water.
PUFFERFISH The pufferfish defends itself by filling its flexible body with air or water to extend a number of spikes that otherwise lie flat against its skin. While normally quite slow and deliberate, the pufferfish can contort its body to gain a sudden burst of speed that can catch predators off guard.
PUFFERFISH N
TINY
ANIMAL
CREATURE –1 AQUATIC
Perception +4; low-light vision Skills Acrobatics +2, Athletics +4 Str +2, Dex +0, Con +2, Int –5, Wis +1, Cha –2 AC 12; Fort +5, Ref +3, Will +2 HP 12 Toxic Body Anyone who hits a pufferfish with a melee unarmed attack or a non-reach melee weapon must succeed at a DC 13 Reflex save or be pierced by a spine, taking 1 piercing damage and being exposed to pufferfish venom. Speed swim 15 feet Melee [one-action] bite +6, Damage 1d6+1 piercing plus pufferfish venom Inflating Rush [two-actions] The pufferfish Swims up to its Speed and then inflates. Each creature within 5 feet of its space at the end of its movement must succeed at a DC 13 Reflex save or take 1 piercing damage and be exposed to pufferfish venom. Pufferfish Venom (incapacitation, poison) Saving Throw Fortitude DC 16; Maximum Duration 24 hours; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and flat-footed (1 round); Stage 3 1d4 poison damage and paralyzed (1 round); Stage 4 1d4 poison damage and paralyzed for 2d10 hours (1 round)
Introduction
PECULIAR POISON Fast-acting and deadly, the pufferfish’s venom is commonly used in assassinations due to its relative abundance and ease of harvesting. However, if you survive the poison’s effective duration of 24 hours, recovery is quick and leaves no lingering symptoms. For this reason, the demand for pufferfish venom remains high among those who seek it to fake death.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
PIRANHA SWARM More teeth and fury than body, few fish command as much fear and anxiety as the piranha. They move almost exclusively in schools, overwhelming larger creatures with sheer numbers and ferocity. Piranhas aggress toward sudden disturbances in the water and can smell blood from far away. Harvested piranha teeth serve as excellent cutting tools.
PIRANHA SWARM N
LARGE
ANIMAL
AQUATIC
CREATURE 3 SWARM
Perception +9; blood scent, low-light vision, scent (imprecise) 100 feet Skills Acrobatics +10, Athletics +8 Str +1, Dex +3, Con +2, Int –5, Wis +2, Cha –2 Blood Scent The piranha swarm can smell blood in the water from up to 1 mile away. AC 16; Fort +9, Ref +10, Will +7 HP 40; Immunities precision, swarm mind (page 306); Weaknesses area damage 5, splash damage 5; Resistances bludgeoning 5, piercing 2, slashing 5 Speed swim 30 feet Feeding Frenzy [one-action] Each enemy in the swarm’s space takes 2d6 piercing damage (DC 20 basic Reflex save). A creature that fails the save also takes 1d6 persistent bleed damage and takes a –2 circumstance penalty to their Reflex saves against Feeding Frenzy while this damage continues, as the piranhas’ frenzy increases in intensity when they smell blood.
99
Bestiary 3
Flumph DO YOU SWEAR? Flumphs find great satisfaction in making and fulfilling oaths. They feel rewarded when keeping even a small promise, and pepper their social interactions with little agreements and accords. They take deception personally, and don’t understand the concept of white lies. After fulfilling an oath, a flumph is sure to inform the other party. Incomplete oaths make flumphs anxious, causing them to check in if they believe they’ve been promised something—often with irritating frequency.
Even among the numerous types of tentacled aberrations populating the lands of Golarion, flumphs are an anomaly. Unlike most other aberrations, flumphs’ monstrous appearance belies their true nature as gentle, good-natured creatures whose self-imposed duty is to bolster the defenses of worlds across the multiverse against onslaught from the cosmic horrors of the Dark Tapestry between the stars. Flumphs are small, jellyfish-like creatures who normally float about 5 feet off the ground on a self-generated cushion of wind, directing their movements with jets of air from countless tiny pores on the surface of their bodies. With some effort, the flumph can force air through these openings in a way that roughly approximates humanoid speech, albeit in a squeaky and halting tone. Though a flumph’s underside is ringed with an array of acidic spikes that they use to hunt small prey, they are nearly defenseless against most attackers and usually attempt to flee when threatened. If cornered, a flumph can emit a foul-smelling spray capable of temporarily incapacitating enemies while warning nearby allies of their presence. This olfactory defense mechanism causes flumphs to feel more kinship with terrestrial creatures than with the jellyfish to which they bear a closer physical resemblance. Flumphs hatch from pods flung into outer space from the distant flumph homeworld in a ritual known as the Seeding. Even a newly hatched flumph has an instinctive knowledge of their purpose and seeks to make a lair close to a nearby settlement, which they then adopt as their personal charge to protect. However, remaining acutely aware of both their physical limitations and the tendency of their appearance to frighten the unsuspecting, most flumphs recruit and guide from afar, revealing their true nature only to their most trusted allies. In addition to their missions, flumphs endeavor to lead upstanding lives on a daily basis. They notably draw guidance from their dreams through exhaustive interpretations and carefully maintained dream journals. Life lessons, areas in which they can improve their behavior, and portents of alien danger all come to flumphs in dreams—or at least, that’s what they believe. Despite placing so much importance on dreams, flumphs have never set out to prove their dreams are authentic messages.
FLUMPH LG
SMALL
CREATURE 1
ABERRATION
Perception +8; darkvision Languages Aklo, Celestial, Common Skills Acrobatics +7, Dark Tapestry Lore +8, Diplomacy +7, Stealth +7 Str +0, Dex +4, Con +0, Int +1, Wis +3, Cha +2 AC 17; Fort +5, Ref +9, Will +8 HP 17 Upside Down A flumph that is knocked prone must succeed at a DC 11 flat check or land on its back, rendering it flat-footed and immobilized. An adjacent ally can Interact to right the flumph, removing both conditions. Speed 5 feet, fly 25 feet Melee [one-action] spikes +7 (agile, finesse), Damage 1d4 piercing plus 1d4 persistent acid Spray Perfume [one-action] (olfactory) The flumph sprays a 20-foot line of foul-smelling liquid. Each creature caught in the spray must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The odor from the spray lingers for 1d4 hours on all creatures that failed their saves. The sprayed creatures can be detected by smell at a range of 100 feet, and any creatures adjacent to them take a –2 circumstance penalty to saves against Spray Perfume or to recover from the sickened condition. The flumph can’t use Spray Perfume again for 1d4 rounds.
100
E-G Fortune Eater
The fickle finger of fate has quashed hundreds of fledgling adventurers, sometimes in a particularly memorable or ignominious manner. When a number of would-be heroes perish together in such a way, their restless spirits might arise—spurred by jealousy—to become a fortune eater. A fortune eater is a collective entity that might lurk near fortune tellers, taverns, or Pathfinder Society lodges where adventurers are likely to pass through. The spirit then follows the heroes on their quests until the right moment, when the spirit manifests their unfortunate abilities to get the party killed and potentially add them to the collective. Sometimes they linger near the lairs of a powerful monster, waiting for parties of unwary adventurers. A fortune eater lingers because of unfinished business: to move on, they must help a hero defeat a great threat or acquire a legendary item. Ironically, their jealousy, rage, and powers of bad luck make this extremely unlikely.
FORTUNE EATER RARE
CE
LARGE
INCORPOREAL
CREATURE 7 SPIRIT
UNDEAD
Perception +13; darkvision Languages languages spoken by the adventurers (typically Common, Dwarven, Elven, and Goblin) Skills Deception +15, Intimidation +13, Performance +15, Stealth +15 Str –5, Dex +6, Con +0, Int +2, Wis +2, Cha +4 AC 25; Fort +15, Ref +17, Will +13 HP 100, negative healing (page 305), rejuvenation; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Rejuvenation (divine, necromancy) Offering the fortune eater a chance to be instrumental in completing a heroic deed releases their component spirits to move on to the afterlife. Unluck Aura (aura, divination, divine, mental, misfortune) 20 feet. A creature entering the area must attempt a DC 23 Will save, rolling the save twice and using the worse result. On a successful save, the creature is temporarily immune to fortune eater unluck auras for 24 hours. On a failure, the creature must roll twice and use the worse result on all checks as long as it is within the aura. Luck Osmosis [reaction] (divination, divine) Trigger A creature affected by the fortune eater’s unluck aura has just rolled two d20s for a check and taken the lower result; Effect The fortune-eater stores the higher of the two numbers rolled and uses that number in place of their next d20 roll; this is a fortune effect. They can have only one number stored at a time. Speed fly 30 feet Melee [one-action] ghostly longsword +17 (finesse, magical, versatile P), Damage 1d8+8 slashing plus 1d8 negative Melee [one-action] ghostly light mace +17 (agile, finesse, magical, shove), Damage 1d4+8 bludgeoning plus 1d8 negative Ranged [one-action] ghostly longbow +17 (deadly d10, magical, range increment 100 feet, volley 30 feet), Damage 1d8+4 piercing plus 1d8 negative Team Attack [three-actions] Dead teammates coalesce to attack with phantasmal versions of the weapons they used in life. The fortune eater makes a ghostly longsword Strike, ghostly dagger Strike, and ghostly longbow Strike in any order. Each must target a different creature. Their multiple attack penalty doesn’t increase until after all the attacks.
Introduction
HEROIC ENDS Fortune eaters constantly babble about the strange and epic fates that led to their state of undeath. Such tales always involve seemingly impossible feats of bravery and foolhardiness, such as teleporting hundreds of feet into the air to fall atop and slay a dragon in flight or diving into the jaws of a kraken in an attempt to kill the beast.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
101
Bestiary 3
Fox NOBLE QUARRY In Taldor, the hunt is an ancient institution steeped in ceremony. For Taldan nobles, the hunt and its pageantry offer a chance to showcase martial skill and wealth while reaffirming tradition and etiquette. Alliances are forged and political maneuvering happens around the post-hunt banquet table, so a successful hunt is of paramount importance. To this end, Taldan game wardens have spent centuries using selective breeding and magic to raise new species of boars, foxes, stags, and other quarry that share the most sought-after traits of their forebears and offer the best sport. Despite resistance from druidic orders and the damage to crops and livestock these creatures cause, the practice is sanctioned by royal decree.
Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning them a place in many folk tales.
RED FOX The shy and perceptive red fox has uncanny adaptability and is just as comfortable in urban areas as in the wilds. Red foxes typically have rust-red fur, a white underbelly, and a characteristic white-tipped bushy tail. They are omnivorous, and eat insects, lizards, and small birds, pouncing on their prey to catch it. Because these opportunistic hunters see eggs and captive livestock as an easy meal, many farmers see them as foes.
RED FOX N
TINY
CREATURE –1 ANIMAL
Perception +7; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +6 (+8 to Escape), Athletics +2 (+4 to High Jump or Long Jump), Stealth +6, Survival +5 Str –2, Dex +3, Con +0, Int –4, Wis +2, Cha +0 AC 17; Fort +5, Ref +6, Will +3 HP 5 Speed 35 feet Melee [one-action] jaws +9 (agile, finesse), Damage 1d6–2 piercing Leaping Pounce [one-action] The red fox either Strides or Leaps up to its Speed and makes a Strike at the end of that movement. If the fox began this action hidden, it remains hidden until after this ability’s Strike.
FADING FOX With fur that shifts between hues of red, dull brown, and silver as it moves, the fading fox vexes any pursuer. It has a knack for escaping traps, leaves no footprints, and seemingly disappears into thin air. Fading foxes have lustrous fur and a robust build that set them apart from their red fox progenitors.
FADING FOX N
TINY
CREATURE 2
ANIMAL
Perception +11; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +8 (+10 to Escape), Athletics +5 (+7 to High Jump or Long Jump), Stealth +10, Survival +9 Str –1, Dex +4, Con +1, Int –4, Wis +3, Cha +0 AC 21; Fort +7, Ref +10, Will +7 HP 25 Fade Away [reaction] Trigger A creature within 30 feet that the fading fox is aware of either moves toward the fox or targets it with an ability; Requirements The fading fox is in natural surroundings; Effect The fading fox Hides. If its Stealth check result meets or exceeds the triggering creature’s Perception DC, the fading fox is hidden to that creature. The fading fox can use this reaction even if it is being observed. Speed 35 feet Melee [one-action] jaws +10 (agile, finesse), Damage 1d6+1 piercing Leaping Pounce [one-action] As red fox. Sneak Attack The fading fox deals an additional 1d6 precision damage to flatfooted creatures. Trackless Step The fading fox always gains the benefits of Cover Tracks in natural surroundings, even while moving at full Speed. Vanish into the Wilds [two-actions] Requirements The fading fox is in natural surroundings; Effect The fading fox Steps, then Hides, then Sneaks. It can take this Step into natural difficult terrain and can Hide in this way even if it is being observed.
102
E-G Galvo
A galvo is a bizarre humanoid creature made up of electric eels—dozens of them, transmogrified into one cooperative, electrified body. The story of their creation is lost to antiquity, though their propensity for attacking sea devils and alghollthus suggests they might have been engineered by some enemy of these creatures. Modern galvos aren’t choosy about their prey, and because they can operate as well on land as they do in the water, they enjoy feasting on aquatic creatures and land dwellers alike. A galvo’s body forms something roughly shaped like a human, but with eels continually moving throughout it and shifting the shape of its mass. The galvo can even disperse into a swarm of eels, though it usually does so only to travel through narrow spaces or otherwise accomplish things it’s incapable of in its normal form. These component eels share some element of a collective consciousness, giving the galvo more intelligence than a typical animal. Individual galvos generally don’t have any need for or interest in socializing, though they sometimes gather to collaborate while hunting. Electricity arcs throughout a galvo, and the more the eels that make it up move about, the larger and more impressive the electric display. This electricity creates a damaging field around the galvo that causes small fish and other sea life to drop dead. Many galvos contentedly snack on these prey. Even beyond the harmful field, underwater creatures feel a faint unease from galvos, and might notice how ferrous trinkets and sediment slowly drift toward them. A galvo attack could come from a lone creature or a small group. In addition to dangers of the electricity field generated by galvos’ eels, galvos might attack by biting with their eels’ maws or even firing off one of their eels like a dart, striking a distant target with a living, electrified projectile.
GALVO NE
MEDIUM
Introduction
GALVO MEALS Galvos feed in private, carrying defeated prey off to their underwater caves. A galvo strips its meal of anything undigestible, then envelops the victim inside its writhing body. If the meal is halfling-sized or smaller, the galvo might begin hunting for its next meal while still digesting.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 9 ABERRATION
AMPHIBIOUS
Perception +17; darkvision Languages Aquan (can’t speak any language) Skills Acrobatics +19, Athletics +19, Stealth +19 Str +4, Dex +6, Con +3, Int –2, Wis +4, Cha –1 AC 27, all-around vision; Fort +18, Ref +21, Will +15 HP 158; Immunities precision, swarm mind (page 306); Weaknesses area damage 8, splash damage 8; Resistances bludgeoning 5, electricity 12, slashing 8, piercing 8 Electrical Field (electricity, aura) 5 feet, 1d12 electricity damage (DC 26 basic Reflex) Speed 20 feet, swim 30 feet Melee [one-action] eel jaws +21 (agile, finesse), Damage 2d6+7 piercing plus 1d12 electricity Ranged [one-action] eel dart +21 (agile, thrown 20 feet), Damage 1d6+7 piercing plus 1d12 electricity Squirming Embrace [two-actions] The galvo Strides, ending its movement sharing a space with another creature, and deals 3d6 piercing plus 2d12 electricity damage to the creature. The creature must attempt a DC 28 basic Reflex save. Swarm Shape [one-action] (concentrate) The galvo collapses into a shapeless swarm of eels. It drops all held, worn, and carried items. While discorporated, the galvo can’t use attack actions, but it can move through areas small enough for its individual eels to fit without having to Squeeze. It can use Swarm Shape again to coalesce back into its normal form.
103
Bestiary 3
Garuda SERPENTINE HATRED In the distant past, the mother of all garudas was tricked into slavery by the wicked serpent queen. The strongest of the garuda children undertook a great journey and overcame many dangerous obstacles to free their mother in a feat of trickery that outwitted even the clever queen. Since then, garudas have been the mortal enemies of nagas, evil serpents, and other aberrant ophidian creatures.
Garudas are noble, birdlike beings descended from the gods. They were born under the cerulean skies of the Outer Plane of Elysium but have since spread to the Material Plane, and it is here that they primarily reside. On Golarion,the largest garuda populations live in the rugged hills and mountains of Vudra, though some have spread to the Impossible Kingdom of Jalmeray and even to the eastern mountains of Garund. Garudas usually roost in isolated aeries but spend much of their time gliding on the wind. Many garudas are nomadic or migratory, yearning to travel and soar above new landscapes. While they remain detached from humanoid societies, they are impetuous and gallant, frequently serving as protectors of communities near the cliffs and peaks where they roost. Some garudas instead combine their wanderlust and goodhearted nature by serving as messengers and emissaries between remote settlements, though most who take up this work abandon it after a few years when the same terrain becomes boring. Wandering garudas are no less compassionate, and many a tale tells of a garuda who came to the aid of a lost traveler or carried an endangered soul to safety. Though they hold most living creatures in high regard, garudas loathe ophidian creatures—nagas in particular. Rarely do they come into contact without fighting, and a garuda will go out of their way to hunt down a naga if they hear even the tiniest hint of a rumor suggesting the presence of one. A garuda’s feathering and coloration range widely depending on the terrain they favor. Garudas in temperate woodlands might resemble jays or falcons, while tropical garudas sport bright plumage.
GARUDA CG
MEDIUM
CREATURE 9 CELESTIAL
Perception +20; darkvision Languages Celestial, Common, Vudrani Skills Acrobatics +21, Athletics +17, Intimidation +19, Religion +16, Stealth +19, Survival +16 Str +4, Dex +6, Con +4, Int +2, Wis +3, Cha +4 Items +1 striking composite longbow (100 arrows) AC 28; Fort +17, Ref +21, Will +16 HP 135 Speed 25 feet, fly 60 feet Melee [one-action] beak +21 (finesse), Damage 2d10+7 piercing plus 1d6 good Melee [one-action] talon +21 (agile, finesse), Damage 2d8+7 slashing plus 1d6 good Ranged [one-action] shock composite longbow +22 (deadly d10, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+5 piercing plus 1d6 electricity and 1d6 good Divine Innate Spells DC 27; 4th freedom of movement; 3rd haste; 2nd see invisibility (×3); 1st true strike (at will) Electric Projectiles (arcane, evocation) Any arrow the garuda fires gains the effects of a shock rune. Swooping Dive [two-actions] The garuda flies up to their Speed in a straight line, descending at least 10 feet, and then makes two talon Strikes. Wind Blast [two-actions] (air, evocation) The garuda flaps their wings with intense force. This has the same effect as gust of wind (DC 27) but in a 30-foot cone. In an area with loose debris (at the GM’s discretion), the gusts from the garuda’s wings create a cloud that obscures vision, making any creature in the area concealed, and creatures outside the area are concealed to those within the area.
104
E-G Gathlain
Gathlains have made a name for themselves as inquisitive and mischievous, as well as flighty and distractable. These eccentric little fey want nothing more than to explore the many wonders of the world for their own pleasure. Born of magical trees in seed pods that float hundreds of miles on the wind, gathlains are a bizarre mix of flesh and flora. Sprigs of mistletoe bloom from their back and form a delicate pair of wings. They enjoy adorning themselves with oddities found on their journeys, such as beads, pieces of fine cloth, and bits of armor. The fey see these accessories as trophies, proof of their travels, and mementos of their adventures. The typical gathlain is only 2 feet tall, but their small size doesn’t deter them from seeking out and exploring potentially dangerous places. They sometimes even use their size to their advantage, squeezing through tight spaces that most would never be able to fit through. Moreover, their vine-laced wings let them reach heights many adventurers would find daunting. These traits have made them celebrated explorers whose presence is welcome in a group of travelers—so long as everyone is prepared for their nigh-endless questions. A conversation with a gathlain can feel more like an interrogation, as they care little for the comfort of others if it means they will learn something new and interesting to add to their range of knowledge. Gathlains are particularly fond of gnomes, as they feel a sort of familial attachment to their exiled fey kin, and attempt to ingratiate themselves with any gnomes they run across. Gnomes don’t always return this affection and many tend to distrust gathlains, due to the smaller creatures’ gossipy and flighty nature.
Introduction
GATHLAIN HOMES When they decide to settle down, gathlains most often make their homes deep in the forests, among the treetops. Being amid the leaves and vines makes them feel safe, as it reminds them of their birth tree. They tend to make dwellings for themselves out of branches and bits of wood, crafting rooms to house the treasures they’ve found on their journeys. Gathlains with a greater affinity for other types of terrain settle down in all sorts of places and have a Lore skill corresponding to their favored terrain instead of Forest Lore.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
GATHLAIN WANDERER CREATURE 1 UNCOMMON
CG
SMALL
FEY
PLANT
Perception +6; low-light vision Languages Common, Sylvan Skills Acrobatics +7, Deception +5, Forest Lore +5, Nature +4, Performance +5, Society +3, Stealth +7, Survival +4 Str +2, Dex +4, Con +0, Int +0, Wis +1, Cha +2 Items dagger, shortbow AC 17; Fort +5, Ref +9, Will +6 HP 14; Weaknesses cold iron 2 Final Jape When the gathlain dies, their wings explode into a cloud of toxic mist. Each creature within a 5-foot emanation takes 1d6 poison damage (DC 18 basic Fortitude save). Speed 20 feet, fly 30 feet Melee [one-action] dagger +9 (agile, finesse, versatile S), Damage 1d4+2 piercing Ranged [two-actions] shortbow +9 (deadly d10, range increment 60 feet), Damage 1d6 piercing Hide and Seek The gathlain ignores difficult terrain from non-magical foliage. Rootbound [two-actions] Requirements The gathlain isn’t using their wings to fly; Effect The gathlain sprouts woody roots from the tips of their wings that bind an adjacent creature’s limbs. The target must succeed at a DC 17 Fortitude save or be grabbed by the gathlain’s wing-tip vines until the start of the gathlain’s next turn.
105
Bestiary 3
Ghoran GHORAN SEEDS Every ghoran contains a single, fist-sized seed imprinted with their memories. When planted, this seed sprouts a new body and the original falls dead. Ghorans can’t create additional seeds.
Ghorans are sentient plants who grow in the shape of humanoids. A ghoran’s body is composed of one large seed encased in rich vegetable tissue covered with dense, green rinds. In place of a face ghorans sport a bouquet of vividly colored flower petals with gaps and ridges suggesting facial features, which they can shift to express emotion. Magically created to be a delicious and nutritious food source that could adapt to hazardous environments, ghorans evolved to develop sentience, speech, and ambulatory bodies that could mimic humanoid forms and behavior to discourage predation. Ghorans find the concept of gender confounding, though some display visual gender cues to put humanoids at ease or leverage societal expectations to their own advantage. This ghoran manipulator relies on charm to survive.
GHORAN MANIPULATOR RARE
N
MEDIUM
GHORAN
CREATURE 3 HUMANOID
PLANT
Perception +9; low-light vision Languages Common, Sylvan Skills Deception +11, Diplomacy +9, Nature +9, Performance +11, Stealth +6 Str +0, Dex +1, Con +3, Int +0, Wis +2, Cha +4 Items shortbow (20 arrows), spear AC 18; Fort +8, Ref +8, Will +11 HP 45 Appetizing Aroma (aura, olfactory) 10 feet. A creature entering or starting its turn in the aura must attempt a DC 17 Will save. Creatures that don’t eat are immune to Appetizing Aroma. Success The creature is unaffected and is temporarily immune for 1 hour. Failure The creature is distracted by a desire to consume the ghoran. For 1 round it becomes flat-footed and fascinated by the ghoran manipulator. Delicious Ghorans were originally created to be scrumptious food. A ghoran manipulator takes 5 additional damage from jaws Strikes, fangs Strikes, or other similar Strikes with a creature’s mouth. When a ghoran manipulator is grabbed or restrained by a creature’s jaws, fangs, or mouth, the DC to Escape is increased by 2. Anguished Cry [reaction] (emotion, enchantment, mental) Trigger A humanoid enemy damages the ghoran manipulator with a melee attack; Effect The ghoran manipulator rearranges its facial petals and wails, mimicking humanoid anguish to engender sympathy. The triggering creature must attempt a DC 20 Will save. Success The target is unaffected and is temporarily immune for 1 hour. Failure The target takes a –2 circumstance penalty on attack rolls against the ghoran manipulator until the start of its next turn. Critical Failure As failure, and the target is stupefied 2 until the start of its next turn. Speed 25 feet Melee [one-action] spear +7, Damage 1d6+2 piercing Ranged [one-action] spear +8 (thrown 20 feet), Damage 1d6+2 piercing Ranged [one-action] shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6+2 piercing Occult Spontaneous Spells DC 20; 2nd (2 slots) illusory disguise, phantom pain; 1st (3 slots) charm, sanctuary, sleep, soothe; Cantrips (2nd) daze, forbidding ward, ghost sound, light, mage hand Primal Innate Spells DC 20; 2nd detect poison; 1st goodberry (Core Rulebook 399), purify food and drink
106
E-G Ghoul, Leng
In the icy nightmare dimension of Leng, ghouls with hoofed feet gather in morbid groups to worship and research, forming societies that mockingly mimic (and in their opinion, surpass) those of the living. Most worship the malevolent gods of the Elder Mythos and see the living as little more than fodder who will eventually die and provide memories for Leng ghouls to consume and absorb. Not all Leng ghouls are evil, but most are, and even those who aren’t possess sardonic senses of humor and grisly appetites that make them disturbing allies at best.
LENG GHOUL UNCOMMON
CE
CREATURE 10 MEDIUM
DREAM
GHOUL
UNDEAD
Perception +19; darkvision Languages Aklo, Common, Necril Skills Acrobatics +21, Arcana +19, Athletics +19, Occultism +21, Religion +19, Stealth +21 Str +5, Dex +7, Con +5, Int +3, Wis +5, Cha +6 Items scroll of confusion, scroll of fly Erudite Leng ghouls can cast arcane, divine, and occult spells from scrolls, with a spell DC of 28 and a spell attack roll of +20. AC 29; Fort +18, Ref +21, Will +19; +1 status to all saves vs. positive HP 180, negative healing (page 305); Immunities cold, death effects, disease, paralyzed, poison, unconscious Speed 25 feet, burrow 25 feet, climb 25 feet Melee [one-action] jaws +23 (finesse), Damage 2d8+8 piercing plus Leng ghoul fever and paralysis Melee [one-action] claw +23 (agile, finesse), Damage 2d6+8 slashing plus paralysis Absorb Memories [one-action] (manipulate) Requirements The Leng ghoul is adjacent to the corpse of a creature that retains flesh on its bones; Effect The Leng ghoul devours a chunk of the corpse and regains 6d6 Hit Points. At the same time, they also absorb some of the memories stored in the flesh from when the corpse was alive, gaining a +1 status bonus to all skill checks for 10 minutes. The Leng ghoul can immediately attempt an Occultism check to learn one non-secret memory the corpse had when it was alive (use the standard DC for the creature’s level). The exact memory learned is determined by the GM but is typically something of use to the Leng ghoul. The memory can’t be one the creature was trying to keep secret unless the check was a critical success. A Leng ghoul can Absorb Memories from any given corpse only once. Leng Ghoul Fever (disease) Saving Throw DC 28 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 4d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 4d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a Leng ghoul the next sunset Paralysis (incapacitation, occult, necromancy) Any living creature hit by a Leng ghoul’s attack must succeed at a DC 28 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Sneak Attack A Leng ghoul deals an extra 2d6 precision damage to flat-footed creatures.
Introduction
CORPSE LIBRARIES Because Leng ghouls can draw lore from the flesh they consume, their temples often contain libraries that would, to the untrained eye, look more like abattoirs of preserved corpses. Here, a curious Leng ghoul can browse and feed simultaneously, or even research secrets that have long laid dormant in the dead.
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107
Bestiary 3
Giants CAVE GIANT ALLIES A lucky cave giant might manage to capture and tame a giant reptile, such as a monitor lizard or giant salamander, to serve as a maltreated pet or guard beast. These reptiles suffer much abuse from their cruel keepers and, as a result, become atypically violent toward all humanoids.
Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.
CAVE GIANT Cave giants are the vicious loners of the giant world. Even their closest ancestral kin, the rampaging hill giants, mostly find cave giants too brutal and antisocial to form alliances with. For their part, cave giants—garbed in stinking hides festooned with the rotting skulls of their victims—seem ambivalent about their foul reputation. They are more interested in hunting and killing their next meal than forming alliances. For all their disregard of others’ opinions, cave giants are cautious when it comes to defending territory. Cave giant traps are simple yet effective, such as rounded boulders that can be pushed down steep tunnels, camouflaged pits filled with sharpened stakes, and even compromised stalactites that can suddenly fall on unsuspecting intruders. In coastal towns and hillside villages with caves a common feature of the landscape, cave giants star as common villains in local tall tales. Many youngsters and aspiring heroes dare one another to venture into remote grottoes or abandoned mine shafts in the hopes of discovering a cave giant, and all too often their searches prove successful. Grieving villagers pay skilled adventures handsomely to locate the whereabouts of their missing kin. The bounty for such hunts might be as much as an entire village harvest’s worth of gold, particularly if a local cave giant has been a frequent enough menace or the missing villager is particularly beloved.
CAVE GIANT CE
LARGE
CREATURE 6 GIANT
HUMANOID
Perception +15; darkvision Languages Jotun Skills Athletics +18, Intimidation +14 Str +6, Dex +3, Con +5, Int –2, Wis +3, Cha +2 Items greataxe, hide armor, sack with 5 rocks AC 23; Fort +17, Ref +13, Will +11 HP 110 Catch Rock [reaction] (page 304) Speed 35 feet Melee [one-action] greataxe +18 (magical, reach 10 feet, sweep), Damage 1d12+9 slashing Melee [one-action] fist +18 (agile, reach 10 feet), Damage 1d8+9 bludgeoning Ranged [one-action] rock +16 (brutal, range increment 120 feet), Damage 2d6+10 bludgeoning Smear [two-actions] (attack) Requirements The cave giant is within reach of a creature that is adjacent to a wall or other solid vertical surface; Effect The cave giant snags the creature and smashes it against the wall. The giant attempts an Athletics check against the target’s Reflex DC. On a success, the cave giant Grabs the creature and smears it along the nearby wall, dealing 2d8+8 bludgeoning damage. On a critical success, the damage is doubled. Throw Rock [one-action] (page 306)
108
E-G DESERT GIANT Desert giants are nomadic humanoids who have dwelled in the world’s most arid regions since time immemorial. Smaller peoples know that desert giants are the undisputed masters of desert living, and ignorant humans often claim that it is a desert giant’s unique physiology, like a camel, that enables them to survive without water for 2 weeks. The few desert giants who mingle in the societies of smaller humanoids don’t bother to dispute such ridiculous rumors. In fact, desert giants’ strong cultural traditions play a large part in their ability to prosper in such harsh environs. Desert giant elders encourage their descendants to maintain abstemious lifestyles, particularly with regard to the consumption of food and drink. Alcohol is particularly disdained by desert giants, who view mind-altering diuretics like liquor and ale as dangerous temptations in an environment as unforgiving as the desert. Instead, most desert giants follow a simple vegetarian diet and maintain an incredible internal map of their home region’s seasonal waterways and oases. Their austere habits and intolerance for foolishness have earned desert giants a reputation as being ill-humored and no-nonsense, but many of their communities boast a wide variety of humorous tales in their vast oral histories and legends. Since desert giants’ journeys across the wastes can span weeks or even months at a time, an individual who can make their companions laugh with a witty joke or amusing parable remains a prized member of the community. Desert giants stand 15 feet tall, tending toward lean physiques that are ideal for traveling across vast expanses of sand for long sojourns.
DESERT GIANT LN
LARGE
GIANT
Introduction
OASIS PROTECTORS Desert giants are keenly aware of their native environs’ fragile ecosystem. They fiercely protect their favorite watering holes and ancestral oases from newcomers— from humans to divs (page 68)— who might despoil the local flora or chase away scarce fauna.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 9 HUMANOID
Perception +19 Languages Common, Jotun Skills Acrobatics +21, Desert Lore +18, Intimidation +15, Survival +19 Str +6, Dex +6, Con +5, Int +3, Wis +4, Cha +0 Items doubling rings, leather armor, sack with 5 rocks, scimitar, +1 striking scimitar AC 27; Fort +18, Ref +21, Will +15 HP 185 Catch Rock [reaction] (page 304) Speed 40 feet Melee [one-action] scimitar +21 (forceful, magical, reach 10 feet, sweep), Damage 2d6+12 slashing Ranged [one-action] rock +19 (brutal, range increment 120 feet), Damage 2d8+12 bludgeoning Sand Spin [one-action] Requirements The desert giant is standing in sandy terrain; Effect The desert giant spins around and stirs up loose sand in a 10-foot emanation. Until the beginning of the giant’s next turn, creatures in the area are concealed, and other creatures are concealed to them. Sandwalking Desert giants have adapted to the loose sands of the desert and can move across them with ease. Desert giants ignore non-magical difficult terrain and uneven ground caused by sand. Scimitar Blitz [two-actions] The desert giant Strides up to their Speed, Striking once with each of their scimitars at any point during the movement. Throw Rock [one-action] (page 306)
109
Bestiary 3
TOMB GIANT GENERALS OF THE UNDEAD The most powerful tomb giants amass literal armies of undead minions to serve them and wage wars on their behalf. Woe to any sleepy hamlet caught in the crossfire of two warring tomb giants, whose campaigns of doom can transform an idyllic vale into a forsaken boneyard overnight.
Masters of mausoleums and keepers of crypts, the dread creatures called tomb giants are anathema to all living beings, but especially so to other types of giants. Long ago, so the legends say, tomb giants sold their souls in exchange for unfathomable necromantic powers. With whom they made this foul bargain remains a mystery—if the rumors hold any truth at all. Still, tomb giants’ power over undeath remains undeniable, and nearly all of them embrace a fervent passion for necromancy. Tomb giants construct massive gothic settlements in haunted valleys and on forsaken hillsides, far enough away from the societies of smaller people that they remain relatively undisturbed, but close enough that they can raid the graveyards of nearby villages with impunity. Elder tomb giants—those who have animated countless hordes of humanoid zombies and skeletons and yearn for even greater challenges—enjoy the thrill of subduing, slaying, and reanimating their fellow giants. Taiga giants in particular are choice prey to an experienced tomb giant, as their larger cousins make formidable undead guardians and warriors. A tomb giant views its mortal life as only one part of its existence. After death, most tomb giants are themselves reanimated as undead, who then continue to practice their necromantic arts.
TOMB GIANT NE
LARGE
GIANT
CREATURE 12 HUMANOID
Perception +25; darkvision, lifesense (imprecise) 60 feet (page 305) Languages Common, Jotun, Necril Skills Athletics +25, Medicine +25, Religion +25, Stealth +21 Str +7, Dex +3, Con +6, Int +3, Wis +7, Cha +4 Items +1 striking scythe, black onyx gems worth 300 gp AC 32; Fort +22, Ref +19, Will +25 HP 255, negative healing (page 305); Immunities death effects Catch Rock [reaction] (page 304) Speed 30 feet Melee [one-action] scythe +27 (deadly d10, magical, reach 10 feet, trip), Damage 2d10+13 slashing Melee [one-action] claw +26 (agile, reach 10 feet), Damage 3d6+13 slashing plus dooming touch Ranged [one-action] rock +24 (brutal, range increment 120 feet), Damage 3d8+13 bludgeoning Divine Innate Spells DC 32; 5th bind undead (×3), harm (×3) Rituals DC 32; create undead Dooming Touch (divine, necromancy) The tomb giant’s claws carry the accursed power of their foul gods. A creature hit by the tomb giant’s claw Strike becomes doomed 1. Font of Death [three-actions] (divine, necromancy, negative) The tomb giant turns the spiritual tide on a creature that has just died, temporarily transforming it into a volatile vessel of negative energy. The tomb giant touches a creature that died in the past 24 hours, infusing its flesh and bone with negative energy. Once during the next hour, the tomb giant can spend a single action (from any distance) to release this negative energy from the corpse in an explosion that deals 10d8 negative energy in a 15-foot burst (DC 32 basic Fortitude save); if not released before the end of the hour, the energy dissipates harmlessly. The tomb giant can’t use Font of Death while a previous corpse remains infused. Throw Rock [one-action] (page 306)
110
E-G PLAGUE GIANT Plague giants are rasping behemoths, whose weeping sores, fetid breath, and filthy fingernails all bear a terrible wasting disease. Like sewer rats or flies that swarm a fresh battlefield, plague giants bear an inborn pathogen that does little harm to the giants themselves (their wretched physical appearances are purely superficial) but can wreak devastation on afflicted victims. Whatever their origin, the majority of plague giants are so accustomed to being viewed as monstrosities by other humanoids, giant and otherwise, that they become vehemently xenophobic. Some of their communities do permit other types of shunned humanoids—especially those with leprosy and other stigmatized diseases— to join their fold. Whether because they are expelled to the world’s worst badlands or because they purposefully seek out such locales, plague giants often settle amid abandoned battlefields, sewer outlets, and other despoiled places. Their close ties to disease lead many to worship Apollyon, the Horseman of Pestilence, or other deities associated with disease. Plague giants claim that their kind is as death itself, violently rejecting the theory often touted among non-giants that they are an offshoot of some other giant ancestry afflicted with a terrible divine curse. (Most other giants also reject this theory.) Plague giants measure 24 feet tall and weigh 15,000 pounds.
PLAGUE GIANT NE
HUGE
GIANT
CREATURE 14
Introduction
DISEASED WORSHIPPERS Many plague giant societies are theocratic. In such communities, the most powerful plague giants are clerics or champions of the Horseman of Pestilence Apollyon, Urgathoa, or some other deity associated with plague.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
HUMANOID
Perception +25; low-light vision Languages Common, Jotun Skills Athletics +30, Intimidation +24, Religion +25, Stealth +26 Str +8, Dex +6, Con +7, Int +3, Wis +5, Cha +4 Items +1 striking flail, sack with 5 rocks AC 35; Fort +27, Ref +24, Will +23 HP 285; Immunities disease Catch Rock [reaction] (page 304) Retaliatory Scratch [reaction] Trigger A creature within 10 feet makes a melee Strike against the plague giant; Effect The plague giant makes a claw Strike against the triggering creature. Speed 45 feet Melee [one-action] flail +31 (disarm, magical, reach 15 feet, sweep, trip), Damage 2d6+14 bludgeoning plus 3d6 poison and atrophic plague Melee [one-action] claw +30 (agile, reach 10 feet), Damage 3d6+14 slashing plus atrophic plague Ranged [one-action] rock +28 (brutal, range increment 120 feet), Damage 3d8+14 bludgeoning Divine Innate Spells DC 34; 6th cloudkill, death knell (×3), take its course (Core Rulebook 397) Atrophic Plague (disease, divine, necromancy) Saving Throw DC 34 Fortitude; Stage 1 enfeebled 2 and fatigued (1 day); Stage 2 enfeebled 3 and fatigued (1 day); Stage 3 enfeebled 4 and fatigued (1 day); Stage 4 dead Hurl Corpse [one-action] The plague giant picks up a dead or dying creature within reach and flings it at a foe. The giant makes a rock Strike, using the body instead of a rock. If the body is a corpse, on a hit it explodes in a cloud of thick gray vapor, exposing all creatures in a 10-foot burst to atrophic plague. If the body is a dying creature, on a hit its dying value increases by 1 (or 2 on a critical hit). Pustulant Flail A plague giant’s flail is covered in pus, causing it to deal 3d6 additional poison damage. Throw Rock [one-action] (page 306)
111
Bestiary 3
Girtablilu BONDS OF FAITH Girtablilu communities usually form around common beliefs rather than familial bonds, with a greater importance placed on chosen family than blood relations. While rare, there have even been cases of members of other ancestries living among girtablilu communities. When outsiders appeal to study the girtablilu’s protected sites or to join a girtablilu community, the divine leader has the final say on who is welcome.
Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory. Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert’s shifting sands. Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith. Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu’s physical prowess—or their deadly venom.
GIRTABLILU SENTRY Sentries patrol the outskirts of a girtablilu communities, watching for external threats like desert drakes, blue dragons, or adventuring parties set on reckless exploration of the girtablilus’ sacred site.
GIRTABLILU SENTRY N
LARGE
CREATURE 8
BEAST
Perception +18; darkvision, tremorsense (imprecise) 60 feet (page 306) Languages Common, Girtablilu Skills Athletics +20, Intimidation +17, Religion +16, Survival +18 Str +6, Dex +4, Con +6, Int +3, Wis +4, Cha +3 Items hide armor, +1 striking longspear AC 27; Fort +20, Ref +16, Will +12 HP 160 Speed 40 feet Melee [one-action] longspear +21 (magical, reach 15 feet), Damage 2d8+9 piercing Melee [one-action] pincer +20 (agile), Damage 2d8+9 bludgeoning plus Grab (page 305) Melee [one-action] stinger +20 (reach 10 feet), Damage 2d6+9 piercing plus girtablilu venom Constrict [one-action] 2d8+6 bludgeoning, DC 24 (page 304) Desert Stride A girtablilu ignores natural difficult terrain in the desert. Girtablilu Venom (poison) Saving Throw DC 24 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round)
GIRTABLILU SEER The highest position of authority in a girtablilu community is the group’s religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don’t hesitate to turn their fury on members of their own community who violate their mandates.
112
E-G GIRTABLILU SEER N
LARGE
CREATURE 12
Introduction
BEAST
Perception +25; darkvision, tremorsense (imprecise) 60 feet (page 306) Languages Common, Girtablilu Skills Athletics +24, Intimidation +23, Religion +25, Survival +23 Str +6, Dex +5, Con +6, Int +3, Wis +7, Cha +3 Items +1 resilient hide armor AC 33; Fort +22, Ref +19, Will +25 HP 210 Divine Aegis [reaction] (abjuration, divine) Trigger The girtablilu seer attempts a saving throw against a magical effect but hasn’t rolled yet; Effect The seer summons divine energy to protect themself at the cost of their other magical defenses. Until the start of their next turn, they gain a +1 circumstance bonus to saving throws against non-divine magical effects and a –1 circumstance penalty to saves against divine effects. Speed 40 feet Melee [one-action] pincer +24 (agile), Damage 3d8+12 bludgeoning plus Grab (page 305) Melee [one-action] stinger +24 (reach 10 feet), Damage 3d6+12 piercing plus girtablilu venom Divine Spontaneous Spells DC 33; 6th (3 slots) blade barrier, heal, spirit blast; 5th (3 slots) divine wrath, harm, remove curse; 4th (3 slots) freedom of movement, neutralize poison, outcast’s curse; 3rd (3 slots) dream message, glyph of warding, sanctified ground; 2nd (3 slots) augury, calm emotions, create food; 1st (3 slots) create water, purify food and drink, sanctuary; Cantrips (6th) daze, detect magic, forbidding ward, guidance, read aura Constrict [one-action] 3d8+6 bludgeoning, DC 24 (page 304) Desert Stride A girtablilu ignores natural difficult terrain in the desert. Girtablilu Venom (poison) Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison damage and enfeebled 1 (1 round); Stage 2 3d6 poison damage and enfeebled 1 (1 round); Stage 3 3d6 poison damage and enfeebled 2 (1 round)
ALLIED GUARDIANS As defenders of ancient sites, girtablilus often find themselves in similar territory as maftets (page 166). They also occasionally collaborate with garudas (page 104) and sometimes even wisdom-seeking nagas (Bestiary 242, Bestiary 2 178) so long as these creatures maintain respect for the girtablilus’ domains.
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113
Bestiary 3
Gliminal VIOLENT HEALING There aren’t default rules for a creature choosing to be hit (to avoid exploding from a gliminal’s healing), but you can allow an ally to improve their outcome by one degree of success against a willing target or allow the target to worsen the result of their saving throw by one step.
Beholding the blinding light of a gliminal is akin to staring into the sun, and consequently, only gliminals themselves fully understand what they are or how they truly look. Gliminals exude a constant aura of positive energy, suffusing everything they encounter without regard for whether a creature’s body can withstand these excesses of positive energy. On the Positive Energy Plane they call home, gliminals view outsiders as unfortunate creatures afflicted with the malady called mortality. They seek to suffuse mortals with light and healing until they no longer suffer, and they consider those who explode into positive energy cured. Gliminals pulled to other planes, whether summoned or through interplanar rifts, find themselves overwhelmed, and usually lash out in increasingly desperate attempts to escape the oppressive onslaught of matter and negative energies.
GLIMINAL RARE
N
CREATURE 9 MEDIUM
INCORPOREAL
POSITIVE
SPIRIT
Perception +18; darkvision, lifesense 60 feet (page 305) Languages Jyoti; telepathy 60 feet (page 306) Skills Acrobatics +19, Arcana +15, Medicine +18, Positive Energy Plane Lore +19, Religion +16 Str –5, Dex +6, Con +4, Int +2, Wis +3, Cha +5 AC 27; Fort +19, Ref +21, Will +16 HP 160; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Weaknesses negative 10; Resistances all 5 (except force, ghost touch, or negative; double resistance against non-magical) Positive Nature A gliminal doesn’t gain the automatic or temporary Hit Points from being on a plane with the positive planar essence. Radiant Mantle (aura, light, positive, visual) 30 feet. The gliminal emits bright light in the area, and dim light out to 60 feet. When a creature enters or starts its turn in the area of bright light, it must succeed at a DC 25 Fortitude save or become dazzled until the end of its turn. If the mantle is counteracted or suppressed, the gliminal loses their resistance and can’t use Bond in Light until the mantle returns. Speed fly 60 feet Melee [one-action] scintillating claw +19 (agile, finesse, magical), Damage 3d8+7 positive Ranged [one-action] radiant ray +19 (light, magical, positive), Damage 4d8 positive Primal Innate Spells DC 28, attack +20; 5th chromatic wall, searing light (×3); 3rd heal (at will); Cantrips (5th) light Bond in Light [one-action] (healing, necromancy, positive, primal) The gliminal magically links to one living creature within the radius of their radiant mantle. This creature glows with bright light in a 20-foot emanation and dim light to 40 feet. While the link is in effect, the target has fast healing 10, and any time the target needs to defend against an attack or attempt a save, the gliminal can substitute their own AC or corresponding save bonus if it’s higher than the target’s. Any time the target takes damage, the gliminal can choose to divert any amount of that damage to themself. The damage has the same type and still applies the gliminal’s immunities, resistances, and weaknesses. The link remains until the target is more than 120 feet away, the gliminal falls unconscious, or the gliminal uses Bond in Light again. Overpowering Healing (necromancy, positive, primal) When a gliminal grants positive healing that would heal a living creature above their maximum Hit Points, including the fast healing HP from their Bond in Light ability, the excess is granted as temporary Hit Points. Unlike normal, these temporary HP combine with each other, and they last for 1 hour. If a creature’s temporary HP from a gliminal ever exceeds its maximum HP, it becomes overloaded and explodes in a burst of positive energy. A creature with temporary HP from overpowering healing becomes sickened 1, or sickened 2 if the temporary HP equal half their maximum HP or more. The creature can’t reduce this sickened condition unless it has 0 temporary HP. Overpowering healing doesn’t apply to creatures with the positive trait.
114
E-G Globster
The tide washes ashore all manner of detritus, from harmless seaweed and shells to the rotting corpses of massive aquatic creatures. The globster is often mistaken for such, and this assumption isn’t entirely incorrect—these mindless oozing masses are composed of decaying sea creatures, half-digested and merged into a revolting, reeking heap of blubbery sludge. Though mindless, globsters are predators that seek out living quarry. They often huddle on the seafloor, where their own fetid mass attracts scavengers who swiftly become the ooze’s next meal. When the tides wash these monsters ashore, they simply shift to hunting land-bound prey. Coastal communities usually notice the smell of a washed-up globster long before they see it. Those sent to investigate often mistake a globster for the carcass of a beached whale before getting too close and discovering the presumed corpse is very much alive and hungry. Sages once believed globsters were undead, undulating wads of rotting flesh driven to feed, but though mindless, they are very much alive. They are attracted to waterside refuse dumps and floating garbage scows and dimly aware enough to congregate where food is plentiful. Globsters consume living creatures but digest only a portion of them. The undigested dross accumulates within the globster as it becomes more and more bloated. They carry this fetid mass within their squelching bodies until instinct or injury provokes them to vomit forth a new globster to help devour everything nearby. A globster with enough dross to create a new globster automatically does so as a free action triggered upon taking damage. Treat any encounter with such a globster as though it were against two level 5 creatures, instead of just one. As far as scholars know, this is the only way these creatures can create more of their kind.
GLOBSTER N
LARGE
Introduction
FETID DECOMPOSITION When a globster is killed, its body decays into a mass of goo within 24 hours. However, its stench aura can persist long past its destruction, often lasting for 1d10 days, centered on the globster’s position at the time of its death.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 5 AQUATIC
OOZE
Perception +9 Skills Athletics +15 Str +6, Dex –5, Con +5, Int –5, Wis +0, Cha –5 AC 12; Fort +16, Ref +6, Will +9 HP 170; Immunities critical hits, mental, unconscious; Weaknesses electricity 10 Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the area must succeed at a DC 19 Fortitude save or become sickened 1 (plus slowed 1 for as long as it’s sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune to all globsters’ stenches for 1 minute. Speed 15 feet, swim 30 feet Melee [one-action] tendril +15, Damage 2d8+6 bludgeoning plus Grab (page 305) and nauseating slap Constrict [one-action] 1d8+6, DC 22 (page 304) Nauseating Slap (poison) A living creature struck by a globster’s tendril must attempt a DC 19 Fortitude save. On a failure, the creature becomes sickened 1. If the creature is already sickened, the condition value increases by 1, to a maximum of sickened 4. Once a creature succeeds at its saving throw, it is temporarily immune for 24 hours. Saturated A globster can survive for 1 hour out of the water, after which it risks drowning and suffocation.
115
Bestiary 3
Golem DIGGING IS OPTIONAL Intact fossilized bones are difficult components to scrounge, much less whole skeletons. An alternate way to obtain them is to hire expert hunters or adventurers to seek out live dinosaurs, bring back the bones, and use magic to turn them to stone. Of course, some purists prefer genuine fossilized bones and are willing to pay the price for their acquisition. Either way, opportunities await enterprising souls with the proper tools and several bags of holding.
Powerful constructs that blend magic and raw material, golems make ideal guardians and bodyguards, with forms and functions as varied as the needs of those who employ them. As their crafters experiment with more exotic components and create new formulas, golems with surprising abilities emerge.
GOLEM ANTIMAGIC A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem’s stat block, with the full rules appearing here. If an entry lists multiple types (such as “cold and water”), either type of spell can affect the golem. • Harmed By Any magic of this type that targets the golem causes it to take the listed amount of damage (this damage has no type) instead of the usual effect. If the golem starts its turn in an area of magic of this type or is affected by a persistent effect of the appropriate type, it takes the damage listed in the parenthetical. • Healed By Any magic of this type that targets the golem makes the golem lose the slowed condition and gain Hit Points equal to half the damage the spell would have dealt. If the golem starts its turn in an area of this type of magic, it gains the Hit Points listed in the parenthetical. • Slowed By Any magic of this type that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in an area of this type of magic, it’s slowed 1 for that round. • Vulnerable To Each golem is vulnerable to one or more specific spells, with the effects described in its stat block.
FOSSIL GOLEM Fossil golems are typically made from the fossilized bones of dinosaurs and other ancient megafauna, though some crafters stretch the definition and instead use magically petrified bones of dragons or even giants. Not bound to any specific model, fossil golems are crafted to be as terrifying as possible instead of models of anatomic accuracy. As such, most fossil golems are nightmarish saurian amalgams whose massive arms end with the complete skulls of apex predators like tyrannosauruses, their bite enhanced to petrify flesh. The enchantments that animate fossil golems grant them a form of modular flexibility, letting them trade mobility for extended reach through the rapid rearrangement of their limbs. This also lets them appear like a jumbled mass of bones at rest, making them likely to be mistaken for decor rather than guardians.
FOSSIL GOLEM RARE
N
HUGE
CREATURE 12 CONSTRUCT
GOLEM
MINDLESS
Perception +20; darkvision Skills Athletics +20 Str +7, Dex +2, Con +6, Int –5, Wis +0, Cha –5 AC 33; Fort +26, Ref +20, Will +18 HP 195; Immunities acid, death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 10 (except adamantine or bludgeoning) Golem Antimagic harmed by cold and water (5d10, 2d8 from areas and persistent damage); healed by acid (area 2d8 HP); slowed by earth
116
E-G Vulnerable to Stone to Flesh A stone to flesh spell negates the golem’s golem antimagic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately. Speed 25 feet Melee [one-action] jaws +26 (deadly 2d10, magical, reach 15 feet), Damage 3d10+13 piercing plus fossilization Fossilization (arcane, incapacitation, transmutation) The first time each round a creature takes damage from the fossil golem’s jaws, the target must attempt a DC 32 Fortitude save. If it fails and has not already been slowed by this ability, it becomes slowed 1 for 1 minute. If the creature was already slowed by this ability, a failed save causes it to be petrified permanently. Reassemble [one-action] The fossil golem reorganizes its bones, increasing its reach to 25 feet and reducing its Speed to 15 feet. It can revert to its original form by taking this action again.
MITHRAL GOLEM Mithral golems are gorgeously crafted, silvery humanoids made from colossal amounts of the purest mithral. While massive in construction, they possess amazing speed and grace through literal fluidity. Unpredictable and flexible, they can melt into liquid form and reform into a solid shape in mere seconds, allowing them to shape their limbs into sharp spikes or heavy fists as needed.
MITHRAL GOLEM RARE
N
HUGE
CONSTRUCT
Introduction
CREATIVE FLUIDITY The mithral golem’s fluid form offers endless possibilities for inventive owners looking to deploy these constructs within their trap-filled domains. The golem can be instructed to remain in its liquid phase until a specific triggering event, appearing as a pool or font filled with quicksilver, or covering columns or statues. Truly fiendish minds might store them in hidden reservoirs hooked to pumps and nozzles, ready to spray a dangerous foe onto unsuspecting adventurers.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 16 GOLEM
MINDLESS
Perception +26; darkvision Skills Acrobatics +30, Athletics +33 Str +9, Dex +6, Con +5, Int –5, Wis +0, Cha –5 AC 40; Fort +27, Ref +30, Will +24 HP 220; Immunities death effects, disease, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 15 (except adamantine) Evasion When the mithral golem rolls a success on a Reflex save, it gets a critical success instead. Golem Antimagic harmed by cold and water (8d10, 2d10 from areas and persistent damage); healed by transmutation (area 2d10 HP); slowed by electricity Swift Steps A mithral golem is permanently quickened, and it can use the extra action only to Step or Stride. Vulnerable to Slow A mithral golem is not healed by a slow spell, and such spells affect them normally. A haste spell reverses the effects of a slow spell immediately. Speed 50 feet, climb 40 feet Melee [one-action] fist +31 (agile, magical, reach 15 feet), Damage 3d12+12 bludgeoning Melee [one-action] spike +31 (deadly 2d10, magical, reach 30 feet), Damage 3d10+12 piercing Liquefy [one-action] The mithral golem becomes fully liquid and amorphous. It gains immunity to precision damage, but it takes double damage from cold and water magic (see golem antimagic). The only actions it can use while Liquefied are move actions, Spike Storm, and spike Strikes. It can resume its normal form by taking this action again. Spike Storm [three-actions] The mithral golem makes a spike Strike against each target within its reach. These attacks count toward the mithral golem’s multiple attack penalty, but its multiple attack penalty doesn’t increase until after all the attacks.
117
Bestiary 3
Green Man LESHYS AND GREEN MEN Green men are sometimes called “leshy kings” or even just “leshys” in ancient manuscripts. Druids consider the first green men to be the original source of the rituals for creating the less-deific leshys, and possibly even the arboreals and other intelligent plants. The affinity between leshys and green men is mutual. Leshys are the most likely ancestry to worship green men, and green men are particularly fond of their less-powerful kin.
Green men are ancient, enigmatic lesser deities of the primeval forests, living embodiments of nature and plantkind. When a forest or other woodland terrain generates enough nature spirits, beings of the same sort of vital essence that embodies leshys or answers the call of a commune with nature, they naturally coalesce together and apotheosize into a green man. Green men aren’t concerned with all the multifarious processes of nature like Gozreh or many other nature deities. Instead, they focus nearly all their attention on the plants of their home, only concerning themselves with animals, minerals, and the like insomuch as they affect the plants. Despite their name, green men aren’t necessarily male; as creatures of pure natural power, to many of them, the concept of gender holds no meaning, and to those that do, they can be of any gender. Most green men are neutral and tend to ignore “animals,” which to them include sapient creatures such as humans. However, good and evil green men do exist. These individuals are far more likely to attempt to spread their influence far and wide, either for good or ill. Good green men provide succor to all that come within their home, not only to plants, providing wisdom like a nurturing parent. Evil green men, however, allow rare and dangerous plants to thrive in their domains by spreading fear and devastation to all those who might threaten plant life, though they might keep a few animals around to hunt for sport.
GREEN MAN RARE
N
MEDIUM
CREATURE 24 LESHY
PLANT
Perception +42; darkvision, plantsense 60 feet Languages Arboreal, Druidic, Sylvan; green tongue Skills Acrobatics +39, Athletics +42, Deception +40, Diplomacy +40 (+44 vs. plants), Intimidation +40 (+44 vs. plants), Nature +48, Stealth +41, Survival +44 Str +12, Dex +9, Con +11, Int +7, Wis +10, Cha +8 Green Tongue A green man can communicate with plants, with the effects of speak with plants, and can use Diplomacy to Make an Impression on plants and Request things from plants. Plantsense A green man can sense life force via plants. This allows them to observe a living or undead creature’s vital essence within 60 feet of the green man, but they can also use this precise sense to observe any living or undead creature within 60 feet of any plant matter within 120 feet of the green man. This allows the green man to see living things through solid plant matter, as well as seeing through other barriers if there are plants on the other side. AC 51; Fort +43, Ref +39, Will +42 HP 525; Weaknesses axe vulnerability, fire 20; Resistances bludgeoning 20, piercing 20 Axe Vulnerability A green man takes 20 additional damage from axes. Green Caress (aura, incapacitation, plant, primal, transmutation) 60 feet. Living creatures in the area other than plants slowly transform into non-creature plants. The green man can exclude creatures from this effect, but they must be aware of a creature’s presence and location to do so.
118
E-G A non-plant creature in the area must attempt a DC 45 Fortitude save immediately before the start of its turn. Critical Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 2. Success The creature is unaffected, or if it is slowed by green caress, it reduces its slowed value by 1. Failure The creature becomes slowed 1, or if it was already slowed by green caress, increases the slowed value by 1, as their body transforms more and more into a non-creature plant. If the creature ever becomes slowed to the point they have no actions left for their turn, they become an inanimate plant, a condition that can only be reversed by primal phenomenon or similarly powerful magic. Critical Failure As failure, except the creature becomes slowed 2 (or increases the condition value by 2). Root In Place [reaction] Trigger A creature within the green man’s reach uses a move action or leaves a square during a move action it’s using; Effect The green man lashes out to hold the foe in place. The green man makes a vine Strike against the triggering creature. If the attack hits, the green man disrupts the action. If the creature was Flying when its action was disrupted, it falls. Speed 40 feet, climb 40 feet Melee [one-action] vine +46 (deadly 3d12, versatile P), Damage 4d10+27 bludgeoning plus absorb magic and Improved Grab (page 305) Ranged [one-action] thorn +43 (fatal d12, range increment 120 feet, reload 0), Damage 4d8+27 piercing plus embed Primal Innate Spells DC 48; 10th heal (×3), regenerate (×3), tree stride (at will), true seeing, primal phenomenon (×3); 9th energy aegis; 8th air walk, freedom of movement; Cantrips (10th) detect magic, read aura Rituals DC 48; awaken animal, commune with nature, control weather, plant growth, primal call; green rituals (see below) Absorb Magic [one-action] The green man’s vines leach away magic and transform it into life essence for the green man. On a successful vine Strike, the green man attempts to counteract one spell active on the target (typically one vexing the green man, or determined randomly if they aren’t aware of specific effects), with a counteract level of 10 and a modifier of +38. If the effect is counteracted, the green man gains 30 temporary Hit Points that last for 10 minutes. Embed The green man’s thorns embed themselves into any creature they damage, taking root into the ground. A target damaged by a thorn has its Speeds halved, and it can’t Step, Fly, air walk, or otherwise leave the ground until the thorn is removed. Removing a thorn requires 3 Interact actions, which don’t have to be consecutive. If the creature performing the final action doesn’t succeed at a DC 45 Medicine check as part of that action, the target takes 10d6 damage upon the thorn’s removal. Focus Vines [two-actions] The green man focuses all their vines against a single vexing foe, making a single vine Strike. On a success, the target takes 5d10 additional damage and is affected by Absorb Magic three times. Even on a failure, the target takes the normal effects of a hit with a vine Strike, but on a critical failure, the vines miss completely. Green Grab A green man can use their Improved Grab action against a creature of any size. Green Rituals A green man can perform all their rituals without secondary casters, relying on their own primal ties to the vital essence in spirits of nature. A green man’s awaken animal and primal call rituals work on plants instead of their usual range of choices. Most green men also know the ritual to create various types of leshys and possibly even magic allowing the creation of arboreals or more powerful plant creatures. Vine Forest [two-actions] The green man lashes out with all six vines to attack many opponents. They make up to six vine Strikes, each against a different target; this counts as one attack for their multiple attack penalty, increasing only after all the attacks are made.
Introduction
WORSHIPPING GREEN MEN Individual green men are lesser deities, capable of granting spells to those who worship them. Green men typically only allow intelligent plants—such as leshys—to be their clerics. If another creature proves to be a friend of plants, after a thorough personal vetting, a green man wholeheartedly accepts this strange fleshy worshipper into the fold. While individual green men have different edicts and anathema befitting their personalities, and some neutral good or neutral evil green men might have further changes, the following is a baseline most worshippers of green men follow. Edicts discover or create new forms of plant life, foster the growth and well-being of flora, preserve areas of natural wilderness Anathema allow flagrant abuse of plant life to go unpunished, damage natural environments, harm plant life except in the pursuit of saving greater plant life Follower Alignments NG, N, NE Divine Font heal Divine Skill Nature Favored Weapon sickle Domains healing, might, nature, protection Cleric Spells 1st: summon plant or fungus, 2nd: entangle, 6th: tangling creepers
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Bestiary 3
Gremlin GRIMPLE ALLIES Vexgits (Bestiary 2 134) and grimples sometimes team up to cause ruin. Squatting in abandoned clock or bell towers, insectile vexgits use cranky grimples to lure victims into elaborate death traps. Left to their own devices, grimples bully mitflits (Bestiary 192) or train giant rats (Bestiary 276) and spider swarms (Bestiary 306) to do their bidding.
Gremlins arose long ago in the First World, living embodiments of nature’s ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.
GRIMPLE Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby. Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They are agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides.
GRIMPLE CE
TINY
CREATURE –1 FEY
GREMLIN
Perception +6; low-light vision Languages Undercommon Skills Crafting +5 (+7 traps), Deception +2, Nature +4, Stealth +5, Thievery +5 Str +1, Dex +3, Con +3, Int +1, Wis +2, Cha –2 Items satchel with 5 rocks AC 15; Fort +5, Ref +7, Will +4 HP 9; Weaknesses cold iron 2 Gremlin Lice Whenever a living creature touches or is touched by a grimple (including via a successful unarmed melee Strike), it must succeed at a DC 13 Reflex save or become infested by gremlin lice. While infested, the targeted creature is distracted by the itching sensation and is stupefied 1, though it can use an Interact action to scratch at the itching lice to suppress the stupefied condition from the lice for 1d4 rounds. The infestation ends after 24 hours or until the creature is submerged in water or exposed to a severe cold environment, whichever comes first. Speed 10 feet, climb 20 feet, fly 20 feet Melee [one-action] bite +7 (agile, finesse), Damage 1d4+1 piercing Ranged [one-action] rock +7 (agile, range increment 20 feet), Damage 1d4+1 bludgeoning Primal Innate Spells DC 16; 1st grease; Cantrips (1st) mage hand, prestidigitation Putrid Vomit [one-action] The grimple spews a 30-foot line of vomit. Each creature in the line must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). The grimple can’t use Putrid Vomit again for 1d4 rounds.
HANIVER Hanivers are the most benign type of gremlin—capricious fey who skim the waves on rubbery fin-wings. Though they don’t actively sabotage their environment, sailors bemoan these gremlins’ grasping fingers. Hanivers’ incessant curiosity compels them to examine any object that draws their attention. Such treasures might include an overturned fruit basket, a sack of coins, or a shark’s gleaming teeth (often still in the shark’s mouth, to the fey’s regret). Should hanivers like what they find, they steal it, making them a bane to fishers and dockworkers everywhere.
HANIVER CE
TINY
CREATURE –1 AMPHIBIOUS
Perception +5; darkvision
120
FEY
GREMLIN
E-G Languages Aquan, Common, Undercommon Skills Acrobatics +5, Deception +4, Nature +3, Stealth +5, Thievery +5 (+7 to Steal) Str +1, Dex +3, Con +2, Int –1, Wis +1, Cha +2 AC 15; Fort +4, Ref +7, Will +3 HP 9; Weaknesses cold iron 2 Speed 10 feet, fly 20 feet, swim 20 feet Melee [one-action] bite +7 (agile, finesse), Damage 1d4+1 piercing Primal Innate Spells DC 13; 1st fear, ventriloquism (at will); Cantrips (1st) prestidigitation Rearrange Possessions [one-action] or [two-actions] (manipulate) The haniver attempts to Steal a small object off a target’s person. If they succeed, they also rifle through and rearrange the contents of the target’s pockets, pouches, and other containers. The next time the target attempts to draw a weapon or retrieve a worn item, doing so requires two Interact actions instead of one. The haniver can Steal an object that’s closely guarded using this action without the –5 penalty, though not objects that would be extremely noticeable or time-consuming to remove. They can spend 2 actions instead of 1 to use this ability to Steal from a creature in combat or otherwise on guard.
Introduction
MARI HANIVER Sailors sometimes affix a “Mari Haniver” to their ship’s prow. Made from a ray’s dried carcass, this clever bit of taxidermy resembles a dead haniver enough to scare gremlins away. But should a haniver wise up to the ruse, it will stop at nothing to torment its would-be deceivers.
FUATH GUARDIANS
Despite their small size, fuaths are shipwreckers incarnate. In the dark of night, these gremlins sever ratlines, slash sails, smash sextants, and soil provisions. Once the ship founders, the fuaths return to indulge their craving for land-raised flesh. While fuaths prefer to take their prey asleep, they save a terrible doom for sailors who attack them, surrounding the mariners’ faces in magically congealed water to drown them where they stand. Constantly dripping with water, fuaths have seahorse-like faces, seaweed-green fur over yellow skin, and wicked lobster claws for hands. Lacking the Undercommon tongue, they have trouble relating to other gremlins aside from hanivers, but revere sea hags and evil aquatic fey.
Lone fuaths sometimes appoint themselves guardians of nature, protecting spawning grounds from overfishing or preventing careless cutting of peat bogs. Most, however, are unrepentant saboteurs.
CE
TINY
D E-G H-K L-N O-R
FUATH
FUATH
A-C
S-T U-Z Appendix
CREATURE 1 AQUATIC
FEY
GREMLIN
Perception +8; darkvision Languages Aquan Skills Acrobatics +7, Deception +4, Nature +6, Sailing Lore +6, Stealth +7, Thievery +7 Str +1, Dex +4, Con +2, Int +1, Wis +3, Cha –1 Items darts (6) AC 17; Fort +5, Ref +9, Will +6 HP 18; Weaknesses cold iron 2, fire 2 Vulnerable to Sunlight A fuath becomes drained 1 (or increases its drained condition by 1) after every consecutive hour they’re exposed to sunlight. Being submerged in more than a foot of water prevents the sunlight from harming the fuath. Speed 20 feet, swim 30 feet Melee [one-action] claw +9 (agile, finesse), Damage 1d6+1 slashing Ranged [one-action] dart +9 (agile, range increment 20 feet), Damage 1d4+1 piercing Primal Innate Spells DC 17; 1st create water, sleep; Cantrips (1st) prestidigitation Viscous Choke [two-actions] (conjuration, primal, water) Frequency once per day; Effect The fuath surrounds the head of one air-breathing creature within 30 feet in a magical film of viscous water for 1 minute. The target must succeed at a DC 17 Reflex save or begin to choke and must hold their breath to avoid drowning (Core Rulebook 478). The film can be temporarily wiped away with a total of 3 Interact actions by the choking creature or creatures adjacent to it, allowing a new Reflex save with a +2 circumstance bonus to end the effect. (These actions don’t need to be consecutive or made by the same creature.)
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Bestiary 3
Grioth HAUNTER IN THE DARK Nyarlathotep is often venerated by grioths in a bat-like incarnation with a three-lobed burning eye known as the Haunter in the Dark. His symbol is a circle with wing-shaped arms and he grants the following benefits. Edicts Create darkness, encourage authorities to bring the apocalypse Anathema none Follower Alignments NE, CE
DEVOTEE BENEFITS Divine Font harm Divine Skill Occultism Favored Weapon kukri Domains darkness, knowledge, nightmares, trickery Cleric Spells 1st: grim tendrils, 4th: nightmare, 5th: summon entity
Planets that drift out of orbit from their stars grow cold and lifeless as they float through the Dark Tapestry. Such dead worlds are coveted by the horrific creatures known as grioths, who endure the awful cold on these wandering worlds and convert them into planetary temples devoted to the dark gods of the Elder Mythos. From these bastions of frozen darkness, grioths seek out warm, living worlds to tear away from their respective suns through forbidden rituals, a process that often takes numerous generations. A single cultist typically leads a grioth scouting party, and the group seeks out a disused or forgotten location on the fringe of rural settlements as their initial invasion point. Over several generations, a grioth settlement grows powerful and conquers the surrounding cultures, and eventually, powerful grioths descend from the stars to begin the next stage of planetary conquest. Grioths speak a language composed of trills and clicks. While capable of speaking other languages, they do so in dry, raspy voices. As grioths have wings, wriggling tails, and four-eyed, bat-like visages, many cultures mistakenly associate them with the evil Outer Planes, but they very much belong to this reality.
GRIOTH SCOUT The first grioths encountered on a new world are scouts. Typically traveling the vastness of space via one-way portals from their home worlds, grioth scouts never expect to see their homes again, as grioth leadership ensures true devotion to the colonization effort by stranding them on new worlds.
GRIOTH SCOUT UNCOMMON
CE
CREATURE 1 MEDIUM
GRIOTH
HUMANOID
Perception +7; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet (page 306) Skills Acrobatics +7, Occultism +6, Stealth +7 Str +0, Dex +4, Con +2, Int +1, Wis +2, Cha +0 Items voidglass kukri Echolocation A grioth can use its hearing as a precise sense at the listed range. AC 17; Fort +5, Ref +9, Will +7 HP 16; Immunities cold; Weaknesses fire 3 Light Blindness (page 305) No Breath A grioth doesn’t breathe except to speak and is immune to effects that require breathing (such as an inhaled poison). Speed 25 feet, fly 30 feet Melee [one-action] kukri +7 (agile, finesse, trip); Damage 1d6 slashing Melee [one-action] jaws +7 (agile, finesse); Damage 1d4 piercing plus grioth venom Grioth Venom (emotion, fear, mental, poison) Saving Throw Fortitude DC 17; Maximum Duration 6 rounds; Stage 1 frightened 1 (1 round); Stage 2 frightened 2 (1 round); Stage 3 frightened 3 (1 round) Shock Mind [two-actions] (enchantment, mental, occult) The grioth scout makes a Strike with a voidglass weapon. If the Strike hits, it deals an additional 1d6 mental damage, and the target must succeed at a DC 17 Will save (this has the incapacitation trait) or become confused for 1 round. Occult Innate Spells DC 16, attack +8; 1st phantom pain; Cantrips (1st) daze, detect magic, mage hand, telekinetic projectile
122
E-G GRIOTH CULTIST Grioth cultists represent the lowest tier of their remorseless cult—worshippers of the Elder Mythos tasked with leading scouting missions into new worlds. Though ranked above scouts in the chain of command, they occupy a lowly place in the overall religious hierarchy. Though whispered rumors describe the legendary rituals needed to wrench worlds from their suns, these cultists don’t learn this potent magic. Such secrets are left to grioth high priests, who are always the last to arrive in a colonized world. Most grioths worship the Outer God Nyarlathotep in one of his many incarnations, although some worship other entities of the Elder Mythos such as Azathoth, Nhimbaloth, or Yog-Sothoth. In the highly rare cases where a grioth is cut off from their society and given the opportunity to explore other religions, they still lean into faiths associated with the stars or the night, such as Desna or Zon-Kuthon. However, these grioths are loathed by others of their own kind, who view them as dangerous heretics.
GRIOTH CULTIST RARE
CE
MEDIUM
CREATURE 3 GRIOTH
HUMANOID
Perception +10; greater darkvision, echolocation (precise) 20 feet Languages Aklo, Grioth; telepathy 30 feet (page 306) Skills Acrobatics +8, Occultism +9, Religion +10, Stealth +10 Str +0, Dex +3, Con +2, Int +2, Wis +3, Cha +0 Items voidglass kukri Echolocation As grioth scout. AC 18; Fort +7, Ref +10, Will +10 HP 40; Immunities cold; Weaknesses fire 5 Light Blindness (page 305) No Breath As grioth scout. Speed 25 feet, fly 30 feet Melee [one-action] kukri +10 (agile, finesse, trip); Damage 1d6+2 slashing Melee [one-action] jaws +10 (agile, finesse); Damage 1d8+2 piercing plus grioth venom Divine Prepared Spells DC 20, attack +12; 2nd dispel magic, heal, sound burst; 1st fear, harm, heal, ventriloquism; Cantrips (3rd) divine lance, forbidding ward, message, prestidigitation, stabilize. Occult Innate Spells DC 19, attack +11; 2nd phantom pain; Cantrips (2nd) daze, detect magic, mage hand, telekinetic projectile Grioth Venom (emotion, fear, mental, poison) As grioth scout, but DC 20. Shock Mind [two-actions] (enchantment, mental, occult) As grioth scout, but 2d6 mental damage and a DC 20 Will save. Invoke Haunter of the Dark [two-actions] (divine, enchantment, mental, visual) Frequency once per day; Effect The grioth cultist waves a hand in a complex pattern to invoke dark powers, dealing 3d8 mental damage. Each nongrioth creature within 20 feet must attempt a DC 20 Will save. Critical Success The creature is unaffected. Success The creature takes half damage Failure The creature takes full damage and becomes stupefied 1 for 1 round Critical Failure The creature takes double damage and becomes stupefied 1 for 1 minute.
Introduction
VOIDGLASS Voidglass is an otherworldly crystalline material that resembles pale blue glass but possesses the strength of iron. It becomes soft and workable when exposed to the right combination of cosmic radiation and lack of atmosphere.
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Bestiary 3
Guardian Beasts BLEEDING OMEN Legends say that stone lions can predict incoming storms or floods. If a stone lion’s eyes, nose, or ears bleed, preparations should be made. Lone survivors of these disasters claim those who disparage such omens as superstition often don’t live to see the next dawn.
Stone statues of beasts can often be found paired and standing guard to either side of an entryway. While some seem like merely lifeless statues, others are far more than they appear to be. Guardian beasts ward against evil and misfortune. Some of these celestial spirits were assigned this task, while others assumed their roles out of a sense of duty. To allow them to maintain a constant presence in the material world, pious artisans carve stone vessels of the beasts in their likeness; these statues then serve as anchors for the guardian beasts’ souls. Should the need arise, guardian beasts can merge with their stony form, becoming a dangerous foe with noble courage, an indomitable will, and few weaknesses. By day, guardian beasts stay in their vessels and pretend to be inanimate. Past nightfall, they might patrol the grounds in their stone form or leave the heavy vessel behind to go where a solid body can’t reach. Some take this chance to visit the dreams of individuals they favor and send them messages, notifying them of strange occurrences or warning them of incoming danger. Despite their good intentions, the dream messages from guardian beasts can be obscure, often overshadowed by the spirit’s personality or strange assumptions they make due to their nature as resolute guardians. While guardian beasts can work alone, they usually appear in bonded pairs who complement each other in nature. One could be a jokester, the other gloomy; another could be nurturing, the other strict. To make two otherwise identicallooking beasts distinct, sculptors often depict one stone animal with their young. In the case of stone lions, a common type of guardian beasts, this approach means carving stone lion cubs to accompany one of the guardians.
STONE LION CUB Stone lion cubs are curious, playful, and occasionally accidental mischief makers. Despite their still developing abilities, they eagerly hone their skills with makebelieve missions. Many hope that they’ll one day become responsible guardians like their parents. Smaller in stature and ferocity, stone lion cubs sometimes try to guard places of smaller importance, often including facsimiles of the same kinds of structures their parents attend. They’re less than dependable as guardians, as they have the attention span and rambunctious nature of children. Their parents often need to call them to heel, ordering them to stay at the parent’s side as parent and child both stay motionless for the rising day.
STONE LION CUB UNCOMMON
NG
MEDIUM
CREATURE 2 CELESTIAL
Perception +10; darkvision Languages Common, Celestial; telepathy 60 feet (page 306) Skills Acrobatics +7, Athletics +7, Meteorology Lore +7, Religion +8 Str +3, Dex +3, Con +0, Int +1, Wis +4, Cha +0 Anchored Soul The cub is mystically bonded to its bonded vessel and must remain within 1 mile of it. Some might be further restricted to the location it guards. AC 18; Fort +6, Ref +7, Will +10; +1 status to all saves vs. evil HP 28; Immunities disease, paralyzed, petrified, poison Bonded Vessel The condition of a stone cub’s vessel dictates the cub’s maximum Hit Point value. Undamaged, the vessel is an object with 28 Hit Points (BT 14). When the cub is in spirit form, damaging it doesn’t hurt the
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E-G vessel, but damaging the vessel deals an equal amount of damage to the cub. When the cub Inhabits its Vessel, they’re a single target, and damage reduces the Hit Points of both the cub and the vessel. If the vessel is broken, the cub can still fight normally while inhabiting it and suffers no ill effect, but if the vessel is ever destroyed, the cub is instantly slain and can’t reconstitute. Reconstitution (divine, necromancy) When the cub reaches 0 Hit Points, its spirit dissipates. If its bonded vessel is intact, the cub re-forms in this vessel after 2d4 days, fully healed. If the vessel is broken, it must first be Repaired, after which the cub reforms in 3d4 days. Speed fly 25 feet Divine Innate Spells DC 17; 1st detect alignment (at will, evil only) Inhabit Vessel [two-actions] (manipulate) The cub touches and melds with its bonded vessel, bringing the statue to life. It can cease Inhabiting its Vessel by spending a single action, which has the concentrate trait. While Inhabiting the Vessel, it loses its fly Speed and gains Immunities healing, nonlethal; Resistances physical 3 (except bludgeoning); Speed 20 feet; and the following Strike. • Melee [one-action] jaws +10 (agile), Damage 1d6+5 bludgeoning plus Grab (page 305) Spirit Body When not Inhabiting its Vessel, the cub is incorporeal and gains resistance 3 to all damage (except force damage and damage from Strikes with the ghost touch property rune; double resistance against non-magical).
Introduction
ANIMAL VARIETIES Guardian beasts can take many forms. For example, Tian-Min culture calls upon the service of stone guardian dogs to guard their temples. Shrines to Daikitsu, the Lady of Foxes, on the other hand, use stone guardian foxes.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
STONE LION Stone lions are a common sight outside of banks, temples, palaces, and even private residences. The fierce expressions affixed on their faces remind passersby to stay on their best behavior. Stone lions remain faithful guardians of a site, regardless of whether it falls into disrepair. Even if people abandon a place, the lion remains dutiful until its statue is too worn or broken to inhabit any longer.
STONE LION UNCOMMON
NG
CREATURE 4 LARGE
CELESTIAL
Perception +13; darkvision Languages Common, Celestial; telepathy 60 feet (page 306) Skills Athletics +12, Intimidation +8, Meteorology Lore +11, Religion +13 Str +4, Dex +3, Con +3, Int +1, Wis +5, Cha +0 Anchored Soul As stone lion cub. AC 21; Fort +11, Ref +9, Will +13; +1 status to all saves vs. evil HP 50; Immunities disease, paralyzed, petrified, poison Bonded Vessel As stone lion cub, but 50 Hit Points (BT 25). Reconstitution (divine, necromancy) As stone lion cub. Speed fly 40 feet Divine Innate Spells DC 21; 3rd dream message; 1st detect alignment (at will, evil only) Ferocious Roar [two-actions] (auditory, emotion, fear, mental, sonic) The lion makes a terrifying roar that deals 2d8 sonic damage (DC 23 basic Fortitude save) to each creature in a 20-foot cone. Creatures that fail this save become frightened 1. Inhabit Vessel [two-actions] (manipulate) As stone lion cub, but Resistances physical 5 (except bludgeoning), Speed 30 feet, and it gains the following Strikes. • Melee [one-action] jaws +14, Damage 2d6+7 bludgeoning plus Grab (page 305) • Ranged [one-action] stone ball +13 (range increment 30 feet), Damage 2d4+7 bludgeoning Spirit Body As stone lion cub, but resistance 5.
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Guecubu YOU AGAIN? A guecubu is one of the clearest manifestations of selfish evil found in the world. They believe they were raised to make their enemies pay for their demise, completely in denial to their own role in those events. Bereft of the henchmen and power they commanded while alive, the guecubu gleefully uses their new powers on those they hate. Many adventurers realize at some point that the guecubu pursuing them is a former foe they believed dispatched.
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Sometimes an individual performs acts of horror so unspeakable that the earth they walk on becomes imprinted by their evil. With such villains, even slaying them and scattering their bones can’t rid the world of their vile presence. Their souls rise again as guecubus, gruesome skeletons made of scorched bones, rotting flesh, and befouled earth. Guecubus roams the land seeking those they deem responsible for their death. A guecubu remembers what was done to them, and the memories of their supposed mistreatment fuel their quest for revenge. Guecubus are well-equipped to exact such vengeance. Along with monstrous power and the ability to move through earth, they retain all the cunning they had in life. These creatures are known to kill their enemies one by one, leaving no trace of their presence behind save pebbles and dust.
GUECUBU UNCOMMON
CREATURE 8 CE
MEDIUM
EARTH
UNDEAD
Perception +15; darkvision, tremorsense (imprecise) 60 feet Languages Common, Necril Skills Acrobatics +16, Athletics +18, Intimidation +15, Stealth +16 Str +6, Dex +4, Con +3, Int +4, Wis +3, Cha +3 AC 27; Fort +17, Ref +16, Will +15 HP 110, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, unconscious; Resistances electricity 10, physical 10 (except bludgeoning) Speed 25 feet, burrow 15 feet; earth glide Melee [one-action] jaws +20 (agile), Damage 2d8+8 piercing plus wrathful misfortune Primal Innate Spells DC 26; 4th shape stone (at will) Break Ground [two-actions] (arcane, earth, transmutation) The guecubu stomps, and the ground breaks and ripples in a 30-foot emanation, erupting in razor-sharp, crisscrossing spikes of rock that deal 3d8 piercing damage to creatures in the area (DC 26 basic Reflex save). The area becomes difficult terrain and hazardous terrain, with each square dealing 3 piercing damage to a creature that moves through it. A guecubu is immune to these effects. Ground under the effects of a consecrate ritual or a circle of protection spell tuned against evil or chaos can’t be affected by this ability. Earth Glide The guecubu can Burrow through any earthen matter, including rock. When it does so, the guecubu moves at its full burrow Speed, leaving no tunnels or signs of its passing. Shove into Stone (arcane, earth, transmutation) When the guecubu successfully Shoves a creature into a stone barrier, the target must succeed at a DC 26 Reflex save or become merged with the barrier, with the effects of meld into stone until the target Escapes (DC 26). Wrathful Misfortune (arcane, curse, enchantment) A creature damaged by a guecubu must succeed at a DC 26 Will save or become cursed with consummate bad luck. The creature becomes clumsy 2. Each time that creature rolls initiative, on their next roll they must roll twice and use the worse result; this is a misfortune effect.
H-K Hadrinnex
The bizarre hadrinnexes resemble defensive systems more than living creatures. They evolve at a rapid rate, but only to specific attacks against them, which suggests they were created through advanced technology or magic. The husk surrounding a hadrinnex—flecks of metal suspended in a malleable organic carapace—reshapes in response to harm. So too can a glowing gland within the creature’s thorax, which collects energy and restructures the creature’s biology to protect it from that energy. This organ is fragile and ruptures soon after a hadrinnex is killed. Hadrinnexes have only a rudimentary intellect and usually follow more intelligent aberrations. As bodyguards or peons, they perform simple tasks diligently. Though poor at problem-solving and improvisation, hadrinnexes’ dependability and adaptive physiology make them ideal for dangerous tasks in hazardous environments.
HADRINNEX UNCOMMON
NE
CREATURE 8 LARGE
ABERRATION
Perception +17; darkvision Languages Aklo; telepathy (touch; page 206) Skills Acrobatics +16, Athletics +18, Occultism +11 Str +6, Dex +4, Con +6, Int –3, Wis +3, Cha –3 AC 27; Fort +18, Ref +14, Will +17 HP 118; Resistances energy 15, physical 15 (see Rapid Evolution) Rapid Evolution [reaction] (morph, occult, transmutation) Trigger The hadrinnex takes damage of a physical or energy damage type (bludgeoning, piercing, or slashing for physical; acid, cold, electricity, fire, force, negative, or sonic for energy); Effect The hadrinnex reconfigures its husk (if triggered by physical damage) or its energy gland (if triggered by energy damage). Any reconfiguration applies to the triggering damage and lasts until the next time the hadrinnex uses Rapid Evolution. • Energy Gland Reconfiguring the energy gland changes both the hadrinnex’s energy damage resistance and the damage of its energy ray to that type. By default, the energy gland is configured to sonic. • Husk The hadrinnex’s physical damage resistance and the damage of its weapon arm Strikes change to the triggering type. Weapon arm Strikes gain an additional trait depending on the current damage type: bludgeoning adds shove, piercing adds deadly d8, and slashing adds sweep. By default the husk is configured to bludgeoning. Speed 40 feet Melee [one-action] weapon arm +20 (reach 10 feet), Damage 2d8+9 physical (see Rapid Evolution) Ranged [one-action] energy ray +18 (evocation, occult, range 120 feet), Damage 5d6 energy (see Rapid Evolution) Extend Limbs [two-actions] The hadrinnex makes two weapon arm Strikes, each targeting a different creature. The hadrinnex’s reach increases to 20 feet for these Strikes. Vent Energy [one-action] (evocation, occult) The hadrinnex purges the energy in its energy gland for an external discharge. It either blasts the energy to deal 7d6 energy damage to creatures in a 30-foot cone (DC 26 basic Reflex save), or directs the energy to its weapon arms, making its weapon arm Strikes deal an extra 2d6 energy damage for 1 minute. Either one expends the damage type stored in the hadrinnex’s energy gland, as described below. After the energy is vented, the energy gland goes dormant. The hadrinnex loses its energy resistance and can’t use energy ray until it uses Rapid Evolution to reconfigure its energy gland again. Directing energy to its weapon arms again removes any previous energy boost to its weapon arm.
Introduction
HIBERNATION PODS Hadrinnexes can be found hibernating in remote areas, their husks shaped into ovoid pods. These pods are usually centered in craters, suggesting the hadrinnex fell from above. Leaving hibernation takes 2 months as it extrudes its limbs and restarts biological processes. This can be accelerated with a daily influx of energy to its energy gland.
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Hag SUPPORTING CHARACTERS Hags don’t have to be the main threat of an adventure. Heroes must sometimes seek out knowledge or power from someone known to be dangerous or treacherous, a role that hags can fill quite well. When not terrorizing humanoids, hags explore forbidden magic from sources that decent folk would never consider.
Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.
HAG EYES To keep tabs on their servants, hags create simple items called hag eyes, made from actual eyeballs.
HAG EYE RARE
ITEM 3
DIVINATION
INVESTED
OCCULT
SCRYING
Price 50 gp Usage worn; Bulk — This item appears to be an ordinary semiprecious stone and is typically mounted on a brooch or ring, but the stone is, in fact, an eyeball. This illusion can be seen through with true seeing or similar magic, and anyone who interacts with the item feels its wet and sticky surface, allowing them to attempt to disbelieve the illusion (DC 19). Many hags claim a hag eye is more effective if plucked from a living, awake creature, but this is likely just a convenient excuse for sadism. The hag eye produces no direct benefit for the wearer, but allows the hag who created it, or any member of her coven, can peer through the eye using the Seek action. This has no range limit, provided the hag is on the same plane. Any damage dealt to the eye destroys it. If this happens while a hag is looking through it, the hag is blinded for 1 hour. Craft Requirements You must be a hag.
STORM HAG Storm hags are the personification of a storm’s rage. These crones hate those who huddle together with loved ones in warm, dry shelters while the wind howls and rain lashes the land and sea. Storm hags use their powers to wreak havoc on communities near the coastal caves or hovels where they often live. These hags send their voices on the wind to terrorize mortals before descending upon them with claws and fell magic. More than any others of their kind, they prey on the young, devouring children as much for the pain it causes their parents and caretakers as for the hags’ love of young flesh. A storm hag’s territory sometimes overlaps with that of sea hags and winter hags. While this may result in the formation of a coven that controls their combined territories, more often it leads to rivalries. Such feuds only increase the misery of innocent people caught between the rival hags’ feuding.
STORM HAG CE
MEDIUM
AIR
CREATURE 5 ELECTRICITY
HAG
HUMANOID
Perception +12; darkvision, stormsight Languages Aklo, Auran, Common, Jotun; voice of the storm Skills Acrobatics +11, Deception +11, Intimidation +13, Occultism +11, Stealth +9, Weather Lore +13, Str +4, Dex +2, Con +4, Int +2, Wis +3, Cha +4 Coven A storm hag adds hydraulic torrent, lightning storm, and mariner’s curse to her coven’s spells (page 304).
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H-K Stormsight Wind, precipitation, and clouds don’t impair a storm hag’s vision; she ignores the concealed condition from storms, mist, precipitation, and the like. Voice of the Storm A storm hag can send spoken messages or sounds on the wind to any spot that she has seen and the wind can reach within a 50-mile radius. She can send a quiet whisper or a loud scream, and decides whether it’s clearly audible or barely heard above the wind. The message is delivered regardless of whether anyone is present to hear it. The hag can use this ability to Demoralize creatures that hear her message with dire threats or unnerving whispers of doom. AC 21; Fort +15, Ref +9, Will +12 HP 95; Immunities electricity; Weaknesses cold iron 5 Speed 25 feet, fly 40 feet Melee [one-action] claw +15 (agile), Damage 1d6+7 slashing plus 1d6 electricity Melee [one-action] jaws +15, Damage 1d8+7 piercing plus 1d6 electricity Ranged [one-action] wind blast +13 (air, range 30 feet), Damage 1d10+5 bludgeoning Occult Innate Spells DC 22; 3rd gust of wind (at will), lightning bolt, obscuring mist, wall of wind Stormcalling A storm hag can perform a special control weather ritual, which requires no secondary casters, to change the weather within 5 miles of her location for 4d12 hours. The primary check is a DC 23 Occultism check, and she can’t get an outcome worse than a failure. The storm hag can create only hurricanes, thunderstorms, and tornadoes, but she can do so regardless of the current season. She can also quell natural weather events but never willingly does so. Wind Mastery A storm hag is unaffected by strong winds, natural or magical. Windy conditions are not difficult terrain for her.
Introduction
ONE-SIDED RIVALRIES The hateful creatures known as skelms (page 238) have much in common with hags, and evidence suggests that they might have some ancient or metaphysical connection to one another. Skelms maintain that they have been unfairly cursed or betrayed by hags and use it as an excuse to antagonize hags. More often than not, hags pay no more attention to skelms than they do any other creature.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
WINTER HAG On long, dark winter nights, folk at the edges of civilization have learned to be wary of old women who come knocking at their door. They look for her tracks in the snow and other telltale signs to make sure she isn’t a winter hag who plans to drag them off and feast on their bones. In truth, winter hags are more subtle monsters, entrapping humanoids in schemes that create mistrust and anger within a village before picking off the residents one or two at a time, heightening the fear and anger of those who remain. When her work is done, a winter hag revels in the silence of a frost-rimed village in which no hearth fires are left burning.
WINTER HAG CE
MEDIUM
COLD
CREATURE 7 HAG
HUMANOID
Perception +16; darkvision, see invisibility, snow vision Languages Aklo, Common, Jotun Skills Athletics +13, Deception +17, Diplomacy +15, Occultism +15, Survival +14 Str +4, Dex +2, Con +3, Int +4, Wis +3, Cha +6 Coven A winter hag adds cone of cold, solid fog, and wall of ice to her coven’s spells (page 304). Snow Vision Snow doesn’t impair a winter hag’s vision; she ignores concealment from snowfall. AC 24; Fort +14, Ref +13, Will +16 HP 145; Immunities cold; Weaknesses cold iron 5, fire 5 Speed 25 feet; ice climb 25 feet Melee [one-action] ice staff +17 (magical, two-hand d8), Damage 2d4+7 bludgeoning plus 1d6 cold Melee [one-action] claw +16 (agile), Damage 2d6+7 slashing plus 1d6 cold Occult Innate Spells DC 25, attack +17; 4th charm, fly
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Bestiary 3
BLOOD HAG SKIN A slain blood hag’s skin can be used as a component in dark rituals invoking demonic powers. A hero who knows this usually destroys the skin. Less scrupulous adventurers can sell this prize for a substantial sum (80–120 gp). They may later learn that they have helped the buyer unleash a terrible scourge upon the world—if the buyer doesn’t kill them first.
(at will), ice stormAPG; 3rd enthrall, paralyze; Cantrips (4th) chill touch, ray of frost; Constant (4th) pass without trace, see invisibility Craft Ice Staff (cold, downtime, evocation, occult) A winter hag can spend 1 day performing a specific ritual to create a +1 striking staff of black ice. Once per day, she can use the staff to cast cone of cold. The staff’s magic functions only in the hands of the hag who created it; for anyone else, it is a mundane staff. If the hag dies or if the staff remains in another creature’s possession for 24 hours, the staff melts into a puddle of foul-smelling water. Ice Climb A winter hag can Climb at the listed Speed, but only on ice. She ignores difficult terrain from ice and snow, and she doesn’t risk falling when crossing ice.
BLOOD HAG Blood hags, also known as soucouyants, infiltrate communities in the guise of young, innocent humanoids. This disguise is more than an illusion, for a blood hag wears the skin of a previous victim to hide her true appearance. During the day, her disguise is almost perfect, especially if the community knows nothing about the person the hag is pretending to be. But after sunset, the creature sheds her skin, hides it in a safe place, and stalks the night to drink the blood that sustains her. Able to travel quickly in the form of a ball of fire and to slip through keyholes or the slightest crack in a door or window, blood hags feed on sleeping victims then return home before morning to don their stolen skin.
BLOOD HAG CE
MEDIUM
HAG
CREATURE 8
HUMANOID
Perception +17; bloodsense (imprecise) 90 feet, darkvision Languages Abyssal, Aklo, Common, Infernal, Jotun Skills Acrobatics +15, Athletics +16, Deception +19, Diplomacy +17, Occultism +14, Stealth +17 Str +4, Dex +5, Con +2, Int +2, Wis +3, Cha +5 Bloodsense A blood hag can sense the presence of blood and creatures with blood. She can tell the difference between spilled blood and the blood within a living creature. Coven A blood hag adds death ward, fiery body, and nightmare to her coven’s spells (page 304). Borrowed Skin A blood hag wears a covering of skin stolen from a humanoid creature she has killed, hiding her true form and granting her the effects of a 4th-level misdirection, with herself as the primary target and the creature whose skin she is wearing as the secondary target. Spreading coarse salt inside the skin prevents the hag from putting it back on, forcing her to keep her fiery form until she kills another humanoid and spends 1 hour turning it into a new disguise. AC 26; Fort +14, Ref +17, Will +17 HP 170; Immunities bleed; Weaknesses cold iron 10; Resistances fire 10 Speed 25 feet Melee [one-action] claw +18 (agile), Damage 2d8+7 slashing plus Grab (page 305) Melee [one-action] jaws +18, Damage 2d12+7 piercing Ranged [one-action] firebolt +19 (agile, fire), Damage 2d10+8 fire Occult Innate Spells DC 26; 4th charm, sleep (×3) Assume Fiery Form [three-actions] (concentrate, fire, occult, polymorph, transmutation) The blood hag removes her borrowed skin and transforms into a brilliant ball of fire. She becomes amorphous, gains the fire trait and a fly Speed of 60 feet, becomes immune to fire, and emits light as a torch. She loses her melee Strikes and can’t Drain Blood, but she deals 3d10 fire damage (DC 26 basic Reflex save) to each creature that touches her, as well as to each creature that succeeds at a melee Strike against her with an unarmed attack or from an adjacent space. If her skin is intact, she can return to her normal form by spending a single action that has the manipulate trait while adjacent to the skin.
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H-K The hag can instead Assume Fiery Form as a single action, bursting through her skin in a blast of flames. Doing so destroys her borrowed skin and deals 9d6 fire damage (DC 26 basic Reflex save) in a 20-foot emanation. Drain Blood [one-action] (necromancy, occult); Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within the blood hag’s reach; Effect The hag sinks her fangs into the creature to drink its blood. This requires a successful Athletics check against the victim’s Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim becomes drained 1. The hag regains 15 Hit Points, gaining any excess HP as temporary Hit Points that last for 1 hour. Drinking blood from a creature that’s already drained doesn’t restore any Hit Points to the hag but increases the victim’s drained value by 1, killing the victim when it reaches drained 5. A victim’s drained condition decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained condition by 1 after 10 minutes.
MOON HAG Moon hags are powerful soothsayers who dwell in places where souls receive their final judgment. These vile creatures possess knowledge of—and perhaps some power over—the portals between the lands of the living and the dead, and innocent mortals sometimes seek them out for this reason. Moon hags use their knowledge to sow discord and place seeds of doubt in those who unwittingly seek their aid. Beings of great power can intimidate them into sharing the truth of what they know, but the cunning hags always try to hide some important piece of information or word things in such a way that anyone acting on their divinations still find their plans falling into ruin.
MOON HAG UNCOMMON
CE
Introduction
HAG HARBINGERS Moon hags serve the cosmic forces dedicated to the end of existence. On Golarion, they serve the god Groetus, the great, skull-faced moon hanging over Pharasma’s Boneyard. Moon hags in the Boneyard are empowered by him as they were bathed in the light of the full moon.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 10 MEDIUM
FIEND
HAG
HUMANOID
Perception +22; darkvision Languages Aklo, Common, Jotun Skills Boneyard Lore +21, Deception +19, Intimidation +17, Occultism +19, Religion +22 Str +7, Dex +5, Con +3, Int +5, Wis +6, Cha +3 Coven A moon hag adds plane shift, scrying, and spirit blast to her coven’s spells (page 304). AC 29; Fort +17, Ref +19, Will +22 HP 190; Immunities confused; Weakness cold iron 10 Ferocity [reaction] Moonlight’s Kiss A moon hag in an area illuminated by moonlight gains a +2 status bonus to AC and initiative rolls. In the light of a full moon, she is quickened, and can use the extra action only to Stride or Strike. Speed 25 feet Melee [one-action] claw +23 (agile, magical), Damage 2d12+10 slashing Occult Innate Spells DC 29; 5th confusion, fear (at will), read omens, talking corpse (×3), tongues Dreadful Prediction [one-action] (curse, enchantment, occult, mental) Frequency once per round; Effect The moon hag howls a series of dreadful, apocalyptic predictions at a single creature within 30 feet, shattering its perceptions of reality. The target must succeed at a DC 29 Will save or become stupefied 2 (stupefied 3 on a critical failure); regardless of the outcome, the creature is then temporarily immune for 24 hours. A creature that can see the moon takes a –2 circumstance penalty to saving throws against Dreadful Prediction. The stupefied condition from Dreadful Prediction persists until the curse is removed. Rend [one-action] claw (page 306)
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Harmona SWEET EATS Harmonas, like their mundane hummingbird counterparts, have rapid metabolisms and usually get most of their energy and wing power from flower nectar. Over time, they developed a taste for sweets such as cupcakes, cookies, pie, wine, elderflower cordial, and the like. They can be expensive companions to feed, but it is easiest to befriend a harmona by tempting their curiosity with a sweet it hasn’t had the pleasure of trying yet.
Catching a glimpse of a harmona is said to be lucky. Flying quickly, observing and scouting new areas, these brightly colored avian fey are all but hidden to the eye. A soft buzz accompanies them, discernible only to creatures with particularly keen hearing. Intelligent and curious, these tiny fey birds freely roam the First World, accompanying high-ranking fey creatures such as queens or their courts. In turn, companions who treat a harmona with respect for their knowledge and skill benefit from the harmona’s aid in times of need. When these curious creatures find a natural gate between the planes, they glide through to explore and expand their knowledge. Those who find their way onto the Material Plane often choose to remain there in search of diverse and unusual places. This frequently leads them to the same locations that draw in curious adventurers. A harmona might befriend a non-fey adventurer as a companion, but they resent those who would treat them as pets and fight to the death to avoid capture.
HARMONA UNCOMMON
CN
CREATURE 11 TINY
FEY
Perception +24; low-light vision Languages Sylvan Skills Acrobatics +23, Arcana +20, Diplomacy +22, Nature +24, Performance +22, Stealth +23 Str +0, Dex +6, Con +3, Int +5, Wis +7, Cha +5 AC 30; Fort +18, Ref +21, Will +24 HP 190; Immunities sonic; Weaknesses cold iron 10 Flit Back [reaction] Trigger A creature enters the harmona’s space or an adjacent square; Effect The harmona Flies 10 feet away from the triggering creature. Speed 10 feet, fly 60 feet Melee [one-action] beak +23 (finesse, magical), Damage 2d6+6 piercing plus 2d6 sonic Ranged [one-action] sonic pulse + 23 (magical, range 60 feet, sonic), Damage 2d12+6 sonic plus Push (page 306) Primal Innate Spells DC 30; Cantrips (4th) detect magic Concussive Blow [two-actions] (evocation, primal, sonic) The harmona makes a beak Strike, channeling disruptive sound waves into the blow. On a hit, the target must succeed at a DC 30 Fortitude save or become stunned 1 (stunned 2 on a critical failure). After this Strike, the harmona can Fly up to half their fly Speed. Subsonic Pulse [two-actions] (evocation, primal) The harmona beats their wings rapidly towards the ground, creating a nearly inaudible rumble and sending a wave of shaking earth to overwhelm their enemies. Each creature in a 15-foot emanation must succeed at a DC 30 basic Fortitude save or take 6d6 sonic damage. A creature that fails its save is knocked prone from the shaking ground. Ultrasonic Thrust [two-actions] (evocation, primal, sonic) The harmona beats their wings skyward, creating a spiraling vibration. Each creature in a 30-foot cone must attempt a DC 30 Reflex save as the high-frequency blast flings them up and away. Critical Success The creature is unaffected. Success The creature is pushed 5 feet away and knocked off balance, becoming flat-footed until the start of their next turn. Failure Sonic waves fling the creature 15 feet back from the harmona. The creature takes 6d6 bludgeoning damage from the fall and lands prone. Critical Failure As failure, but the creature is flung 30 feet and takes double damage.
132
H-K Hellwasp Swarm
Hellwasps’ infernal nature allows them to collectively inhabit and control humanoid corpses, and they use this ability to infest and horrify large swathes of territory unless destroyed. While individual hellwasp poses little threat, these fist-sized insects instinctively form into aggressive swarms that will viciously attack any creature approaching their colony, the lone exception being powerful fiends. Hellwasp swarms have a rudimentary intelligence focused on the protection and expansion of their colony. They can understand Infernal but are incapable of speech. They sometimes obey simple commands from a lawful fiend more powerful than their swarm, but there is no nuance or understanding to this obedience, and if left alone for more than a day they stop obeying and return to their colony.
HELLWASP SWARM LE
LARGE
FIEND
CREATURE 8
SWARM
Perception +16; darkvision Languages Infernal (can’t speak any language) Skills Acrobatics +18, Stealth +18 Str +0, Dex +4, Con +6, Int –3, Wis +2, Cha –2 AC 24; Fort +18, Ref +16, Will +14 HP 95; Immunities precision, swarm mind (page 306); Weaknesses area damage 10, splash damage 10; Resistances bludgeoning 5, fire 10, piercing 10, slashing 5 Speed 20 feet; fly 40 feet Abandon Corpse [one-action] Requirements The hellwasp swarm is controlling a corpse with Infest Corpse; Effect The hellwasp swarm leaves its host corpse, which dies instantly and becomes a normal corpse in all respects. The hellwasp swarm expands out from that space to its normal size. Hellwasp Stings [one-action] Each enemy in the swarm’s space takes 4d8 piercing damage (DC 26 basic Reflex save). Any creature that fails its saving throw is exposed to hellwasp venom. Hellwasp Venom (poison); Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and clumsy 2 (1 round); Stage 2 2d8 poison damage and clumsy 2 (1 round) Infest Corpse [two-actions] (manipulate) The hellwasp swarm animates the corpse of a Small, Medium, or Large humanoid that protected by gentle repose or similar magic, crawling into its mouth and other orifices. Its size changes to that of the corpse and it loses its piercing and slashing resistances, fly Speed, and Hellwasp Stings. It gains a fist melee Strike with a +18 attack modifier that deals 2d8 bludgeoning damage plus 2d8 piercing damage and hellwasp venom. The hellwasp swarm gains 40 temporary Hit Points when it Infests a Corpse; when these temporary HP are depleted, the corpse falls apart and the swarm Abandons the Corpse automatically. Torturous Buzz [two-actions] (auditory, emotion, enchantment, incapacitation, occult) The swarm emits a distracting, cacophonous buzzing. Each creature within 20 feet must attempt a DC 26 Will save. Critical Success The creature is unaffected and temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused for 1 round. Critical Failure The creature is confused for 1d4 rounds.
Introduction
HELLWASP COLONIES Hellwasps typically dwell in large colonies that can house multiple swarms. The swarms station multiple suitable corpses near the colony, and at least one swarm from the colony is always patrolling the nearby area in an inhabited corpse. This means that hellwasp colonies typically have a pervasive and noticeable stench of dead flesh around them. This also makes the treasure found near colonies highly random, consisting only of whatever possessions the inhabited corpse carried.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
133
Bestiary 3
Herexen HEREXEN LAIRS Most herexens settle down in a particular town or region to corrupt the local populace. Powerful herexens may boldly lair in a defiled temple, creating a vile parody of the building’s former glory. However, most herexens hide in decrepit places such as ruins, forgotten basements, or tombs.
When a cleric rebels against their deity and dies in the grip of blasphemous rage, the heresies they committed in life may fuel their transformation into an undead herexen. Herexens seek vengeance against the deity they once worshipped, defiling temples, slaying the faithful, and rallying lesser undead and death cultists to aid them in their unholy quests. Though a herexen’s divine gifts have mostly been corrupted into the vileness of undeath, they stubbornly cling to remnants of their former power, still wielding magic and armaments favored by the deity they so greatly despise. Groups of herexens that blasphemed against the same deity sometimes combine to form a mockery of a congregation, conducting blasphemous rites with something approaching euphoria. These congregations are more often formed from a blasphemous cult who practiced their heresy together in life and died together, though some gather independent herexens of the same former faith.
BUILDING HEREXENS The herexen presented in the stat block below was originally a cleric of Pharasma, but there are as many kinds of herexens as there are deities. To create a herexen of a different deity, do the following. • Swap out the herexen’s weapon for the deity’s favored weapon. If the weapon is simple, increase the damage die by one step; if it’s two-handed, decrease the herexen’s attack bonus with that weapon by 2. • Swap out the herexen’s domain spell for a 1st-level focus spell from a domain associated with that deity. • Swap the defiled religious symbol for the correct deity. For example, an exSarenite herexen carries a scimitar and a defiled religious symbol of Sarenrae, and can cast fire ray (attack +12) as a focus spell.
Greater Herexens More powerful clerics, or herexens that have existed over long spans of time, might become a more powerful variant known as a greater herexen. An 8th-level creature, it casts harm as a 4th-level spell, it gains a second Focus Point and a 4th-level domain spell in addition to its 1st-level domain spell, and the bonus damage from heretic’s smite increases to 2d6.
HEREXEN UNCOMMON
CREATURE 2 NE
MEDIUM
UNDEAD
Perception +8; darkvision Languages Common, Necril Skills Athletics +6, Deception +7, Religion +10, Stealth +6 Str +2, Dex +2, Con +1, Int +0, Wis +4, Cha +3 Items dagger, defiled religious symbol of Pharasma AC 17; Fort +5, Ref +8, Will +10 HP 30, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, unconscious Final Blasphemy (divine, necromancy, negative) When the herexen is destroyed, it explodes in a wave of negative energy with the effects of a 3-action harm spell (DC 20). The herexen is destroyed, so it doesn’t gain any Hit Points from this use of harm, and it doesn’t need to have any harm spells remaining to use this ability. Speed 25 feet Melee [one-action] dagger +10 (agile, versatile S), Damage 1d6+4 piercing plus heretic’s smite Divine Prepared Spells DC 18; 1st harm (×4) Cleric Domain Spells 1 Focus Point, DC 20; 1st death’s call (Core Rulebook 391) Heretic’s Smite (divine, necromancy) While wielding the favored weapon of its former deity (such as a dagger for an ex-Pharasmin herexen), the herexen’s Strikes deal an additional 1d6 evil damage against creatures that can cast divine spells.
134
H-K House Drake
Beautifully colored in purples and electric blues, these tiny dragons are genuinely brilliant in more ways than one. They are playful and kind, and while they have a long tradition of assisting spellcasters, they prefer to be treated as equals and partners rather than pets. They’re quite intelligent and don’t appreciate condescension from those who treat them as simple animals. Tiny dragons have appeared in tales told among traditional Varisian communities for centuries, but only relatively recently have they become known by the name “house drake.” This new name arose in the city of Korvosa, where house drakes have adapted particularly well to urban life. When students of the magic school called the Acadamae failed in their studies and allowed their imp familiars to run wild, these tiny dragons found that they were particularly well suited to combating them. Most notably, their teeth become striated with silver due to their peculiar grooming habits, allowing their bites to puncture the imps’ magically resistant skin. The two species are well-matched in intellect. Though their clashes typically begin with trying to outwit one another, they often end in messy brawls across rooftops and into alleys. The residents of Korvosa appreciated both the protection and the dragons’ charming appearance and demeanor. House drakes are now more common in Korvosa than anywhere else in the world. House drakes are carnivorous, eating vermin and small birds. Though they’re capable of hunting for food, many of them find it a bit dull and prefer to spend their time at other pursuits. They happily accept donations of food. To truly get on a house drake’s good side, though, one should offer a gift of silver. Donations to drakes have become regular practice in Korvosa, to the point where “Paid any drakes lately?” has become a common phrase to suggest someone is a bit gullible and soft-hearted. These donations are just that—charity. House drakes avoid taking on anything resembling a “job,” taking pride in their self-sufficiency and ability to choose for themselves how to spend their time.
HOUSE DRAKE CG
TINY
Introduction
ANCIENT TAILS Some of the oldest tales told among Varisian travelers speak of tiny dragons sent by Desna to comfort and aid her followers during a long-forgotten tyranny. With the recent rediscovery of the ancient Thassilonian empire, some suggest that these tales—and thus house drakes themselves—may have first appeared back in that distant age.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 1
DRAGON
Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Draconic, Infernal Skills Acrobatics +7, Society +4, Stealth +7, Survival +6 Str +1, Dex +4, Con +2, Int +1, Wis +3, Cha +2 AC 17; Fort +6, Ref +8, Will +11 HP 16; Immunities paralyzed, sleep Ferocious Will [reaction] (abjuration, arcane, mental) Trigger The house drake succeeds at a saving throw against a magical mental effect; Effect The house drake sends a blast of magical feedback at the effect’s source, dealing 2d6 mental damage (DC 16 basic Will save) to that creature. On a failed save, the creature is also slowed 1 for 1 round. Speed 15 feet, fly 40 feet Melee [one-action] jaws +9 (agile, finesse), Damage 1d8+1 piercing plus silver strike Arcane Innate Spells DC 17; 2nd obscuring mist, see invisibility; 1st alarm, soothe Breath Weapon [two-actions] (arcane, conjuration, mental) The house drake breathes a 10-foot cone of silver mist. Each creature within the mist must succeed at a DC 16 Will save or become stupefied 2 for 1 round. The house drake can’t use Breath Weapon again for 1d4 rounds. Silver Strike House drakes sharpen their jaws on silver ornamentation until they incorporate bits of silver in their teeth. Their jaws Strike counts as silver.
135
Bestiary 3
House Spirits BOUND PLACES Every house spirit chooses some specific place to be their responsibility and their place of power. House spirits can and do leave, temporarily or permanently, but it’s never a trivial decision. Typically, a given location has only one spirit, which gains power if their home is particularly grand. A great palace’s domovoi is fearsome indeed.
House spirits are shy, often helpful, sometimes wrathful fey that dwell alongside peasants and farmers. They reside in the house, in the yard, in the granary, in the bathhouse—wherever people build and live. Due to this proximity, house spirits often take on the mannerisms or appearance of nearby mortals. Their reclusive nature and tendency to go unseen earned them the moniker of “spirits,” though in truth they are fully embodied fey. House spirits take an almost parental interest in “their” mortals. Given proper respect, these fey work tirelessly for their charges—they chop wood, care for livestock, mend clothes, sweep the floor, and tend to the stove. If offended, though, the house spirit becomes a menace, frightening animals or children and ruining belongings.
DOMOVOI The elderly domovoi are patrons of the home and the dearest of all house spirits to the people they live with. Families with a domovoi leave a bowl of milk in the corner of the home in thanks, and peasants often take great pains to coax a domovoi to follow them to a new house. An enraged domovoi rallies the home itself in their defense. Anything in the house could betray its residents. Crockery falls onto the heads of attackers, doors slam in their faces, carpets tangle their feet, and woe betide the attacker if someone has hung a sword on the wall.
DOMOVOI CG
TINY
CREATURE 2
FEY
Perception +11; tremorsense (imprecise) within their entire bound home Languages Common, Sylvan Skills Crafting +9, Household Lore +11, Stealth +7 (+9 within their bound home) Str +1, Dex +3, Con +1, Int +3, Wis +5, Cha +1 Master of the Home A home with a friendly domovoi is blessed, as the domovoi cooks, cleans, fetches water, and does a hundred other small tasks. A home so blessed never suffers from random accidents such as fires, and any checks to Craft, Earn Income, Repair, or Subsist in the home receive a +2 circumstance bonus. If the domovoi is unfriendly, such checks take a –2 circumstance penalty instead, as the domovoi hides things, makes noise when people try to sleep, tangles weaving, and otherwise makes life a misery. A domovoi must spend a week in a place before these benefits occur. AC 17; Fort +5, Ref +9, Will +11 HP 35; Weaknesses cold iron 4 Shy A domovoi is naturally invisible while within sight of their bound home. The domovoi can become visible, or even selectively visible—allowing some people to see them Speed 20 feet Melee [one-action] broom +7, Damage 1d4+3 bludgeoning Ranged [one-action] enraged home +9 (evocation, primal, range increment 30 feet), Damage 1d8+4 bludgeoning, piercing, or slashing (depending on object) Primal Innate Spells DC 18; 1st mending (at will); Cantrips (1st) mage hand, prestidigitation, telekinetic projectile Home Guardian By commanding their home to attack, the domovoi can Grapple, Shove, Trip, and Disarm with their enraged home Strike. The domovoi uses their Household Lore instead of Athletics skill for these checks.
136
H-K DVOROVOI Traditionally, the dvorovoi is seen as the domovoi’s younger sibling and has charge of a peasant’s yard and all the animals and tools within. Animals favored by the dvorovoi become healthy, strong, and obedient, while less-loved livestock are exhausted and miserable. Peasants with a resident dvorovoi make sure to formally introduce new livestock to the house spirit and placate the spirit by leaving meals in the shed. Dvorovoi loathe white-furred animals and chase away any all-white cows or horses, though they have no similar grudge against chickens.
DVOROVOI CN
SMALL
CREATURE 3 FEY
Perception +12; tremorsense (imprecise) within their entire bound yard Languages Common, Sylvan Skills Crafting +8, Household Lore +11, Nature +9, Stealth +9 Str +3, Dex +2, Con +1, Int –1, Wis +0, Cha +1 Master of the Yard As domovoi, except the dvorovoi helps or causes trouble in the yard, milking or scaring cows, protecting or scattering tools, and so forth. Items pitchfork AC 18; Fort +10, Ref +9, Will +7 HP 44; Weaknesses cold iron 5 Shy As domovoi. Speed 30 feet Melee [one-action] pitchfork +12, Damage 1d8+6 piercing Primal Innate Spells DC 18; 2nd entangle, speak with animals (at will); 1st charm (animals only), command (animals only), mending; Cantrips (2nd) prestidigitation, mage hand
Introduction
OVINNIK’S FORETELLING Ovinniks, on certain days, might deign to tell the future. Peasants approach the window of the fey’s domain and present their bare palms. If the ovinnik touches them with a furred paw, then their family lives will be good. A smooth hand, however, signals brewing strife.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
OVINNIK The ovinnik is the most ferocious of house spirits, and the only one that will kill if sufficiently angered. They live in granaries, storage rooms, and sheds where food—particularly grain—is kept. Ovinniks resemble bipedal cats but bark like a dog to scare away thieves, and they often demand gifts of milk, pancakes, and dead roosters.
OVINNIK CN
TINY
CREATURE 4 FEY
Perception +14; tremorsense (imprecise) within their entire bound granary or storeroom Languages Common, Sylvan Skills Household Lore +12, Intimidation +11, Stealth +13 Str +0, Dex +5, Con +0, Int +2, Wis +5, Cha +3 Master of the Granary As domovoi, except the ovinnik preserves food from vermin and mold or causes devastating fires and infestations. AC 20; Fort +8, Ref +13, Will +11 HP 59; Weaknesses cold iron 5; Resistances fire 5 Shy As domovoi. Speed 30 feet, climb 20 feet Melee [one-action] claw +13 (agile, finesse, magical), Damage 2d6+2 slashing Primal Innate Spells DC 21; 4th read omens; 2nd augury, burning hands, flaming sphere, purify food and drink (at will); Cantrips (2nd) daze, produce flame Raise Grain Cloud [two-actions] While in their bound storeroom or granary, the ovinnik slams a paw against the ground, stirring up a cloud of grain dust in an 20-foot emanation. Within this cloud, they gain a +4 status bonus to any fire damage they deal. The ovinnik doubles their fire resistance against this increased damage. The grain cloud dissipates after the first such effect or after 1 minute if no such effects occur.
137
Bestiary 3
Huldra GUARDIANS OF THE NORTH Huldras live in the northern reaches of Avistan and Casmaron. Tales of these fey are told from the Lands of the Linnorm Kings to Iobaria and beyond, but are perhaps most common in Irrisen, where First World influence has seeped through the land. Even here, however, most huldras are reclusive and reticent, making their presence known only when outsiders encroach upon the forests they protect.
At first glance, a huldra seems a simple creature—a human in plain robes or peasant dress, sporting long, unbound hair. These tresses and full skirts in fact disguise the huldra’s supernatural features: a hollow wooden back, a long bovine tail, and incredible strength. Folk legends from the lands of the north describe huldras as the creations of troll witches, intended to lure potential meals to the slaughter. Indeed, a huldra’s regeneration is so similar to a troll’s that a link between the two creatures seems entirely possible, but huldras despise trolls and resent tales suggesting any connection between them. Rather, huldras are wardens of the woodlands they occupy. Grown from saplings by powerful forest-dwelling fey as a response to humanoid encroachment, huldras protect and parley for the forest itself. Woodland creatures adore huldras, and sometimes approach humans or elves thinking they’re huldras. This illusion is shattered if the animal sees the humanoid’s back is made of flesh or that they’re lacking a tail, at which point the animal recoils and runs away. Huldras respond well to travelers who show respect and deference for the forest, bestowing those they favor with supernatural luck and fortune. Those who scorn or attack a huldra, or those who mock their distinctive, bovine tails, find themselves plagued by poor decisions and even worse luck. Huldras commonly carry a bad reputation as sirens of the deep forest—cunning monsters who seek to lure woodcutters and unwary adventurers to uncertain ends. These stories largely come from miscreants foolish enough to have treated a huldra rudely and later complain about how they were unjustly persecuted. Even woodcutters and hunters can stay in the good graces of huldras provided they plant new trees to replace what they’ve taken and don’t kill any creatures they don’t eat. Though huldras choose to appear unassuming, the attention they put into disguising the supernatural parts of their bodies is sometimes lacking when it comes to their strength. They often perform feats of strength, like bending horseshoes straight or lifting heavy objects, without realizing they’re breaking their carefully crafted facade.
HULDRA UNCOMMON
CREATURE 4 CN
MEDIUM
FEY
Perception +13; darkvision, scent (imprecise) 60 feet Languages Common, Sylvan Skills Athletics +11, Deception +13 (+17 to Impersonate a human version of themselves), Diplomacy +13, Intimidation +11, Nature +10 Str +5, Dex +4, Con +1, Int +1, Wis +3, Cha +5 AC 21; Fort +9, Ref +14, Will +11 HP 70, regeneration 5 (deactivated by acid or fire); Weaknesses cold iron 5, fire 5 Speed 30 feet Melee [one-action] fist +14, Damage 2d6+7 bludgeoning Melee [one-action] tail +14 (agile, backswing), Damage 2d4+7 bludgeoning plus Befuddling Lash Befuddling Lash (curse, enchantment, mental) When the huldra damages a creature with their tail, a wave of befuddlement clouds the target’s thoughts. The creature must succeed at a DC 19 Will save or become stupefied 1 (stupefied 2 on a critical failure) for 1 minute. Manipulate Luck [one-action] (curse, primal) Frequency once per day; Effect The huldra touches another creature to manipulate the creature’s luck. The creature must attempt a DC 21 Will save. On a failure, the huldra chooses good luck or bad luck. If the huldra chooses good luck, the affected creature can roll twice on one d20 roll within the next minute and use the higher result; this is a fortune effect. If the huldra chooses bad luck, the creature must roll twice and use the lower result on its next d20 roll; this is a misfortune effect.
138
H-K Hyakume
Hundreds of bloodshot eyes peek out from under the fleshy layers of a hyakume’s skin. These hulking aberrations covet knowledge and go to great lengths to keep what they know to themselves; they’ll destroy scriptoriums they’ve raided and burn books they’ve read to ensure no other soul learns their contents. While hyakume occasionally trade valuable information to garner greater knowledge, they are liable to trick their targets into revealing more than they should. Most frightening of all is the hyakume’s ability to steal memories and erase any knowledge of their existence from the minds of their victims.
HYAKUME UNCOMMON
CREATURE 15 NE
LARGE
ABERRATION
Perception +29; darkvision Languages Aklo, Common; telepathy 100 feet (page 306) Skills Arcana +30, Bardic Lore +28, Crafting +30, Deception +27, Medicine +25, Nature +25, Occultism +30, Religion +27, Society +28, Thievery +25 Str +4, Dex +6, Con +4, Int +9, Wis +6, Cha +4 Light Blindness (page 305) Lore Master A hyakume can use their Bardic Lore skill to Recall Knowledge on any topic, and they know any languages common to an area they have spent a day or more in. AC 36, all-around vision; Fort +23, Ref +25, Will +29; +2 status to all saves vs. magic HP 275; Immunities confusion; Resistances mental 10 Speed 25 feet Melee [one-action] fist +27 (agile, finesse, magical, reach 10 feet), Damage 3d10+10 bludgeoning plus scatterbrain palm Occult Innate Spells DC 40, attack +32; 8th charm (×2), disappearance, mind blank; 7th dispel magic (×2), mindlink (at will); 4th air walk (at will), hypercognition (at will), zone of truth (at will); Cantrips (8th) daze, detect magic, read aura Eye Probe [three-actions] (divination, occult) Frequency once per day; Effect Up to six of the hyakume’s eyes detach from the hyakume’s body. Each eye has AC 26, HP 1, and a fly speed of 40 feet. The hyakume can see through all of their eye probes. They can move the probes all in separate directions using a single action. A hyakume can have no more than six eye probes active at a time; using this ability to create more causes the eye or eyes farthest away to shrivel and die. The hyakume can deliver touch spells through their eye probes and can make melee spell attacks through them. In addition, the hyakume can Steal Memories through an eye probe using a single action by touching the target with the eye. Scatterbrain Palm (divination, enchantment, incapacitation, mental, occult) A creature hit by the hyakume’s fist Strike must attempt a DC 36 Will save. The creature is then temporarily immune until start of its next turn. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3 and the hyakume can use Steal Memories on the target as part of this action. Steal Memories [three-actions] (emotion, mental, necromancy, occult) The hyakume reaches out with their mind and attempts to steal memories from a creature within 30 feet. The target must succeed at a DC 40 Will saving throw or become stupefied 2 and have some of its memories stolen. The hyakume learns some of the target’s memories (chosen by the GM), which are then lost to the target.
Introduction
MEMORY THIEVES Hyakume jealously hoard knowledge in the form of memories, their own or stolen. They stalk temples and libraries, memorizing hundreds of texts before obliterating them all. Hyakume have earned a mistaken reputation as nocturnal guardians of shrines and other archives of wisdom. Though they may occasionally thwart thieves and tomb raiders, they do so only to keep the repository’s knowledge for themselves.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
139
Bestiary 3
Incutilis WHALERS’ TALES The crews of whaling ships are among those most likely to encounter an incutilis. Whale brains aren’t an incutilis’s preferred food, but it can bore its tendrils into one for a long time. When such an unfortunate whale is brought alongside the whaling ship, the incutilis has an opportunity to climb aboard unseen and prey upon any member of the crew unlucky enough for them to catch sleeping.
Incutilises are intelligent, nautilus-like sea creatures that attack their victims’ brains to take over their bodies, creating puppets to use for labor, combat, or their own malevolent amusement. An adult incutilis is slightly smaller than an adult human head. Its shell bears a pattern of crimson streaks that resemble the ridges and furrows of a brain. Incutilises hatch within the depths of the sea, where they start off consuming bottom-dwelling crustaceans and sometimes even whales or sharks, but as they grow into adults, incutilises instinctively crave the complex tissues of other creatures’ brains—the more complex, the better. An incutilis makes excursions onto land specifically to use their iconic puppetmaster ability. They use their tentacles to crawl up onto shore or climb aboard a ship. An incutilis then drives their tendrils directly into the brain of a helpless living (or very recently dead) land creature, taking control of it through this neurological connection. They prefer to target humanoids and animals. This host—now called a puppet—rarely survives the experience. After the incutilis has taken full control, they can usually ride their puppet for as long as they wish. Often, they use the puppet to seek out other potential prey, battling other creatures until the wear and tear from repeated conflict renders the body useless.
INCUTILIS UNCOMMON
CREATURE 2 LE
TINY
ABERRATION
AMPHIBIOUS
Perception +7; darkvision Languages Aklo, Aquan; telepathy 30 feet (page 306) Skills Athletics +8, Deception +5, Stealth +9 Str +4, Dex +3, Con +1, Int +1, Wis +3, Cha –1 AC 17; Fort +7, Ref +7, Will +9 HP 21 Speed 5 feet, climb 5 feet, swim 40 feet Melee [one-action] tentacle +8, Damage 1d4+4 bludgeoning plus Grab (page 305) Abandon Puppet [one-action] (manipulate) Requirements The incutilis is attached to a puppet; Effect The incutilis abandons its puppet, detaching and separating from its nervous system. If the puppet was still alive, it’s unconscious and temporarily immune to that incutilis’s Puppetmaster ability for 24 hours. Puppetmaster [three-actions] (manipulate) An incutilis drives tendrils into a Small or Medium living creature that’s unconscious or restrained by the incutilis. It attaches and injects the unfortunate host with enzymes to take over control of the creature’s nervous system, turning the host into a puppet controlled by the incutilis. The puppet becomes dying 2 and is controlled by the incutilis. If the puppet dies, its body remains under the control of the incutilis until it’s destroyed or the incutilis Abandons the Puppet. If the puppet recovers from the dying condition, the incutilis immediately Abandons the Puppet. While controlling a puppet, the incutilis is attached to the puppet’s head (or elsewhere, if its brain is in an unconventional location) and moves along with it. The puppet uses its own AC, Hit Points, Fortitude and Reflex saves, and physical Strikes, but it uses the incutilis’s Will save. The puppet can perform only basic actions and untrained uses of the Athletics and Stealth skills while controlled. Any attack that deals damage to the puppet also deals 1 mental damage to the incutilis. Area effects are applied to both the incutilis and puppet. The incutilis always has lesser cover while in control of a puppet.
140
H-K Jorogumo
Appearing as beautiful, well-dressed humans, jorogumo lurk in the high mountains and prey on travelers. These evil creatures can fully change into a giant spider or sprout spider legs from their backs, and they often keep giant spiders as pets. Jorogumo usually eat their prey, but some humanoids meet an even more gruesome fate as living incubators for jorogumo eggs. Though most jorogumos are solitary creatures, some have taken up worship of Norgorber and serve as valuable allies to thieves’ guilds following that god’s guise as the Gray Master.
JOROGUMO UNCOMMON
NE
CREATURE 13 MEDIUM
HUMANOID
Perception +26; darkvision Languages Aklo, Common, Sylvan; tongues Skills Acrobatics +25, Athletics +23, Crafting +22, Deception +28, Diplomacy +26, Performance +24, Stealth +23, Survival +24 Str +6, Dex +4, Con +5, Int +3, Wis +5, Cha +7 AC 33; Fort +22, Ref +23, Will +26 HP 270; Weaknesses cold iron 10; Resistances poison 15 Darting Legs [reaction] Requirements The jorogumo has their spider legs extended or has Changed Shape; Trigger The jorogumo is targeted with an attack; Effect The jorogumo raises a leg, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 30 feet, swim 30 feet Melee [one-action] jaws +27, Damage 3d12+14 piercing plus jorogumo venom Melee [one-action] claw +27 (agile), Damage 3d8+14 slashing Ranged [one-action] web +23 (range increment 60 feet), Effect Web Trap Occult Innate Spells DC 34; 7th summon animal (spiders only); 4th outcast’s curse (×3), suggestion (×3); 3rd mind reading (at will); 1st charm (at will); Constant (5th) tongues; (2nd) speak with animals (spiders only) Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The jorogumo takes on the appearance of any Small or Medium spider. This doesn’t change their Speed or Strikes. Jorogumo Venom (incapacitation, poison) Saving Throw DC 32 Fortitude; Maximum Duration 4 hours; Stage 1 3d6 poison damage and stupefied 1 (1 round); Stage 2 3d6 poison damage and stupefied 2 (1 round); Stage 3 4d6 poison damage and stupefied 2 (1 round); Stage 4 paralyzed for 1d4 hours Spider Legs [one-action] (concentrate, occult, polymorph, transmutation) Requirement The jorogumo is in humanoid form; Effect Eight large spider legs sprout from the jorogumo’s back, granting them a 40-foot climb Speed and allowing them to use the Darting Legs reaction. Web Trap A creature hit by the jorogumo’s web attack is immobilized and stuck to the nearest surface, preventing the creature from moving. The DC to Escape or Force Open the web trap is 32.
Introduction
JOROGUMO ANIMOSITY When facing a tengu, jorogumos usually fly into a rage and attempt to murder them as quickly as possible. Some jorogumo insist, without any factual support, that tengu can see through their trickery with a mere glance and are immune to their venom.
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Kami KAMI ALLIES Kami are friends to arboreals, dryads, and other beings with spiritual ties to the natural world. Among mortals, druids are the most common recipients of kami aid, though these spirits might help anyone whose mission involves the protection of their particular ward.
Kami are divine nature spirits native to the lands of Tian Xia, far to the east of the Inner Sea region. They serve as guardians of natural objects and places they protect—their “wards”—and are ancient enemies of the oni (Pathfinder Bestiary 2). Kami can merge with their wards, allowing them to surreptitiously watch anyone who treads upon their sacred grounds. Kami leave those who they deem harmless alone, but the spirits fight vigilantly to scare away anyone perceived as a threat. Kami choose their own wards, though many mortals seek to attract them to sites that might require protection, leading to a proliferation of certain trees, statues, gates, and other symbolic elements in areas where kami are known to dwell.
KAMI, SHIKIGAMI Shikigami are the least powerful of all kami and the most common. Unlike most other kami, which are bound to their wards by a more powerful spirit or deity, shikigami are minor spirits that even mortal practitioners can sometimes bind into a tiny paper form and task with guarding small works, such as garden statues and vases. Landowners delight in having shikigami protect their gardens, whether they paid a wandering spellcaster to entreat the shikigami or simply had the fortune of another spirit assigning a shikigami to their land. Travelers who come across a shikigami-graced milestone or waypost believe that such encounters are good omens for the journey ahead. For their part, shikigami have mixed opinions on civilization and the humanoids who dwell therein. While shikigami will fight to protect their ward against invaders and desecrators, these kami are just as likely to leave—their ward in tow—if locals begin to despoil the area or show a disregard for nature. Most practitioners capable of binding a shikigami wouldn’t engage in this type of disrespect, but should the kami catch wind of such practices, shikigami across the land might abandon their contracts en masse, leaving an uncomfortable vacuum with their unexpected exodus. In this way, shikigami exemplify the precarious balance between the expansion of civilization and the preservation of the natural world. Not all shikigami protect gardens, so you can substitute the shikigami’s spade for any sort of mundane tool that’s useful to the shikigami’s task and their ward. The kami wields any such weapon with the same damage dice, modifiers, and traits listed for their spade Strike, but change the damage type as appropriate for the new weapon.
SHIKIGAMI LN
TINY
KAMI
CREATURE 1 SPIRIT
Perception +10; darkvision Languages Common Skills Diplomacy +6, Medicine +7, Nature +7, Society +6, Stealth +5 Str +2, Dex +2, Con +3, Int +1, Wis +4, Cha +3 Ward (abjuration, divine) Every kami is bound to a ward: a specific animal, plant, object, or location. A kami can merge with or emerge from their ward as a single action, which has the concentrate trait. While merged, the kami can observe their surroundings with their usual senses as well as the senses of their ward, but can’t move, communicate with, or control their ward. Additionally, a kami merged with their ward recovers Hit Points each minute as if they spent an entire day resting. A shikigami’s ward is typically a minor work of art or symbol of civilization, such as a milestone, trail sign, personal garden, or tiny statue. AC 15; Fort +7, Ref +5, Will +9 HP 25; Immunities bleed; Weaknesses cold iron 3 Speed 25 feet Melee [one-action] fist +7 (agile), Damage 1d4+2 bludgeoning
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H-K Melee [one-action] spade +7 (agile, versatile S), Damage 1d6+2 piercing Ranged [one-action] spade +7 (agile, thrown 10 feet, versatile S), Damage 1d6+2 piercing Innate Divine Spells DC 17; 2nd animal messenger, invisibility (self only); 1st purify food and drink; Cantrips (1st) forbidding ward
KAMI, KODAMA A kodama is a type of kami who inhabits a tree. Kodama commonly appear in old Tian forests, especially old-growth forests far removed from civilization. In the Forest of Spirits in Minkai, for example, so many trees are possessed by kodama that a traveler might pass by hundreds, if not thousands, of these beings while journeying through a single acre of woodland. Kodama try their utmost to protect their sacred trees, but a single kodama is a minor obstacle to most oni or others who have no qualms about desecrating forests or harvesting them for natural resources. Like trees in a forest, kodama are most powerful in great numbers and among other kami, whom they can bolster with their magical straw ropes while distracting strong enemies with their mesmerizing presence. On the other hand, kodama bear no ill will toward those who respect their wards, even allowing druids and other deferential creatures to dwell within their bounds. They might even subtly guide lost travelers out of the forest or back to safety.
KODAMA NG
SMALL
CREATURE 5 KAMI
Introduction
KAMI TREASURE Kami have no use for valuables or other material possessions, but the sites they protect are often rich with natural resources or even sometimes dotted with relics from bygone eras. One of the greatest kami treasures is a kodama’s straw rope. Although these ropes grant no power to mortals, a freely gifted kodama rope is seen as a mark of the utmost purity and worthiness.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
SPIRIT
Perception +16; darkvision Languages Common; speak with plants, telepathy 50 feet (page 306) Skills Acrobatics +11, Athletics +11, Nature +14, Stealth +13, Survival +14 Str +2, Dex +4, Con +5, Int +0, Wis +5, Cha +4 Items spiritual rope Ward As shikigami, but a kodama’s ward is a specific tree. AC 21, 22 against evil creatures; Fort +12, Ref +11, Will +14; +1 status to all saves vs. effects from evil creatures HP 95; Weaknesses cold iron 5; Resistances evil 5 Distracting Gaze (aura, divine, enchantment, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 23 Will save. The kodama can activate or deactivate this aura by using a single action, which has the concentrate trait. Success The creature is unaffected. Failure The creature is fascinated. This condition ends if the creature ends its turn outside the aura. Critical Failure As failure, plus the creature is slowed 1 as long as it remains fascinated. Speed 25 feet Melee [one-action] fist +13 (agile, finesse), Damage 2d6+4 bludgeoning Innate Divine Spells DC 23; 5th tree stride; 2nd tree shape; Cantrips (3rd) ghost sound; Constant (4th) speak with plants Spiritual Rope (abjuration, divine) The kodama spends 1 minute to fashion an enchanted straw rope out of nearby materials. The rope can be wrapped around other kami creatures to protect them from fell forces. A kami who wears a spiritual rope gains resistance 5 to evil damage (though this is usually relevant only if the kami is good-aligned), a +1 status bonus to AC against evil creatures, and a +1 status bonus to saving throws against effects from evil creatures. A kodama always wears a spiritual rope, and they can have one other spiritual rope in existence at a time. Creating a new rope beyond these two releases the magic of one other rope of the kodama’s choosing. A spiritual rope around a creature other than a kodama loses its magic after 24 hours or if it’s taken outside of the kodama’s forest.
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Bestiary 3
KAMI, ZUISHIN ATTRACTING A KAMI Different cultures have different beliefs about the best way to attract a kami spirit such as a zuishin. Societies that strive to preserve the natural world—like elven tree-cities and small villages that balance their own population with those of other local creatures—are the most likely to be graced by a kami’s presence.
Zuishin are kami warriors and archers who task themselves with watching over important shrines, ancient gates, or sacred doorways. Monasteries secreted away in snowy valleys, pagodas hidden in remote forests, and archways that mark the passage into sacred hidden cities all might host such kami. With sturdy armor and hallowed armaments, zuishin fight tirelessly to drive off any evil powers who wish to desecrate their wards. Of all kami, zuishin most frequently fight against oni, as the wards zuishin guard are most often targeted for desecration by these vile fiends. Most zuishin wear ancient armor and wield powerful weapons like swords and bows, but some might use spears, axes, or only their fists, depending on their ward and the people who make offerings there. Zuishin tend to regard mortals with skepticism. To earn a zuishin’s trust, a supplicant might offer items of natural significance, such as an urn of hallowed earth, a branch from an ancient tree, or an arrangement of local flowers. Like all kami, a zuishin might come across as reserved or even indifferent to humans and their ilk; however, this impression stems only from a zuishin’s wisdom and longevity, which makes mortal affairs seem relatively trivial. In the company of other kami, however, they’re unerringly benevolent and readily offer their aid to their fellows. For example, a zuishin whose ward lies nestled in an ancient forest might readily join forces with kodama in those trees to deter foes.
ZUISHIN LG
MEDIUM
CREATURE 10 KAMI
SPIRIT
Perception +21; darkvision Languages Common; telepathy 100 feet (page 306) Skills Acrobatics +23, Athletics +22, Intimidation +19, Medicine +21, Nature +21, Stealth +21 Str +6, Dex +7, Con +5, Int +1, Wis +5, Cha +3 Items +1 breastplate, +1 composite longbow, +1 katana Ward As shikigami, but a zuishin’s ward is a specific gate, doorway, or shrine. AC 30; Fort +19, Ref +23, Will +17 HP 200; Weaknesses cold iron 10 Attack of Opportunity [reaction] (page 304) Speed fly 25 feet Melee [one-action] katana +23 (deadly d8, magical, two-hand d10, versatile P), Damage 2d6+9 slashing plus 1d6 good Ranged [one-action] composite longbow +24 (deadly d10, magical, range increment 100 feet, reload 0, volley 30 feet), Damage 2d8+9 piercing plus 1d6 good Divine Innate Spells DC 29; 5th breath of life, dimension door (×3), dispel magic, heal; 4th remove disease, remove paralysis; 3rd heal (×2); 2nd detect alignment (at will, evil only), shield other Healing Arrow [two-actions] (divine, healing, necromancy) The zuishin blesses an arrow with healing magic and makes a composite longbow Strike against an ally. If it hits, rather than dealing damage, the arrow is infused with the effects of one of the following of the zuishin’s innate divine spells: breath of life, heal, remove disease, or remove paralysis. The zuishin must have the spell available to cast, and using this ability expends the spell. If the zuishin rolls a failure on the attack roll against an ally who’s aware of the arrow and wants to be hit, the attack hits, but on a critical failure, it still misses. Holy Weaponry (divine, enchantment, evocation, good) Any weapon becomes a striking holy weapon while the zuishin wields it. A zuishin creates arrows out of nothing as part of their attacks with any bow they wield.
144
H-K KAMI, TOSHIGAMI Toshigami are especially powerful kami who protect cherry trees, particularly ones in places where the primeval powers of nature remain strong. The cycle of blossoming, flourishing, and wilting that cherry trees exhibit provides a striking visual metaphor for toshigami, who wield immense powers over growth, decay, and even time. Also known as blossom kami, toshigami have a particular fascination with mortals. Many folk legends tell of toshigami who bestow their blessing unto worthy individuals who fight for just causes. Likewise, it isn’t unheard of for toshigami to aid virtuous souls in dire need of healing or restoration. In truth, blossom kami are so rare and enigmatically aloof that few mortals have ever encountered such beings. Decades, even centuries, might pass before a humble village realizes that a toshigami inhabits its beloved cherry tree. The stories persist, however, as they have for ages, leading to a widespread appreciation for cherry trees. The site of a new village might be chosen due to its proximity to an ancient cherry tree, and cherry trees are planted and carefully tended in larger population centers, both for their beauty and out of respect for the blossom kami. Should a toshigami choose one such tree as their ward, so much the better for the entire community.
TOSHIGAMI RARE
NG
MEDIUM
CREATURE 15 KAMI
Introduction
KAMI WORSHIP Although kami aren’t gods, people sometimes worship or pray at a tree or location where a kami is known to reside. Kami regard this behavior as a curious affectation of mortals, and they make no attempts to dissuade or encourage such reverential treatment as long as it doesn’t threaten the safety of their wards.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
SPIRIT
Perception +30; darkvision Languages Common; speak with plants, telepathy 150 feet (page 306) Skills Acrobatics +30, Diplomacy +31, Medicine +28, Nature +30, Stealth +28, Survival +30 Str +5, Dex +7, Con +6, Int +2, Wis +7, Cha +8 Items +2 striking staff Ward As shikigami, but a toshigami’s ward is a specific cherry tree. AC 35; Fort +25, Ref +28, Will +30 HP 370; Weaknesses cold iron 15 Attack of Opportunity [reaction] (page 304) Speed 50 feet, fly 50 feet Melee [one-action] staff +30 (magical, two-hand d8), Damage 2d4+13 bludgeoning plus fleeting blossoms and touch of ages Divine Innate Spells DC 36; 7th finger of death, haste, regenerate; 6th restoration, slow, tree stride (at will, cherry trees only); 5th gentle repose; heal (×3), tree shape (cherry tree only); 4th status; Constant (9th) foresight (self only) Fleeting Blossoms A toshigami’s staff Strikes stir up fleeting cherry blossoms that bloom, wilt, and decay all in the space of an instant. On a hit, they deal an additional 1d6 mental damage, as well as an additional 1d6 negative damage to living creatures and an additional 1d6 positive damage to undead. Swift Staff Strike [two-actions] In a rapid series of movements, the toshigami unleashes a deadly assault. The toshigami makes three staff Strikes. The toshigami’s multiple attack penalty doesn’t increase until after they’ve made all three Strikes. Touch of Ages (curse, divine) A toshigami’s attacks bestow a curse that alters the very flow of time in those they attack. When a toshigami hits a creature with a melee Strike, the creature must attempt a DC 38 Fortitude save as its perspective shifts rapidly between that of advanced age and an infantile state. Regardless of the outcome, the creature is temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature becomes clumsy 1, enfeebled 1, and stupefied 1 for 1 round. Failure The creature becomes clumsy 2, enfeebled 2, and stupefied 2 for 1 minute. Critical Failure As failure, but the conditions are permanent.
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Bestiary 3
Kangaroo FEW FOES Kangaroos have very few natural predators. They survive in relatively inhospitable regions where most predators are physically on the smaller side, and their great speed makes them difficult prey to catch. Humanoids hunt them more often than other animals, though a drake or giant eagle might still choose a kangaroo for its dinner in certain areas.
Kangaroos are marsupials distinguished by long faces, large ears, powerful back legs and tails, and a distinctive hopping gait. These generally placid herbivores are shy of other creatures, preferring to live in open grasslands where their keen ears and eyes can spot danger approaching from a distance. Male kangaroos develop powerful front limbs and exhibit a dominance behavior commonly known as “boxing.” When two male kangaroos confront each other, they draw close; they then swat at their opponent with their front claws while also pulling their own heads back out of range. Kangaroos also occasionally rock back on their tails before delivering a blow with their heavily muscled hind legs. The claws on their back legs make these blows particularly deadly, and a kangaroo can disembowel an attacker with a single strike using this tactic. Like other marsupials, female kangaroos carry their young—called joeys—in a pouch on their bellies. They have only one such offspring at a time, although many females have several joeys in quick succession. These social animals largely gather for protection, but their social structures are similar to those found in herds of camels, horses, or pigs. Kangaroos don’t make particularly good mounts, but this hasn’t stopped the occasional adventurous gnome or halfling from trying. Such an attempt usually results in a seasick and dizzy rider being dumped unceremoniously from the animal’s back or pouch, but some druids have found them to be loyal companions. In places where kangaroos are common, the animals are sometimes hunted for meat and can even provide a primary food supply to migratory communities due to their quick reproduction and ability to flee predators. People in other regions consider kangaroos a delicacy and often import their meat as a show of status in wealthy households. Several types of kangaroos have evolved, each living in a slightly different environment. Gray kangaroos are smaller than other varieties and dwell in open woodlands, most commonly on the southern reaches of the continent of Garund. Giant kangaroos, found primarily on the dry steppes of northern Casmaron, grow to twice the size of standard kangaroos, and the thunderous noise of their passing can be heard and felt from miles away. The kangaroo family also has several smaller relatives, including wallabies and pademelons. Some kangaroos exist in captivity in other parts of the world, but attempts to introduce them into other regions have—so far—largely failed. A large kangaroo can reach over 6 feet in height and weighs up to 200 pounds.
KANGAROO N
MEDIUM
CREATURE 0
ANIMAL
Perception +7; scent (imprecise) 60 feet Skills Acrobatics +4, Athletics +7 (+9 to Long Jump), Survival +3 Str +3, Dex +2, Con +3, Int –4, Wis +1, Cha +1 Powerful Leaper The kangaroo doesn’t need to Stride while attempting a Long Jump, nor does it automatically fail if it doesn’t. AC 15; Fort +7, Ref +6, Will +3 HP 18 Defensive Shove [reaction] Trigger The kangaroo takes damage from an adjacent creature; Effect The kangaroo attempts to Shove the creature that damaged it. Speed 35 feet Melee [one-action] claw +7, Damage 1d4+3 slashing Melee [one-action] foot +7, Damage 1d6+3 slashing plus Push (page 306)
146
H-K Kappa
Mischievous by nature, kappas delight in playing pranks on unsuspecting travelers. While not overtly malicious, kappa pastimes can be a significant nuisance to their victims, such as stealing the clothes of people while they bathe or snatching up unattended food from campfires. Kappas also enjoy proving their worth in competitions of strength and, despite their propensity for trickery, are known to be honorable competitors who keep their word and remain polite in conversation. While kappas vary in physical attributes from region to region, they’re all amphibious, turtle-like humanoids with beaked mouths, webbed hands and feet, and slimy scales that range in color from bluish green to pale yellow. They often have black hair, arranged in a ring to accommodate the central depression atop a kappa’s head. Water from a kappa’s home lake, stream, or river fills these depressions, or head bowls, which are believed to be the source of their strength. Younger kappa are easily tricked into bowing and accidentally emptying the water out of their own head bowls. Losing this water makes the kappa lethargic. The longer a kappa’s head bowl remains empty, the weaker they grow. While this issue rarely poses a serious danger for a kappa living near their home body of water, it can prove fatal to a more adventurous kappa. Kappas aren’t inherently hostile and have been known to befriend lonely children and lend aid to stranded adventurers by providing directions or minor medical treatment. Still, many areas known to house kappas have signs both warning of the creatures’ presence and encouraging travelers venturing over or through water to first toss in a cucumber, kappas’ favorite food, in exchange for safe passage. Kappas put up some of these signs themselves to increase the likelihood of receiving a tasty treat.
KAPPA CN
SMALL
Introduction
A DARK SIDE Kappas despise horses and, due to this behavior, are sometimes mistaken for strangely-armored goblins. Kappas gleefully kill and consume the innards of horses that venture too close to the water’s edge. Some have even developed a taste for human flesh. These vile kappas have been witnessed drowning people before tearing them apart for consumption.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 2 AMPHIBIOUS
BEAST
Perception +9; darkvision Languages Aquan, Common Skills Acrobatics +8, Athletics +7 (+9 to Grapple), Medicine +9, Survival +7 Str +3, Dex +4, Con +1, Int +1, Wis +3, Cha +1 AC 18; Fort +7, Ref +10, Will +7 HP 35 Head Bowl The depression atop a kappa’s head is filled with water. Spilling, evaporating, or otherwise removing all of the water from the top of a kappa’s head reduces all their Speeds to 5 feet until the basin is again filled with water. A kappa who becomes prone must succeed at a DC 15 Reflex save or spill their water, and a kappa who becomes unconscious automatically spills their water. If a kappa is grappled, restrained, or stunned, another creature can attempt to spill the water from their bowl by spending a single action, which has the attack and manipulate traits, to attempt an Athletics check against the kappa’s Fortitude DC. On a success, the creature spills the kappa’s water. Speed 15 feet, swim 40 feet Melee [one-action] claw +11 (agile), Damage 1d10+3 slashing Pull Arm [one-action] The kappa pulls one of their arms, gaining 10-foot reach with that arm. The opposing arm shrinks to little more than a hand extending from their shell. The kappa can still use their shortened hand to hold things, but they can’t use that hand to wield a shield or weapon. By spending a single action to pull their opposing arm, the kappa can return their arms to their original length.
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Bestiary 3
Kirin KIRIN JUSTICE Kirin have a strong sense of justice and can’t just idly watch as innocent creatures suffer harm. While kirin prefer discourse and diplomacy as methods of mediation, they won’t hesitate to utilize violence to put an end to injustice, if needed.
The rare and majestic antlered beast known as a kirin supposedly appear only in times of peace and prosperity or during the birth or death of a great sage. Thus, encountering a kirin is a sign of great fortune, success, and prosperity to come. Conversely, finding a kirin’s corpse or witnessing their death is a portent of tragedy and misfortune. A kirin’s song always precedes the sighting of one of these graceful creatures, a sound often mistaken for wind chimes gently dancing in the breeze. Kirin are chimeric creatures with the body of a stag, the tail of an ox, two horns atop their heads, and the scales and vibrant coloration of a dragon. Their majestic manes and beards constantly flow in the breeze, even on days with no wind, and sometimes appear wreathed in flames. As creatures that treasure life, kirin don’t consume flesh, and they take great care not to kill even a single insect beneath their cloven hooves. They’re the embodiment of peace yet will quickly strike down evil with a powerful thrust of their horns, knowing that their acts preserve the peace for those who might otherwise come to harm. Legends tell of particularly pious champions who have persuaded kirin to partner with them as mounts, though accomplishing such a feat is even rarer than the kirin.
KIRIN RARE
LG
LARGE
AIR
CREATURE 7 BEAST
FIRE
Perception +17; darkvision, scent (imprecise) 60 feet Languages Auran, Celestial, Common, Draconic; telepathy 100 feet (page 306) Skills Acrobatics +17, Diplomacy +19, Nature +15, Religion +15, Stealth +17 Str +5, Dex +6, Con +2, Int +2, Wis +4, Cha +6 AC 25; Fort +13, Ref +17, Will +15 HP 115; Immunities fire Peaceful Aura (abjuration, aura, divine, emotion, mental) 60 feet. Creatures within a kirin’s peaceful aura attempting to use a hostile action must first attempt a DC 22 Will save; on a failure, the hostile action is disrupted. If a creature in the aura successfully uses a hostile action, it’s temporarily immune to peaceful aura for 24 hours, and while it’s temporarily immune, other creatures in the kirin’s peaceful aura can perform hostile actions toward it without needing to attempt a Will save. A kirin can select creatures within their aura that can use hostile actions without needing to attempt a Will save. Deflecting Gale [reaction] Trigger The kirin is targeted with a ranged Strike; Effect The kirin intensifies the wind around themself, gaining a +4 circumstance bonus to AC against the triggering attack. Speed 40 feet Melee [one-action] hoof +18 (magical), Damage 2d10+8 bludgeoning Melee [one-action] horn +18 (agile, magical), Damage 2d8+8 piercing Divine Innate Spells DC 25; 3rd calm emotions (at will), heal (×2), gust of wind (×3); 1st detect alignment (at will); Cantrips (4th) light; Constant (4th) air walk (self only) Breath Weapon [two-actions] (divine, evocation, fire) The kirin breathes fire in a 30-foot cone, dealing 8d6 fire damage (DC 25 basic Reflex save). The kirin can’t use Breath Weapon again for 1d4 rounds. Rearing Thrust [two-actions] The kirin rushes forward, rears up on their hind legs, and descends upon their target with their horn. The kirin Strides and makes a horn Strike. If this Strike hits, it deals an additional 1d8 damage, and the target is knocked prone.
148
H-K Kishi
Kishis are duplicitous and murderous fey who dwell on the edges of Golarion’s densest jungles. At first glance, kishis appear to be attractive humans, usually of a local ethnicity, but their full heads of thick hair conceal a second face: that of a snarling hyena. When a kishi lures their prey into a vulnerable situation, their head swivels around, revealing this fearsome visage. In this form, a kishi’s powerful jaws are almost impossible to pry loose and can crush a victim’s bones in a matter of moments. Kishi range widely in their physical features, and their height and weight vary as much as the people whose communities they infiltrate. They dress in fine clothing aligned with the latest fashion trends, and they wear flashy jewelry with the intention of drawing onlookers’ eyes. Like most fey, a kishi has inscrutable motives, though to their victims, the kishi’s goal seems simple—to revel in the expression of shock, betrayal, and terror on a victim’s face. Although kishis can cast charm to make unwitting companions complacent, most of these sinister creatures prefer to trick their prey using guile, gifts, and their dashing good looks. These ultimate sadists derive pleasure from the thrill of the hunt as well as the delicious reward at the end. The more uptight, prudish, or haughty a target, the better—for nothing satisfies kishis as much as earning (and destroying) the trust of someone who rarely grants it. When kishis get their new friends or lovers alone, they choose the most dramatic moments to reveal their true monstrous forms and clamp their jaws down on their victim. Kishis have no desire to share their true nature with the entire community, so they typically aim for the throats of their victims, who can no longer cry out for help after being cut off from air. Kishis consume every part of their victims’ bodies, leaving no trace of the crime—even lapping up any spilled blood, claiming the victim’s treasures as their own, and cleaning the murder scene as much as possible. Few things can bind a community together as swiftly as uncovering a kishi. Once found out, a kishi flees, hoping to find a new community to prey upon.
KISHI NE
MEDIUM
Introduction
KISHI TREASURE Although they don’t covet wealth for wealth’s sake, kishis might steal finery from their targets to make themselves more appealing to their next victim.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 8 FEY
Perception +14; low-light vision Languages Common, Sylvan Skills Athletics +18, Deception +20, Diplomacy +19, Society +15, Stealth +18 Str +6, Dex +4, Con +1, Int +1, Wis +2, Cha +5 AC 25; Fort +13, Ref +18, Will +17 HP 138; Weaknesses cold iron 10; Resistances piercing 10 Speed 25 feet Melee [one-action] jaws +20, Damage 2d10+9 piercing plus Grab (page 305) Melee [one-action] claw +20 (agile), Damage 2d8+9 slashing Arcane Innate Spells DC 27; 1st charm (at will) Constrict [one-action] 1d10+9 piercing, DC 26 (grabbed by jaws only; page 304) Head Spin [free-action] The kishi switches between showing their attractive human face and their snarling hyena face. A kishi can use their innate spell and their Deception and Diplomacy skills only when their human face is showing, and they can use their jaws Strike only when their hyena face is showing. Sudden Charge [two-actions] The kishi Strides twice. If they end their movement within melee reach of at least one enemy, they can make a melee Strike against that enemy. Vicelike Jaws A creature grabbed in the kishi’s jaws can barely speak; a creature must succeed at a DC 8 flat check to provide verbal components for spells, doing so in a choked whisper.
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Bestiary 3
Kitsune THE LADY OF FOXES Daikitsu, a deity worshiped in Tian Xia as the patron of agriculture and craftsmanship, is directly responsible for the creation of kitsune. The first kitsune descended from Daikitsu’s attendants sent to the Material Plane. Nine-tailed kitsune have served as heralds of Daikitsu throughout history.
Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spirits. They can shift from the form of a fox-headed humanoid into a specific alternate form unique to each kitsune, usually either a tailless form—such as a humanoid body without any fox features (typically of the prevalent ancestry where they grew up)—or a fox form. Kitsune revel in joy and beauty, often practicing storytelling, dance, and other creative arts. However, they also have a penchant for playing pranks on the joyless and self-important, earning them a reputation as tricksters. Favored by the goddess Daikitsu, kitsune seem to be almost supernaturally lucky, perpetually dodging danger by the narrowest margins. While kitsune settlements do exist, most kitsune are incredibly curious and often leave home at a young age to encounter new people and sights. Some kitsune spend years in their tailless form, living disguised among humanoids in urban or rural societies whose inhabitants have no clue of their true nature. Others go to the opposite extreme, spending most of their lives in the form of a fox, only to reveal themselves at the most opportune moment. For many kitsune, revealing their true form to someone is a sign of great trust, but it’s also not uncommon for kitsune to display their dual nature openly. Kitsune’s connection to the spiritual world grants them a number of magical abilities. Aside from their innate shapeshifting powers, kitsune naturally develop more potent magic as they mature, and they seem to effortlessly pick up skills that would rival the most practiced spellcasters. Those who truly apply themselves to honing their magic usually become remarkable at their craft. A kitsune is born with one tail, but as their magical powers grow, so do their number of tails. Elders blessed with great magical wisdom can have as many as nine, though according to popular legend, this level of power can take up to a thousand years to achieve.
KITSUNE TRICKSTER CN
MEDIUM
HUMANOID
CREATURE 2
KITSUNE
Perception +10 Languages Common, Sylvan Skills Acrobatics +8, Deception +10, Diplomacy +8, Nature +6, Performance+8, Thievery +8 Str +0, Dex +4, Con +0, Int +0, Wis +2, Cha +4 Items dagger, flute AC 18; Fort +6, Ref +10, Will +8 HP 24 Speed 25 feet Melee [one-action] jaws +10 (finesse), Damage 1d6+2 slashing Melee [one-action] dagger +10 (agile, finesse, versatile S), Damage 1d4+2 piercing Ranged [one-action] dagger +10 (agile, thrown 10 feet, versatile S), Damage 1d4+2 piercing Ranged [one-action] foxfire +12 (range 20 feet), Damage 1d4+2 fire Divine Spontaneous Spells DC 18, attack +10; 1st (3 slots) charm, fleet step, magic fang; Cantrips (1st) dancing lights, detect magic, ghost sound, prestidigitation, produce flame, sigil, tanglefoot Change Shape [one-action] (concentration, divine, polymorph, transmutation) The kitsune trickster transforms into the tailless form of a specific Medium human. The tailless form can’t be altered and resembles the kitsune’s fox-like humanoid form. While the kitsune trickster’s alternate form is a Medium human, some kitsune have tailless forms of other humanoids, or a fox alternate form.
150
H-K Kokogiak
As deadly on land as in the water, kokogiaks are one of the most feared predators of the tundra. From a distance they might be mistaken for a frightfully large polar bear, but anyone unfortunate enough to see one up close will notice the creature’s six additional legs and disturbingly elongated neck before meeting an untimely end. These ursine monstrosities stalk their prey tirelessly across ice and snow; they’re also powerful swimmers, lurking under the ice to burst up and ambush unsuspecting creatures on the surface or diving for a marine meal. As if numerous claws and a brutal bite weren’t concerning enough, these nightmare-inducing creatures can be wickedly deceptive, luring their prey out in winter storms. The cunning kokogiak imitates the sounds of a creature in distress, deceiving its target into abandoning the safety of their shelter and embarking on an ill-fated rescue attempt. Those who live in arctic realms have learned to respond with caution upon hearing cries for help during a long winter night.
KOKOGIAK NE
HUGE
CREATURE 12
BEAST
Perception +25; darkvision, scent (imprecise) 60 feet Languages Aquan, Common Skills Athletics +27, Deception +23, Stealth +21 (+25 in snow), Survival +21 Str +7, Dex +5, Con +7, Int +1, Wis +5, Cha +5 Voice Imitation Kokogiaks can mimic the sounds of a person in distress by attempting a Deception check to Lie. The kokogiak has a +4 circumstance bonus to this check. AC 33; Fort +25, Ref +19, Will +21 HP 215; Resistances cold 15 Attack of Opportunity [reaction] (page 304) Speed 40 feet, swim 20 feet; trackless step Melee [one-action] jaws +26 (reach 20 feet), Damage 3d10+10 piercing Melee [one-action] claw +26 (reach 15 feet), Damage 3d6+10 slashing Mauling Rush [three-actions] The kokogiak Strides up to its Speed. It can make up to four claw Strikes at any point during this movement, each against a different target. These attacks count toward the kokogiak’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after the kokogiak makes all of its attacks. Sneak Attack The kokogiak’s Strikes deal an additional 2d6 precision damage to flat-footed creatures. Tormented Snarl [two-actions] (auditory, illusion, mental, primal) Using their voice imitation abilities, a kokogiak emits the horrific wails of its former victims. Each creature within 120 feet takes 4d6 mental damage and must attempt a DC 32 Will save. A creature frightened by this ability is flat-footed to the kokogiak. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature takes half damage and becomes frightened 1. Failure The creature takes full damage and becomes frightened 2. Critical Failure The creature takes double damage, becomes frightened 3, and is fleeing until the end of its next turn. Trackless Step The kokogiak always gains the benefits of Cover Tracks in natural surroundings, even while moving at full speed.
Introduction
CALLS IN THE NIGHT Legends tell of a visiting merchant caravan whose guards began vanishing one by one; each night, another was lured outside, claiming to hear the calls of their missing companions. After three nights, the remaining guards banded together and set out to find a horrifying scene: a 10-legged bear with its white fur drenched in blood, its long neck extended toward them as it crooned in their lost companions’ horrified voices.
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151
Bestiary 3
Kongamato THE MOTHER KONGAMATO Legend tells of a massive elder kongamato who dwells in the southern Mwangi Jungle. Many refer to this centuries-old creature as the mother of kongamatos. Rather than prowling waterways, this one prefers solitude inland among the dense foliage of the jungle. Inhabitants of the area believe the high-pitched thunder that comes under a clear sky to be the creature’s magical voice.
Though they resemble pterosaurs and hail from a similar era, kongamatos are actually a primeval branch of dragonkind. They aren’t particularly intelligent and lack the powerful magical abilities that many of their dragon kindred command, but a kongamato has a supernaturally strong beak that can punch through incredibly dense substances. While this beak might seem like a valuable trophy for hunters, its magic dies with the kongamato, and all attempts to integrate them into weapons have failed. Though they dwell in swamps and other still waters, kongamatos prefer to hunt in rivers and streams, since running water delivers new prey on a regular basis. The predators hunt everything, and they are well aware their powerful beaks can sink boats and rafts. They even possess a semblance of draconic greed. While they care little for the material wealth or societal power, kongamatos claim large hunting territories, violently attacking any would-be rivals and ravenously slaughtering large animals in their territory, leaving carcasses half-eaten with little regard for whether they’ll still have meals in the future. When a kongamato claims a territory that encapsulates a community, the people there have no choice but to hunt down the vicious predator or hire adventurers to do so on their behalf. Kongamatos’ hunger is such that a single one can devastate entire herds of livestock and threaten the safety of the entire community. Unlike their draconic relatives, kongamatos ignore attempts to bargain with them, and efforts to appease them through regular sacrifices have no effect.
KONGAMATO UNCOMMON
N
LARGE
CREATURE 11 DRAGON
Perception +19; darkvision Languages Draconic Skills Acrobatics +22, Athletics +24, Intimidation +20, Stealth +20, Survival +19 Str +7, Dex +3, Con +5, Int –1, Wis +2, Cha +3 AC 30; Fort +22, Ref +20, Will +19; +1 status to all saves vs. magic HP 190; Immunities paralyzed, sleep Attack of Opportunity [reaction] (page 304) Tail only. Speed 30 feet, fly 130 feet, swim 30 feet Melee [one-action] beak +24 (magical, reach 15 feet), Damage 2d12+13 piercing plus boat breaker and Grab (page 305) Melee [one-action] claw +24 (agile, reach 10 feet), Damage 2d8+13 slashing Melee [one-action] wing +22 (agile, reach 15 feet), Damage 2d10+11 bludgeoning Melee [one-action] tail +22 (agile, reach 20 feet), Damage 2d8+11 bludgeoning Boat Breaker A kongamato’s beak is supernaturally hard. Their beak Strikes ignore half the Hardness of any object they hit. Flying Strafe [two-actions] The kongamato Flies up to their fly Speed and makes two wing Strikes at any point during that movement. Each Strike must target a different creature. Wailing Dive [two-actions] The kongamato Flies while emitting a terrifying screech. Each creature the kongamato flies over must succeed at a DC 30 Will save or become frightened 1 (frightened 2 on a critical failure). After attempting their saves, the creatures are temporarily immune for 1 hour. At the end of their movement, the kongamato can make a beak Strike.
152
H-K Kovintus
Kovintus are reclusive humanoids with an inborn talent for geomancy that ties them intrinsically to nature. Not only can they call upon the magic of nature, it also calls to them in return, turning them into an element of the surrounding terrain when they die. One of the strongest traditions in kovintus culture is making maps to chronicle the places their loved ones have become one with the landscape. Kovintus live in small groups in natural places far from larger civilizations. A typical kovintus settlement consists of natural houses built into the environment around a central meeting place. The form fits the terrain, with dwellings nestled into crags on a mountain or forming a windbreak on a plain. Though kovintus beliefs can greatly differ based on their home terrain, many of these creatures believe their intrinsic commonality through nature links them more intimately than such superficial differences. Once, all kovintus lived in their ancient home, the Valley—a place of bounty and natural splendor unheard of in the modern world. This paradise was lost in ancient times, and the kovintus set out in small groups to find new homes. Today, any valley kovintus come upon is called merely an “echo” of the true Valley. Rather than seeking their original valley, kovintus believe the cycles of nature will someday bring about a new home with the same grandeur. Kovintus faith calls for respect rather than reverence. When traveling away from home, kovintus believe it’s crucial to respect any local deities who have built the land they stand upon, and pay them tribute with small offerings.
KOVINTUS GEOMANCER N
MEDIUM
HUMANOID
Introduction
THE FOUR BRANCHES A limb with four branches represents kovintus subgroups based on terrain. A brown branch stands for the kovintus nerha of rocky hills and deserts, blue for the kovintus bree of shores and riverbanks, green for the kovintus yoro of forests, and white for the kovintus weg of high places closer to the skies.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3
KOVINTUS
Perception +11; low-light vision Languages Common, Kovintal, Sylvan Skills Athletics +8, Nature +11, Survival +9 Str +3, Dex +3, Con +1, Int +0, Wis +4, Cha –1 Items mace, sling (10 bullets) AC 18; Fort +8, Ref +8, Will +11 HP 40; Resistances air 5, earth 5, plant 5, water 5 Nature’s Rebirth (primal, transmutation) When slain, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This ability has the trait appropriate to the environment (such as air, earth, plant, or water). This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin. A kovintus slain far from any appropriate terrain transforms into a feature matching the terrain where they were born. Speed 25 feet Melee [one-action] mace +12 (shove), Damage 1d6+6 bludgeoning Ranged [one-action] sling +12 (propulsive, range increment 50 feet, reload 1), Damage 1d6+4 bludgeoning Primal Innate Spells DC 21; 3rd see nature’s chosen; 2nd entangle, gust of wind, obscuring mist, pummeling rubbleAPG; Constant (3rd) endure elements, pass without trace, water breathing Nature’s Chosen Once per day, the kovintus can cast a 3rd-level primal innate spell. They can do so only if a spell with a corresponding trait was cast within 10 feet of the kovintus since the start of their last turn (including if the kovintus Cast the Spell). The traits and the spells they grant are as follows: wall of wind for air, meld into stone for earth, wall of thorns for plant, and crashing waveAPG for water.
153
Bestiary 3
Krampus USING KRAMPUS Though Krampus makes an excellent antagonist for a holiday-themed campaign or one-shot, this cruel and ferocious being need not be confined to yuletide adventures. Krampus can terrorize any wintry locale yearlong, putting the frightened citizens in need of powerful heroes to discover his lair and put an end to the threat. Snow and ice should feature prominently in such games, but tinsel, holly, and brightly wrapped presents aren’t necessary.
Krampus is a tall, goatlike humanoid with a pointed nose, swept-back horns, and hooved feet. His long, greasy tongue continually flickers out from his mouth, occasionally licking droplets of spittle from his dark brown fur. He wields a set of iron chains that act as an extension of his will. Krampus is never seen without a wicker basket draped over one shoulder, its bottom often stained with the blood of his victims. Krampus stands a little over 14 feet tall and weighs nearly 1,000 pounds. Krampus’s origin is unknown; residents of the small towns and villages he terrorizes in northern Irrisen believe the creature has always existed, coming forth once a year to punish those he deems wicked. While many legends have been told about Krampus’s beginning, the most popular of them starts with a handful of mountain towns under the protection of a circle of druids. After a series of harsh winters that the townsfolk barely survived, they began to doubt the power of the druids and their rituals. As the villagers grew more resentful, the druid circle took drastic action. Under the light of a blue moon, the druids opened an imperfect portal to the primal realm of the fey and called forth the most powerful spiritual essence they could, and a new creature was born—Krampus. However, unknown to the druids, the portal had been corrupted by the villagers’ bitter resentment and doubt. Instead of a central figure to lead them in winter celebrations, as they had hoped, the druids had spawned a monster who sought to punish those who had behaved selfishly during lean times. Recognizing their error, the druids sought to banish their creation. They tracked Krampus down as he slept and shackled him in cold iron chains, hoping to subdue him and force him back to the First World. But Krampus was no fey, and cold iron held no power over him. When he awoke, he ripped the chains free, claimed them as his own, and tracked down the druids who had dared try to capture him. After their betrayal, Krampus can see no good in any mortal and longs only to punish the wicked for their selfish misdeeds. To this day, Krampus takes vicious delight in transforming his victims into the petulant children before killing them, and no manner of sacrifice can appease him. Luckily for any nearby villages, Krampus stalks their streets but once a year. Locals believe that Krampus makes his lair among the deep crevasses of ice somewhere within the Winterwall Glacier, which lines Avistan’s northernmost reaches. No adventurer has yet braved the treacherous expanse to find and defeat him.
KRAMPUS UNIQUE
NE
CREATURE 21 LARGE
HUMANOID
Perception +38; blizzard sight, scent (imprecise) 60 feet, see invisibility Languages Common; tongues Skills Acrobatics +36, Athletics +39, Festival Lore +35, Intimidation +42, Society +35, Stealth +39, Survival +38 Str +10, Dex +7, Con +10, Int +6, Wis +6, Cha +10 Items +3 greater striking cold iron spiked chain Blizzard Sight Krampus ignores circumstance penalties to visual Perception checks due to ice or snow, as well as concealment due to ice or snow. AC 46; Fort +39, Ref +34, Will +35 HP 380; Immunities cold, death effects; Weaknesses good 15; Resistances physical 20 Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 42 (page 305) Limited Immortality Though Krampus still needs to eat, drink, and sleep, he doesn’t age and can’t die of old age. If Krampus is killed, a new Krampus forms elsewhere in the world after a year’s time. The new Krampus retains the memories of the previous iteration and likely holds a grudge against whoever killed him the year before. If a method to disrupt this cycle exists, it has yet to be discovered by mortals. Speed 60 feet; air walk, snowstep
154
H-K Melee [one-action] spiked chain +42 (disarm, evil, finesse, magical, reach 60 feet, trip), Damage 3d8+18 slashing plus Improved Grab (page 305) Melee [one-action] claw +41 (agile, magical, reach 10 feet), Damage 4d6+25 slashing plus Improved Grab (page 305) Melee [one-action] horn +41 (magical), Damage 4d10+25 piercing Primal Innate Spells DC 42, attack +34; 9th baleful polymorph (×2), cone of cold (×2), wall of ice; Cantrips (10th) dancing lights, ray of frost, sigil, tanglefoot; Constant (9th) air walk, see invisibility, tongues Capture [one-action] (attack) Requirements Krampus has a Medium or smaller creature grabbed; Effect Krampus attempts to stuff the grabbed creature into his basket, attempting an Athletics check against the target’s Reflex DC. If he succeeds, the creature is shoved into Krampus’s basket and Krampus’s spiked chain or claw is freed for future Strikes. The captured creature is grabbed, slowed 1, and subjected to Krampus’s regression ability (see below) at the start of each round it is captured. If the victim Escapes (DC 48), it climbs out of the basket. A captured creature can attack the interior of the basket, but only with unarmed attacks or weapons of light Bulk or less, against an AC of 40. If the captured creature deals 40 slashing or piercing damage, the basket is broken and all the creatures inside spill out. A creature that gets free by either Escaping or by someone breaking the basket is deposited in a square of their choosing adjacent to Krampus. The basket is an extradimensional space, so the weight of the creatures within doesn’t count against Krampus’s Bulk limit. Up to four Small creatures or two Medium creatures can fit in the basket at one time. Krampus can Repair the basket as a 2-action activity that doesn’t require tools. If the basket is lost or destroyed, Krampus can create a new one with 1 hour of work. The basket functions as a normal sack if used by anyone other than Krampus. Punish the Naughty [one-action] (concentrate) Krampus designates a single target he can see as “naughty.” He gains a +2 circumstance bonus to Perception checks when he Seeks the naughty target and a +2 circumstance bonus to Survival checks to Track the naughty target. On melee attacks against the naughty target, Krampus’s spiked chain gains the agile trait. In addition, when Krampus Grabs the naughty target, he can attempt to Capture them as a free action. Krampus can have only one naughty target at a time. Regression (curse, polymorph, primal, transmutation) A creature that starts their turn Captured in Krampus’s basket must attempt a DC 44 Fortitude save or be regressed back to their childhood. The target shrinks one size. In addition, all of the target’s proficiencies of expert and better are reduced to trained, which might restrict the use of certain feats. The effect persists for 24 hours, after which the target regains their normal size and their proficiencies return to normal. A creature currently under the effects of regression can’t be further affected by this ability. Snowstep Krampus ignores difficult terrain and greater difficult terrain caused by snow and ice, and he leaves no tracks when moving through areas of snow or ice.
Introduction
TARNISHED FESTIVITIES Celebrations are the lifeblood of any community’s morale, but especially so in frigid northern climes where the days are short and food is scarce. Here, holidays involve lighting fires, sharing meals, giving gifts, and forgiving grudges. Tales of Krampus remind children (and adults) of the price to be paid for acting against the spirit of such festivities.
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155
Bestiary 3
Kuchisake-onna LINGERING ENMITY A kuchisake-onna is the congealed, collected malice of those who mutilate women or fixate on their physical appearances. While many tales center around women, fearful survivors have described kuchisake-onna in the guise of a variety of genders and appearances.
A kuchisake-onna, or slit-mouthed woman, is a tall, masked figure who moves with an eerie grace. These horrors are infamous for trapping hapless mortals and asking them, “Am I pretty?” A “no” response leads to a gruesome death wrought by the silver scissors the kuchisake-onna carries. A “yes” prompts them to remove their mask, revealing the scars and cuts running from ear to ear, giving the impression of a terrible, ever-present grin. They then open their mouth to reveal sharp, needle-like teeth and ask another question: “Even now?” A “no” leads to the same gory death, while a “yes” prompts them to use their silver scissors and make the same cuts on the target’s face while repeating: “Then I will make you like me.” There are a handful of methods to weasel out of this otherwise no-win scenario. Answering noncommittally, saying the kuchisake-onna looks “okay,” or throwing several small, countable objects like rice or candy often provides enough time to run while the monster is distracted. Few are foolish enough to attack the kuchisake-onna, and those that live to tell the tale speak of a flashing flurry of scissor blades that match even a swordmaster’s prowess.
KUCHISAKE-ONNA RARE
LE
MEDIUM
CREATURE 14 ABERRATION
Perception +28; darkvision Languages Common Skills Acrobatics +28, Athletics +22, Intimidation +27, Stealth +26 Str +4, Dex +8, Con +4, Int +5, Wis +6, Cha +5 Items silver scissors (2) AC 36; Fort +22, Ref +28, Will +24 HP 252; Weaknesses mental 10; Resistances slashing 15 Compulsive Counting When numerous small items are scattered before the kuchisake-onna, they compulsively begins to count them. The kuchisakeonna becomes flat-footed to all creatures for 1d4 rounds. Speed 30 feet Melee [one-action] silver scissors +30 (agile, backstabber, fatal d12, finesse), Damage 3d6+12 slashing Rend [one-action] silver scissors (page 306) Am I Pretty? [one-action] The kuchisake-onna asks a single adjacent target, “Am I pretty?” The target must attempt a DC 35 Will save. If it fails, it is immobilized for 1 round, and if it critically fails, it is paralyzed for 1 round, though still able to respond to the question; this is a mental effect. If the target responds “No,” the kuchisake-onna makes two silver scissors Strikes against the target. If the target responds “Yes,” the kuchisake-onna makes no Strikes this turn and must use Even Now? as their next action (waiting until the first action of their next turn, if necessary). If the target otherwise responds in a confusing or noncommittal manner, the kuchisake-onna becomes flat-footed to all creatures for 1 round but can otherwise act normally. Even Now? [one-action] Requirements An adjacent creature previously targeted by Am I Pretty? answered “Yes”; Effect The kuchisake-onna takes off their mask, revealing their slit face and asking, “Even now?” The target must attempt a DC 35 Will save. If it fails, it is immobilized for 1 round, and if it critically fails, it is paralyzed for 1 round, though still able to respond to the question; this is a mental effect. Whether the target responds “Yes” or “No,” the kuchisake-onna makes two silver scissors Strikes against the target. Lingering Enmity The kuchisake-onna’s silver scissors Strikes are manifestations of the toxic malice that created them and vanish when the kuchisake-onna is destroyed. When the kuchisake-onna has less than half their maximum Hit Points remaining, this concentrated enmity begins to leak out and make their attacks more vicious. Their silver scissors Strikes deal 6d6 persistent bleed damage.
156
H-K Kurobozu
A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim’s breath and a debilitating disease that eventually results in exhaustion and finally death. Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn’t stop them from making the attempt.
KUROBOZU UNCOMMON
LE
CREATURE 6 MEDIUM
UNDEAD
Perception +14; darkvision Languages Common Skills Acrobatics +14, Athletics +15, Monastic Lore +11, Stealth +14 Str +5, Dex +4, Con +2, Int +1, Wis +4, Cha +2 AC 24; Fort +12, Ref +16, Will +14 HP 90; negative healing (page 305); Immunities death effects, disease, paralyzed, poison, unconscious Speed 35 feet Melee [one-action] fist +17 (agile, magical), Damage 1d6+8 bludgeoning plus 1d4 negative and sagebane Black Apoxia (disease) The target can’t recover from the fatigued condition caused by black apoxia until the disease is cured; Saving Throw DC 24 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 drained 1 and fatigued (1 day); Stage 3 drained 2 and fatigued (1 day); Stage 4 dead Brawling Critical When the kurobozu scores a critical hit with an unarmed attack, the target must succeed at a DC 22 Fortitude save or be slowed 1 until the end of its next turn. Sagebane (necromancy, occult) When the kurobozu damages a living creature with an unarmed Strike, the target must succeed at a DC 24 Fortitude save or become stupefied 1 for 1 minute. Further damage dealt by the kurobozu resets the duration to 1 minute and increases the stupefied value by 1 on a failed save, to a maximum of stupefied 4. Steal Breath [two-actions] (incapacitation, necromancy, occult) Requirements The kurobozu is adjacent to a living creature that is paralyzed, slowed, stunned, or unconscious; Effect The kurobozu leans over and sucks the breath from the target, who must attempt a DC 22 Fortitude save. Regardless of the result, the creature is exposed to black apoxia and its breath reeks of carrion for 1 minute. Critical Success The creature is unaffected. Success The creature can’t speak for 1 minute. Failure The creature becomes sickened 2 and can’t speak for 1 minute. Critical Failure As failure, plus the creature falls unconscious and begins suffocating. Stunning Flurry [one-action] Frequency once per round; Effect The kurobozu makes two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses, and the target must succeed at a DC 22 Fortitude save or be stunned 1 (or stunned 3 on a critical failure); this save has the incapacitation trait.
Introduction
SUBVERSIVE COLLABORATORS Kurobozus are bitterly envious of living monks and often seek vengeance against members of their former monastery. They also have an affinity for outcast or malcontent monks, sometimes secretly assisting and safeguarding individuals who wish to destroy their former masters and fellow disciples.
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157
Bestiary 3
Kushtaka THE SHAMAN’S TEST Some Varki villages in the far north acknowledge an aspiring shaman only after the acolyte has returned a tribe member transformed into a kushtaka back to their original form. This requires capturing the kushtaka in a net barbed with sharpened dog bones and then forcing the two halves of the soul back together.
Kushtaka, or “land otters” as they are sometimes known, are devious shapeshifters. They propagate by luring a humanoid away from the shelter of their home and slowly transforming the kidnapped creature into a new kushtaka. Kushtaka have an easier time transforming willing prey, so they prefer to use their shapeshifting ability and innate magical powers to convince their chosen targets to follow them away to a kushtaka village. Once a humanoid has been lured to a kushtaka village, they slowly begin to change, a bit at a time, until their body transforms fully into that of a kushtaka and ejects their mortal soul. These ejected souls often linger before giving rise to ghosts or haunts, though the kushtaka themselves are unaware of the souls’ presence, having completely forgotten who they once were due to the magic that transformed them. Kushtaka can be a scourge to small human villages, slowly pilfering villagers away one person at a time. This might mean the kushtaka village displaces the human one, or leaves the human village unable to survive with too small a population to hunt, fish, defend against threats, or raise the next generation.
KUSHTAKA NE
SMALL
CREATURE 4 AMPHIBIOUS
BEAST
Perception +12; darkvision, scent (imprecise) 30 feet Languages Common, Sylvan Skills Acrobatics +11, Athletics +9, Deception +11, Stealth +11 (+13 in oceans and forests) Str +3, Dex +5, Con +2, Int +0, Wis +4, Cha +3 Canine Vulnerability Dogs and other canines are natural enemies of kushtaka. Canine animals, including creatures transformed into a canine using animal form or a similar effect, ignore the kushtaka’s resistance to physical attacks. In addition, a canine with imprecise scent can use it as a precise sense when detecting a kushtaka. Null Spirit Kushtaka exist completely separated from their mortal souls, making them immune to the effects of haunts and most effects from incorporeal spirits and undead, but also unaware of their presence; incorporeal undead are both invisible and inaudible to them. Incorporeal spirits and undead can affect a kushtaka only with effects that manifest in the physical world. For instance, a ghost mage casting a fireball or a poltergeist throwing objects could harm the kushtaka, but a ghost commoner’s Frightful Moan and ghostly hand Strike would not. AC 21; Fort +8, Ref +13, Will +12 HP 40; Resistances physical 5 Persuasive Rebuttal [reaction] Trigger A creature fails a check to Strike or Demoralize the kushtaka; Requirements The kushtaka has a charm spell available; Effect The kushtaka casts charm on the target. Speed 25 feet, swim 40 feet Melee [one-action] jaws +14 (finesse), Damage 2d8+5 piercing plus Grab (page 305) Melee [one-action] claw +14 (agile, finesse), Damage 2d6+5 slashing Occult Innate Spells DC 21, attack +13; 2nd charm (×2), invisibility (×2), sleep; Cantrips (2nd) ghost sound, mage hand, telekinetic projectile; Constant (2nd) undetectable alignment Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The kushtaka takes on the specific appearance of a unique Small or Medium humanoid (page 304). Every time the kushtaka uses this ability, it takes on the same chosen form, though it can use non-magical disguises to further alter its appearance. This doesn’t change the kushtaka’s Speed or its attack and damage bonuses with its Strikes, though it does change the damage to an appropriate type, typically bludgeoning.
158
L-N Ledalusca
Ledaluscas are reflective water elementals that can bring forth images previously reflected on their surfaces and wholly freeze themselves in the shapes of what they reflected. They explore and protect the calmest boundaries of the icy regions of the Plane of Water, where ice forms in shiny, flawless sheets. Insatiably curious, their eagerness propels some ledaluscas to pickpocket interesting-looking objects to play with. Others travel to different planes to locate, observe, and reflect a wider variety of creatures than those on their home plane. They pretend to be ice sculptures or still pools for this purpose, especially if they can find a spot in a high-traffic area to inhabit. Despite their perfect mimicry, ledaluscas are unable to create an appearance from scratch, nor can they adjust the appearance they take on or combine elements of different reflections. Some of them find this disheartening, like artists vexed by a lack of creativity. One of the strangest encounters a ledalusca can experience is with a creature or object that has no reflection. A ledalusca can see a vampire, for example, but is unable to reproduce its image. For a creature that effectively has an unlimited memory for images, this proves utterly confusing. The vague memory of the encounter sticks in the ledalusca’s mind like a splintering a humanoid’s finger.
LEDALUSCA N
MEDIUM
CREATURE 2 COLD
ELEMENTAL
Introduction
TREASURED REFLECTIONS A ledalusca must bring forth an old reflection to closely observe its details, much like a reader would need to reread text. Ledaluscas can’t store reflections of reflections, but they enjoy studying interesting reflections from their kin. Some of these elementals accept novel reflections as suitable payment for favors or information.
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WATER
Perception +8; darkvision Languages Aquan Skills Acrobatics +7, Athletics +8, Deception +5, Stealth +9, Thievery +7 Str +4, Dex +3, Con +2, Int +0, Wis +2, Cha +1 Recall Reflection (illusion, primal) A ledalusca can recall and replay any reflection ever cast on its surface, although it must still Seek to consciously notice fine or significant details. AC 17; Fort +8, Ref +9, Will +6 HP 40; Immunities cold, paralyzed, poison, sleep; Weaknesses fire 5 Shell Block [reaction] Trigger The ledalusca takes physical damage from an attack; Requirements The ledalusca’s shell is frozen (see Freeze Shell); Effect The ledalusca angles their shell to absorb the blow, gaining resistance 5 to the triggering damage. If they takes bludgeoning or fire damage after applying this resistance, their frozen shell shatters until they freezes a new one. Speed 25 feet, swim 30 feet Melee [one-action] wave +10, Damage 1d6+4 bludgeoning plus Push 5 feet (page 306) Ranged [one-action] ice shard +9 (deadly d6, thrown 20 feet), Damage 1d6+4 piercing plus 1d4 cold Freeze Shell [one-action] (cold, manipulate) The ledalusca freezes their surface into a translucent, faintly colored ice sculpture matching the mirror image of a Medium creature or object they have seen before. While in this form, instead of a wave, they have the following Strike: Melee [one-action] ice shell +10, Damage 1d6+4 physical plus 1d4 cold The physical damage is a type that matches the new shape of the ledalusca’s frozen shell. The ledalusca can revert to their liquid form by taking this action again. Hold Still [one-action] (concentrate) Until the next time they act, the ledalusca appears to be either an ice sculpture (if under the effects of Freeze Shell) or a pool of still water (if not). They have an automatic result of 28 on Deception checks and DCs to pass as what they appear to be.
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Leshy WATER STORAGE Due to their internal cavities, cactus leshys can give water to surrounding creatures in times of need. They can give up to half of their water reserves without perishing. They might choose to sacrifice their water to help nearby plants that are parched or to save a comrade who is dying of thirst. Extracting water from a cactus leshy is not an exact science, so one must take care not to let the water slosh out of the leshy, lest it die from dehydration.
Often found assisting practitioners of nature magic, leshys are sentient flora that protect the natural world and sacred spaces within forests, fields, and other environments. Leshys are nature spirits inhabiting bodies constructed of plant matter fused together by a primal ritual.
VINE LESHY Irrepressible vine leshys love to explore and collect tales to share. They’re curious without being reckless. Other cultures interest them greatly, and they can build friendships quickly as they trade stories with traveling companions. They also feel a pull toward protection, much like other leshys. Vine leshys, though, tend to protect a ward for only a brief period of danger before the leshy’s wanderlust drives them onward into the unknown.
VINE LESHY N
SMALL
CREATURE 0
LESHY
PLANT
Perception +6; low-light vision Languages Common, Druidic, Sylvan; speak with plants (plants with vines only) Skills Athletics +4, Diplomacy +5, Nature +4, Performance +5 (+6 for oratory), Society +1, Survival +4 Str +2, Dex +1, Con +1, Int –1, Wis +2, Cha +3 Items spear AC 15; Fort +3, Ref +5, Will +8 HP 13 Verdant Burst When a vine leshy dies, a burst of primal energy explodes from its body, restoring 1d4 Hit Points to each plant creature in a 30-foot emanation. This area fills with tangling vines, becoming difficult terrain. If the terrain is not a viable environment for the vines, they wither after 24 hours. Speed 20 feet, climb 20 feet Melee [one-action] spear +6, Damage 1d6+2 piercing Ranged [one-action] spear +5 (thrown 20 feet), Damage 1d6+2 piercing Primal Innate Spells DC 15; 4th speak with plants Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The vine leshy transforms into a Small plant with vines. This ability otherwise uses the effects of tree shape. Extend Vines [one-action] The vine leshy Interacts to extend or shorten their arms. With limbs extended, the vine leshy has a 10-foot reach. The leshy can’t use weapons that already have reach in this way, because they would be unable to keep their balance.
CACTUS LESHY These little plants are known for their nettlesome attitude. Their personalities mirror the spines that sprout from all over their bodies, making them cantankerous and slightly prickly, though they are unswervingly loyal to those who earn their trust. At home in dry and arid landscapes, cactus leshys store water inside their bodies in order to survive these harsh conditions. Cactus leshys come in all different shapes and colors: tall and thin, with beautiful, vibrantly colored blooms on their heads; squat and rotund, with rows and rows of orderly spines; or seemingly haphazard, with flat segments stacked end to end as if they were balancing on one another.
CACTUS LESHY N
SMALL
LESHY
CREATURE 2 PLANT
Perception +9; low-light vision Languages Common, Druidic, Sylvan; speak with plants (succulents only) Skills Nature +7, Stealth +6, Survival +7 Str +3, Dex +2, Con +4, Int –1, Wis +3, Cha +0
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L-N Little Oasis If a cactus leshy is willing, a creature can harvest enough water from the leshy’s inner cavity to fill a single waterskin without harming them. Doing so again before the leshy can replenish the water causes the leshy to immediately suffer from dehydration. AC 18; Fort +10, Ref +6, Will +7 HP 30 Spiny Body A cactus leshy is covered in spines. A creature that Grabs the cactus leshy takes 1d8+3 piercing damage. Verdant Burst As vine leshy, except plants regain 2d8 Hit Points and the area sprouts cacti instead of vines. Speed 25 feet Melee [one-action] spine +11, Damage 1d8+3 piercing Ranged [one-action] spine +11 (range increment 30 feet), Damage 1d8+3 piercing Primal Innate Spells DC 18; 4th speak with plants Change Shape [one-action] (concentrate, polymorph, primal, transmutation) As vine leshy, except the cactus leshy transforms into a cactus. Prickly Burst [two-actions] Frequency once per day; Effect The cactus leshy shoots their spines in every direction. All creatures in a 10-foot emanation take 3d6 piercing damage (DC 18 basic Reflex save).
SEAWEED LESHY Calmer than most of their other botanical brethren, seaweed leshys are a tranquil, discerning breed of leshy. They seek to mimic the ocean in their attitudes, moving with the waves of life and accepting what comes and goes while acknowledging the good and the bad. Seaweed leshys make their homes in tidal pools surrounded by other sea creatures. They believe their freshwater counterparts to be sheltered and naive, living in their secluded ponds and babbling brooks, though this doesn’t stop them from forming friendships with freshwater leshys. Seaweed leshys vary in size, shape, and physical makeup. While the majority of seaweed leshys reach about 2 feet in height, some remain as small bundles of strands that stand about 6 to 8 inches tall.
SEAWEED LESHY N
SMALL
AMPHIBIOUS
Introduction
UNDERSEA TREASURES Seaweed leshys are skilled treasure hunters. They often dive deep into the oceans to salvage any coin or other treasures they can find from shipwrecks. These leshys also sometimes bury caches of their loot once they rescue it from its former location.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3 LESHY
PLANT
Perception +10; low-light vision Languages Aquan, Common, Druidic, Sylvan; speak with plants (seaweed only) Skills Athletics +9, Nature +10, Ocean Lore +9, Stealth +9, Survival +8 Str +2, Dex +4, Con +3, Int +0, Wis +3, Cha +1 AC 19; Fort +8, Ref +11, Will +8 HP 45 Verdant Burst As vine leshy, except plants regain 3d8 Hit Points and the area sprouts seaweed instead of vines. Speed 20 feet, swim 20 feet Melee [one-action] seaweed strand +11 (agile, finesse, reach 10 feet), Damage 1d8+4 bludgeoning Ranged [one-action] water jet +11 (range increment 30 feet), Damage 1d8+4 bludgeoning plus sea spray Primal Innate Spells DC 20; 4th speak with plants Change Shape [one-action] (concentrate, polymorph, primal, transmutation) As vine leshy, except the seaweed leshy transforms into a patch of seaweed. Sea Spray A seaweed leshy’s water jet has enough salt in it to temporarily impair their target’s vision. On a hit, the target must succeed at a DC 20 Fortitude save or be dazzled for 1 minute or until it spends 3 Interact actions wiping the salt out of its eyes. On a critical hit, a target that fails its Fortitude save is also blinded for 1 round.
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Living Symbol DIFFICULT TO DESTROY Adventurers claim that the most reliable way to destroy a living graffiti is to trap it on a levitating canvas or to abandon its host surface in a windy desert.
Magic is a complex thing to begin with, and at a certain level of sophistication, the differences between a spell and an autonomous creature become increasingly blurry. Living symbols are constructed creatures of reified and reinforced magic, held together by glyphs, runes, and eldritch formulae.
LIVING GRAFFITI A living graffiti is a painting or drawing that has come to life by magic. These two-dimensional beings can move along any flat surface they touch, including walls, floors, furniture, doors, and even bodies of still water. They can’t exist apart from the surfaces they traverse except in brief bursts, which they typically use to harass or attack nearby creatures. They exhibit a mischievous nature and desire to make the real world as much of a caricature as their own two-dimensional domain.
Variant LiVing graffiti Other living graffiti exist, made from media like chalk, pastels, ink, or tempera, or even more archaic materials like mud, beeswax, or blood. The following are a few examples of the kinds of abilities living graffiti in blood, chalk, or ink might have, respectively. Absorb Blood Whenever a creature within 5 feet of the living graffiti takes slashing, piercing, or persistent bleed damage, the graffiti gains temporary HP equal to half the damage dealt to the adjacent creature. Cone of Chalk [two-actions] The living graffiti expels a 15-foot cone of chalk. Each creature in the area must succeed at a DC 20 Reflex save or be blinded for 1 round or until it Interacts to wipe the chalk from its eyes. The living graffiti can’t use Cone of Chalk again for 1d4 rounds. Inky Substance The living graffiti has 60 maximum HP and its splatter Strike deals 2d6+4 damage (in addition to splatter), but it gains weakness 5 to water.
OIL LIVING GRAFFITI RARE
CN
MEDIUM
CREATURE 3
CONSTRUCT
Perception +9; darkvision Languages Common (can’t speak any language) Skills Acrobatics +11, Crafting +5, Deception +10, Stealth +11 Str +2, Dex +4, Con +1, Int –2, Wis +2, Cha +1 AC 19; Fort +8, Ref +11, Will +7 HP 50; Immunities death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconscious Backdrop When a creature attempts to Strike a living graffiti and critically misses, the attacker hits the surface (a canvas, wall, or so on) behind the living graffiti. This might damage the surface or the attacker’s weapon, at the GM’s discretion. Surface-Bound A living graffiti can move only along flat surfaces. If the surface it’s on is destroyed (such as a portrait hit by a fireball spell or a wall being smashed), the graffiti takes 2d6 damage and is shunted to the nearest flat surface. If there is no flat surface within 5 feet, the graffiti is destroyed.
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L-N Speed 25 feet Melee [one-action] fist +11 (agile, finesse), Damage 2d4+4 bludgeoning Ranged [one-action] splatter +11 (nonlethal, range increment 20 feet), Damage 1d4+4 plus splatter Splatter A living graffiti splatters into a creature’s face with its splatter Strike. On a hit, the target is dazzled for 1 round or until it Interacts to remove the paint from its face.
LIVING RUNE The most famous living runes are those of the ancient Runelords of Thassilon, resurging as Thassilon rebuilds in the modern era. Other living runes can be found, however, each with its own particular abilities. Living runes can also be crafted to deal different types of energy damage with their Strikes. Divine: Divine living runes are crafted by various churches and sects and typically bear the symbol of a deity, archdevil, or other divine force. Divine living runes replace Arcana with Religion and have the following innate spells. Divine Innate Spells DC 35, attack +27; 7th divine decree (×2); 6th blade barrier, glyph of warding (at will), repulsion, spirit blast; 5th divine wrath (×2), flame strike Occult: These runes are crafted by unknown hands and often left in out-of-the-way places. Occult living runes replace Arcana with Occultism and have the following innate spells. Occult Innate Spells DC 35, attack +27; 7th visions of danger (×2); 6th feeblemind, glyph of warding (at will), phantasmal calamity, vibrant pattern; 5th crushing despair (×2), synesthesia (×2); Cantrips (7th) detect magic; Constant (6th) true seeing Primal: Primal living runes usually resemble animate carvings rather than lines of power or paint, and are often found on menhirs or sacred trees. Primal living runes replace Arcana with Nature and have the following innate spells. Primal Innate Spells DC 35, attack +27; 7th volcanic eruption (×2); 6th baleful polymorph, flesh to stone, glyph of warding (at will), tangling creepers; 5th cone of cold (×2), wall of fire (×2); 1st detect alignment (at will); Constant (6th) true seeing
ARCANE LIVING RUNE RARE
LN
SMALL
Introduction
CAMOUFLAGE Living runes are aware of the value of surprise attacks. They often hide themselves amongst other inscriptions or glyphs, observing foes for a time before striking, though clever adventurers who Investigate the inscriptions might notice the presence of the living rune. Living runes are also fond of setting up glyphs of warding as decoys and dummies.
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CREATURE 13
CONSTRUCT
Perception +25; darkvision, true seeing Languages truescript Skills Arcana +27, Deception +24, Stealth +25 (+31 to Hide or Sneak among inscriptions) Str +1, Dex +6, Con +1, Int +8, Wis +8, Cha +5 Truescript A living rune can’t speak, but it can sculpt its form into complicated scripts and pictographs that can be understood by any creature with the ability to read written language. A living rune can also understand any written or spoken language. AC 34; Fort +20, Ref +23, Will +27 HP 245; Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal, paralyzed, poison, sickened, unconsciousness Backdrop As living graffiti. Surface-Bound As living graffiti, except it takes 7d6 damage when its surface is destroyed. Speed 25 feet Ranged [one-action] electrical blast +25 (electricity, evocation, range increment 60 feet), Damage 4d12 electricity Arcane Innate Spells DC 35, attack +27; 7th prismatic spray (×2); 6th chain lightning, disintegrate, glyph of warding (at will), wall of force; 5th black tentacles (×2), cloudkill (×2); Cantrips (7th) detect magic; Constant (6th) true seeing
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Locathah XIDAO In Tian Xia, the underwater nation of Xidao lies in the shallow gulf between Minkai and the mainland. Though the nation-states that make up Xidao are independent, locathahs comprise the majority of the population and are in charge for all practical purposes. Stone obelisks called trade spires reach above the surface of the gulf to collect offerings from travelers. Locathahs monitor these and guide or trade with those who donate.
Deep in the sea, schools of locathah—piscine humanoids armed with spears and specialized crossbows—stalk sharks, sea serpents, and giant squid from the backs of their giant moray eel mounts (Bestiary 142). The first hunters to strike are armed with barbed harpoons that deploy large fans of seaweed, slowing and exhausting their prey. A daring few locathahs use the embedded harpoon as a handle to ride prey for a short time. Once the creature is tired, remaining hunters finish it with longspears. Locathahs developed this hunting tradition to forge skilled warriors and deter potential attackers, partially in response to centuries of oppression and mistreatment from other aquatic cultures. Locathahs rarely hunt land-dwellers, instead offering to trade their services as guides in exchange for metal and ceramic items they can’t build underwater—and for tubers, which they consider earthy delicacies. They render aid to damaged sailing ships and rescue shipwrecked sailors, providing food and guidance. Locathah communities—usually villages of 200 individuals or fewer—are matriarchal. The ruler is also as its primary egg-layer, providing each generation with powerful familial bonds. The communities are tight-knit and loyal. Matriarchs are advised and assisted by primal spellcasters and healers, who are often accompanied by octopus companions.
LOCATHAH HUNTER N
MEDIUM
AMPHIBIOUS
CREATURE 3 HUMANOID
LOCATHAH
Perception +9; low-light vision Languages Aquan, Common Skills Athletics +11, Diplomacy +5, Nature +7, Stealth +8, Survival +7 Str +4, Dex +3, Con +0, Int +1, Wis +2, Cha +0 Items crossbow (12 fan bolts), longspear, scale mail AC 20; Fort +7, Ref +10, Will +9 HP 38 Speed 10 feet, swim 40 feet; smooth swimmer Melee [one-action] longspear +11 (reach 10 feet), Damage 1d8+4 piercing Melee [one-action] crossbow +10 (range increment 120 feet, reload 1), Damage 1d8 piercing plus fan bolt Cooperative Hunting After the hunter attempts a Strike at a Large or larger target (regardless of success or failure), the next Strike one of the hunter’s allies makes against the same target gains a +2 circumstance bonus to the attack roll. Fan Bolt The hunter prepares their hooked crossbow bolts with carefully woven seaweed. On a successful crossbow Strike, the bolt embeds and the seaweed fan deploys. The target takes a –10-foot status penalty to its swim Speed. A creature can Interact to attempt a DC Athletics check, removing the bolt on a success. Hunt Prey [one-action] (concentrate) The locathah hunter designates a single creature they can see and hear, or one they’re Tracking, as their prey. The hunter gains a +2 circumstance bonus to Perception checks to Seek the prey and to Survival checks to Track the prey. The first time the locathah hits their designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the hunter uses Hunt Prey again. Pack Attack The hunter’s Strikes deal an additional 1d8 damage to creatures within reach of at least two of the hunter’s allies. Smooth Swimmer The locathah hunter ignores difficult terrain caused by aquatic terrain features.
164
L-N Lovelorn
A particularly macabre form of undead, these spiderlike creatures resemble still-beating hearts with rib bones for legs and tendrils of gore dangling beneath. Their twisted forms hint at their ghastly origin, as these undead form from those who die tragic deaths in service to toxic love: star-crossed lovers who die rather than accept a life apart from one another, rejected suitors whose unrequited affections warp into malice, and other victims of tragic relationships both romantic and otherwise. Any of these might spawn a lovelorn in death, their anguish and fixation on their broken heart causing the organ to animate. A freshly spawned lovelorn often seeks out those it knew in life, stalking and tormenting them or, in some cases, those around them. In undeath, they gain an understanding of emotions and how to manipulate them, cultivating the misery, anger, and cruelty they thrive upon. Typically, these undead long to enact vengeance upon those they feel drove them to their tragic fates, although in rare cases they may instead act as dark guardians, fixating on a particular loved one and “protecting” them by visiting misery upon anyone who slights them.
LOVELORN UNCOMMON
CREATURE 4 CE
TINY
UNDEAD
Perception +10 (+12 to Sense Motive); darkvision, lifesense 30 feet (page 305) Languages Common (can’t speak any language) Skills Athletics +12, Occultism +8, Stealth +13 Str +4, Dex +5, Con +3, Int –2, Wis +2, Cha +3 AC 21; Fort +9, Ref +13, Will +12 HP 60, negative healing (page 305); Immunities death effects, disease, mental, paralyzed, poison, unconscious Gloom Aura (aura, emotion, illusion, mental, occult) 60 feet. A lovelorn’s presence instills unease and turns the air cold, dark, and stale. Creatures within the aura take a –1 circumstance penalty to saving throws made to resist emotion effects. If the lovelorn makes a place home for a week or more, that location can become suffused with this magic even outside the lovelorn’s aura, lasting until the lovelorn leaves or is destroyed. Skitter Away [reaction] Trigger A creature ends its movement in a space adjacent to the lovelorn; Effect The lovelorn Strides or Climbs 10 feet away from the triggering creature. This movement does not trigger reactions. Speed 25 feet, climb 25 feet Melee [one-action] fangs +13 (finesse), Damage 1d6+6 piercing plus 1d6 persistent bleed and cynic’s curse Melee [one-action] gory tendril +13 (agile, finesse), Damage 1d4+6 bludgeoning plus Grab (page 305) Occult Innate Spells DC 21; 2nd fear (×3), illusory creature (at will), illusory object (at will), invisibility; Cantrips (2nd) ghost sound, mage hand Rituals DC 21; create undead (doesn’t require secondary casters) Cynic’s Curse (curse, emotion, enchantment, mental, occult) A creature hit by a lovelorn’s fangs Strike must attempt a DC 19 Will save as it grows morose and listless. If the creature would be affected by a calm emotions spell, that spell attempts to counteract this curse instead of having its normal effect. Critical Success The target is unaffected. Success For 1 minute, the target can’t benefit from helpful emotion effects, but can still be affected by harmful emotion effects. Failure As success, plus the target is fatigued for the same duration. Critical Failure As failure, but the curse’s effects are permanent.
Introduction
LOVELORN KEEPSAKES While a lovelorn has little use for treasure and rarely collects or hoards it for monetary value, these passionate undead often collect mementos and trinkets, both from their own lives before becoming undead and from their victims since becoming a lovelorn. While many of these possess little intrinsic value—paintings, diaries, handmade toys, and the like—it’s not uncommon for lovelorns to fill their twisted nests with bejeweled rings and necklaces, antique combs, gold and platinum lockets, and the like.
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Maftet SHARED DUTIES Occasionally maftets and girtablilus (page 112) share a home. Since both groups respect locales and their history, they usually form a tacit partnership to guard ruins in tandem, with maftets keeping watch from the skies while girtablilus patrol the ground.
Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancient ruins and cities thought lost, typically in desert or mountain regions. They view themselves as guardians and practice a specialized technique of dualwielding scimitars so central to their culture that a maftet’s scimitars are often cherished family heirlooms. Most maftets venerate their ancestors in addition to various deities, and even a child can detail their family lineage back multiple generations. Maftet prides tend to be matriarchal and isolationist, though maftets aren’t necessarily hostile to outsiders who respect their homes and don’t seek to loot them. When a young maftet comes of age, they receive runic tattoos from a pride’s elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons, but the individualized designs tell of the maftet’s ancestors, childhood adventures, and positive qualities. Such tattoos are considered sacred and never given to non-maftets.
MAFTET GUARDIAN N
MEDIUM
CREATURE 6 HUMANOID
Perception +14; darkvision Languages Common, Sphinx Skills Acrobatics +13, Arcana +13, Athletics +15, Ruins Lore +15 (applies only to their home ruins), Stealth +13 Str +5, Dex +3, Con +4, Int +3, Wis +2, Cha +0 Items scimitar (2) AC 23; Fort +14, Ref +15, Will +12 HP 92 Runic Resistance [reaction] (arcane, abjuration) Trigger The maftet takes damage from a Strike or spell effect; Effect The maftet’s protective runic tattoos glow, granting them resistance 5 to one damage type dealt by the triggering attack. This resistance applies against the triggering effect and lasts for 1 minute or until the maftet uses this ability again, whichever comes first. If the triggering effect deals multiple damage types, the maftet chooses which type to resist. Speed 30 feet, fly 40 feet Melee [one-action] scimitar +17 (forceful, magical, sweep), Damage 2d6+8 slashing Arcane Innate Spells DC 23; 1st sanctuary (×3), true strike; Cantrips (3rd) sigil Paired Strike [two-actions] Requirements The maftet is wielding two scimitars; Effect The maftet makes two Strikes against the same target, one with each of their scimitars. The maftet combines the damage of any attacks that hit and applies resistances and weaknesses only once. This counts as one attack when calculating the maftet’s multiple attack penalty. Powerful Scimitars (arcane, evocation) Any non-magical scimitar becomes a +1 striking scimitar while a maftet wields it. Raptor Dive [three-actions] Requirements The maftet is flying at least 10 feet above the target; Effect The maftet Flies up to twice their fly Speed and makes a Paired Strike at the end of the movement. If both Strikes hit, the target is also knocked prone.
166
L-N Mezlan
The bizarre shapeshifters known as mezlans were created ages ago as spies and infiltrators by a long-forgotten ritual infusing a magically constructed ooze with the soul of an exceptional sapient being. Having long since outlasted their creators, mezlans most often dwell alone amongst the ruins of the ancient civilizations they served as mortals.
MEZLAN RARE
N
CREATURE 14 MEDIUM
OOZE
Perception +25; darkvision Languages Aklo, Azlanti; polyglot Skills Athletics +28, Deception +27 (+31 to Impersonate), Occultism +24, Stealth +28 Str +8, Dex +6, Con +5, Int +4, Wis +5, Cha +5 Polyglot A mezlan can speak and understand any language they hear spoken after listening to the language for 1 minute. These languages fade from their mind after 24 hours. AC 31; Fort +25, Ref +28, Will +23; +1 status to all saves vs. magic HP 260, regeneration 15 (deactivated by acid); Immunities critical hits, precision, unconscious; Weaknesses acid 10 Absorb Spell [reaction] Trigger The mezlan succeeds at a saving throw against a single-target spell; Effect The mezlan absorbs the spell, nullifying its effect and storing it for later. They can Cast the Spell using the original caster’s spell attack modifier and DC. They can store only one spell at a time, but they can absorb a new spell to replace the spell they currently have stored. A willing caster can allow the mezlan to Absorb a Spell without requiring a save. Discorporate When the mezlan is reduced to 0 Hit Points, their body dissolves into colorless slime and begins seeping into nearby cracks or porous surfaces. If this material is not immediately contained or destroyed, the mezlan will eventually re-form, though they may lie dormant for years or even decades before doing so. Speed 30 feet Melee [one-action] polymorphic appendage +30 (magical, versatile P, versatile S), Damage 3d12+14 bludgeoning Ranged [one-action] ooze globule +28 (range increment 30 feet) Effect viscous trap Change Shape [one-action] (concentrate, polymorph, transmutation) The mezlan assumes the form of any Medium or Small creature, excluding those with the elemental, incorporeal, or swarm traits but including specific individuals whose appearance they’ve seen. This doesn’t change the mezlan’s Speed or their attack and damage bonus with their Strikes, but the damage type dealt by their Strikes might change based on their new form (page 304). Extend Limb [one-action] The mezlan extends one of their limbs, granting themself a reach of 20 feet with their polymorphic appendages until the end of their next turn. Viscous Trap A creature hit by the mezlan’s ooze globule takes a –15-foot circumstance penalty to all Speeds for 1 minute. On a critical hit, a target standing on a solid surface also becomes immobilized, while a target Flying via wings falls to the ground and becomes unable to Fly. A target can end all effects by Escaping (DC 32) or spending a total of 3 Interact actions to free itself.
Introduction
KEEPERS OF SECRETS Despite their strange nature, all mezlans retain the minds of the individuals they were before being transformed, making them potential repositories of knowledge long forgotten by any living creature. However, millennia of isolation have rendered most mezlans’ personalities eccentric at best, with inscrutable motivations, so explorers brave enough to seek them out are advised to be wary.
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Mi-Go MI-GO LANGUAGE The mi-go language consists of pulsations and flashes of a wide range of colors (some of which can’t be seen by humans) generated on a mi-go’s head. This language can be learned by other creatures, but they cannot use it to “speak” to others without the use of illusion magic capable of generating the complex series of colors. Even then, most creatures can convey only basic notions and concepts.
Mi-gos are both scientists and colonists, yet their extraterrestrial nature and malevolent motives color their investigations with cruelty. While their shape resembles that of an arthropod, mi-gos are in fact a highly evolved and intelligent fungus. In mi-go society, the pursuit of secular knowledge and religious epiphany have no distinction and inspire their pursuits in tandem. They view the Outer Gods and Great Old Ones of the Elder Mythos less as gods to obey and more as muses or figures of inspiration. This results in their use of a strange blend of magic and technology to create bizarre, organic items that are grown and spliced together as much as crafted in the traditional sense. A mi-go can survive in the void of outer space and flies through the vacuum at incredible speeds—though these journeys can take months within a single solar system and years to travel beyond. When they come to new planets to mine resources rare on their home worlds, they use clever disguises that mix technology and magic to appear as creatures of that world. While there, they select the greatest minds of that world as trophies, extracting their brains and preserving them within an eldritch cylinder that grants an awful immortality to the mind kept within.
MI-GO UNCOMMON
CREATURE 6 NE
MEDIUM
FUNGUS
Perception +14; low-light vision, tremorsense (precise) 30 feet Languages Aklo, Common, Mi-Go Skills Acrobatics +13, Athletics +12, Arcana +15, Deception +14 (+18 to Impersonate), Medicine +17, Occultism +15, Religion +14, Stealth +13, Thievery +13 Str +2, Dex +5, Con +3, Int +5, Wis +4, Cha +2 AC 24; Fort +13, Ref +17, Will +14 HP 120; Immunities cold; Weaknesses slashing 5 No Breath A mi-go doesn’t breathe and is immune to effects that require breathing (such as an inhaled poison). Speed 25 feet, fly 40 feet Melee [one-action] claw +15 (agile, finesse), Damage 2d6+4 slashing plus Grab (page 305) Clever Disguises A mi-go can use Deception to impersonate any Medium humanoid creature, although creating such a disguise takes 1 hour. It can’t impersonate a specific individual with this ability. Eviscerate [one-action] (manipulate) The mi-go performs a swift and painful surgery on a creature it has grabbed or restrained or that is otherwise immobilized, attempting a Medicine check against the target’s Fortitude DC. Regardless of the result, the target then becomes temporarily immune for 24 hours. Critical Success The target takes 6d6 slashing damage, is slowed 1 for 1 round, and becomes clumsy 1, enfeebled 1, or stupefied 1 (the mi-go chooses) for 24 hours. Success The target takes 4d6 slashing damage and is slowed 1 for 1 round by the pain. Failure The target takes 2d6 slashing damage. Critical Failure The target takes no damage. Sneak Attack A mi-go deals an extra 1d6 precision damage to flat-footed creatures.
168
L-N Millindemalion
Millindemalion are cruel fey tricksters capable of causing mayhem with their magical, mind-altering hats. Many folk tales from around the world speak of industrious fey who help struggling crafters—cobblers, milliners, tailors, and so on—during the night, creating quality wares in secret for no payment greater than a crumb of bread or a saucer of cream. These stories hold a grain of truth, as gracious fey do occasionally journey from the First World to aid a humble artisan on a whim, for bribes of food, or sometimes even as part of a concerted effort to spread beauty throughout the world. However, when an artisan becomes too reliant on this help, their friendly fey helper might become warped and twisted with resentment and neglect. Eventually, they could transform into a cruel prankster who delights in punishing mortals who dare task a fey with such mundane work. The millindemalion is the result of a kindly, hat-making fey undergoing such a transformation. Some scholars believe this erratic behavior is caused by the preponderance of quicksilver used in most millinery.
Introduction
SIMILAR FEY Millindemalion practice a cruel form of hat-making, but there have been sightings of similar trickster fey who can craft shoes that never stop dancing or jackets that inflict wild mood swings onto their victims.
A-C D E-G H-K L-N O-R
CREATURE 13
S-T
Perception +23; low-light vision Languages Aklo, Common, Sylvan Skills Crafting +28, Millinery Lore +30, Occultism +24, Society +24, Stealth +27 Str +4, Dex +8, Con +1, Int +7, Wis +4, Cha +2 Items +1 striking felt shears (as dagger) AC 34; Fort +20, Ref +27, Will +23 HP 275; Weaknesses cold iron 10 Attack of Opportunity [reaction] (page 304) The millindemalion can use Hat Toss against the triggering creature instead of making a Strike, making a melee attack roll with a +27 modifier to do so. Unsettling Mind Attempting to touch the frenetic mind of a millindemalion is a dangerous task. When the millindemalion succeeds at a saving throw against a mental effect, the creature originating that effect takes 4d6 mental damage. Speed 30 feet Melee [one-action] felt shears +27 (agile, finesse, magic, versatile S), Damage 2d4+14 piercing plus 1d6 mental Ranged [one-action] felt shears +27 (agile, magic, thrown 10 feet), Damage 2d4+10 piercing plus 1d6 mental Hat Toss [one-action] (enchantment, manipulate, mental, primal) The millindemalion quickly crafts a mind-altering hat in combat and tosses it onto a target with a flick of their wrist. The millindemalion chooses one of the effects below and makes a ranged attack roll with a +27 modifier and a range increment of 20 feet. On a hit, the target must succeed at a DC 33 Will saving throw or experience the listed effect for 1d4+1 rounds. If the millindemalion critically succeeds at the ranged Strike, the target takes a –4 circumstance penalty on the save. A target can only wear one millindemalion hat at a time; a new hat replaces any previous hat. The hat can’t be removed before the condition ends, but when the condition ends (or on a successful save), the hat falls to pieces. • Befuddling Bowler The hat clouds the target’s mind; the target becomes stupefied 2. • Bewitching Beret The target is infatuated with their new hat and its creator, becoming fascinated by the millindemalion and the beret. • Dazzling Deerstalker The target can barely see with the hat falling down over its eyes and gains the dazzled condition. • Fettering Fedora The target feels a heavy weight pressing down on them from the hat and takes a –10-foot circumstance penalty to their Speeds. • Tiring Tricorne The target grows sleepy and becomes slowed 1. Sneak Attack A millindemalion deals an extra 4d6 precision damage to flat-footed creatures.
U-Z
MILLINDEMALION NE
SMALL
FEY
Appendix
169
Bestiary 3
Mobogo CHILDREN OF GOGUNTA The boggards of Golarion believe mobogos to have hatched from the first clutch of eggs laid by their demon goddess Gogunta, following her awakening at the dawn of creation. The boggards, hatched millennia later from the second clutch, have been charged with serving and aiding their elder siblings in keeping her sacred swamplands untainted by the presence of outsiders.
170
Mobogos are massive, swamp-dwelling monstrosities that combine the worst aspects of giant toads and evil dragons. Lazy, cruel, and greedy, these vile creatures make their lairs in the most ancient and primordial swamps. The boggards who call such places home worship mobogos as living demigods, regularly bringing sacrifices of food and valuables lest they become the next victims of the mobogos’ boundless appetites.
MOBOGO CE
HUGE
CREATURE 10 AMPHIBIOUS
BEAST
Perception +21; darkvision Languages Boggard; speak with animals Skills Acrobatics +19, Athletics +23, Nature +21, Stealth +19 (+21 in swamps) Str +7, Dex +5, Con +6, Int –2, Wis +5, Cha +7 AC 29; Fort +22, Ref +17, Will +19 HP 160, regeneration 30 (deactivated by acid, cold, or fire; page 306) Speed 25 feet, fly 20 feet, swim 30 feet; swamp stride Melee [one-action] jaws +23 (reach 10 feet), Damage 2d12+13 piercing plus Improved Grab (page 305) Melee [one-action] tongue +23 (agile, reach 30 feet), Damage 2d6+13 bludgeoning plus tongue grab Primal Innate Spells DC 27; 5th control water; 4th create water (at will), entangle, obscuring mist, sound burst (at will); Constant (2nd) pass without trace, speak with animals Rituals DC 27; plant growth Song of the Swamp [one-action] (auditory, emotion, enchantment, mental, primal) Frequency once per 10 minutes; Effect The mobogo unleashes a booming croak. All boggards and mobogos within 50 feet gain a +2 status bonus to damage rolls and saves against fear for 1 round. Other creatures in the area of effect must attempt a DC 27 Will save. Success The creature is unaffected and is temporarily immune for 24 hours. Failure The creature is slowed 1 for 1d4 rounds. Critical Failure The creature is slowed 2 for 1d4 rounds. Swallow Whole [one-action] (attack) Large, 2d12+6 bludgeoning, Rupture 19 (page 306) Swamp Stride A mobogo ignores difficult terrain caused by swamp terrain features. Tongue Grab A creature hit by the mobogo’s tongue becomes grabbed by the mobogo. The creature isn’t immobilized, but it can’t move beyond the reach of the mobogo’s tongue. A creature can sever the tongue with a Strike against AC 27 that deals at least 10 slashing damage. This deals no damage to the mobogo but prevents it from using its tongue Strike until it regrows its tongue, which takes 1 round. The mobogo can move without ending the Grab as long as the creature remains within the tongue’s reach. Tongue Reposition [one-action] The mobogo attempts to move a creature grabbed by its tongue. The mobogo rolls an Athletics check against the creature’s Fortitude DC. On a success, the mobogo moves the creature into any space within the tongue’s reach. If it wishes, the mobogo can transfer the grabbed creature to its jaws.
L-N Mokele-Mbembe
Mokele-mbembes are large, reptilian predators found deep within Golarion’s jungles. Mwangi view mokele-mbembes as embodiments of nature’s strength and majesty, and they consider the sighting of this rare being a sign of favor from the gods and an omen of powerful natural forces. Mokele-mbembes are solitary and excel at going undetected. Most information about them—including the fact that they’re voracious predators—comes from following the signs of their passage.
MOKELE-MBEMBE UNCOMMON
N
HUGE
CREATURE 9 ANIMAL
Perception +15; darkvision, scent (imprecise) 30 feet Skills Athletics +20, Stealth +19, Survival +17 Str +7, Dex +4, Con +6, Int –4, Wis +2, Cha +0 AC 27; Fort +21, Ref +15, Will +17 HP 172 Speed 30 feet, swim 30 feet Melee [one-action] jaws +22 (reach 15 feet), Damage 2d12+10 piercing Melee [one-action] tail +22 (agile, reach 20 feet), Damage 2d6+10 bludgeoning Melee [one-action] foot +22 (reach 10 feet), Damage 2d8+10 bludgeoning Trample [three-actions] Large or smaller, foot, DC 28 (page 306) Whip Tail [two-actions] (incapacitation, sonic) The mokele-mbembe cracks its tail, creating a sonic boom in a 5-foot burst centered on a corner within reach of its tail Strike. Each creature in the burst’s area must attempt a DC 28 Fortitude save. Mokele-mbembes are immune. Critical Success The creature is unaffected. Success The creature is stunned 1. Failure The creature is stunned 2. Critical Failure The creature is stunned 3.
Introduction
LOCATIONS Mokele-mbembes live in tropical jungles close to lakes, rivers, and other bodies of water. They take great care to hide themselves from civilization and other large predators, so it can take many weeks or months of searching to locate even just their footprints. Travelers rarely encounter mokele-mbembes by accident, but those who do (and live to tell about it) are considered very lucky indeed.
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Monkey THIEVING MONKEYS In populated areas near jungle terrain, clever monkeys have been observed stealing objects from humans and holding them as ransom for bits of food. This doesn’t always go as planned, as the victim is often afraid to go near them, and there’s a chance that a traveler might encounter a monkey still holding onto ill-gotten gains from a previous heist.
Monkeys vary greatly in size, color, and behavior. Some are distinguished by bright orange fur, others for black fur in sharp contrast with a white face. Some produce distinct noises, like howls that can be heard from a village away. Others vie for dominance within ever-changing social hierarchies. Their size and aptitude for climbing allow them to quickly escape threats; combined with being a little too clever for their own good, this allows them to get up to all sorts of mischief and usually escape to do it again.
MONKEY When these small, curious primates come in contact with large humanoid populations, they quickly adapt, learning to steal food or small objects before retreating to the nearest tree branch with their prize.
MONKEY N
TINY
CREATURE –1 ANIMAL
Perception +6 Skills Acrobatics +5, Thievery +5 Str +0, Dex +3, Con +0, Int –4, Wis +2, Cha +0 AC 14; Fort +2, Ref +7, Will +4 HP 9 Speed 25 feet, climb 20 feet Melee [one-action] jaws +7 (agile, finesse), Damage 1d6 piercing Grab and Go [two-actions] The monkey Strides or Climbs up to its Speed. At any point during this movement, it can Interact to take a single unattended item of light Bulk or less that it can see from a square it moves through or is adjacent to. Alternatively, if not in combat, during this movement it can attempt to Steal from an adjacent creature.
MONKEY SWARM A single monkey can cause mischief. A troop of monkeys, emboldened by their numbers, can cause utter chaos, attacking anyone and looting anything in sight before scattering away with whatever they can carry.
MONKEY SWARM N
LARGE
ANIMAL
CREATURE 2 SWARM
Perception +8; Skills Acrobatics +8, Thievery +8 Str +0, Dex +4, Con +0, Int –4, Wis +2, Cha +0 AC 16; Fort +6, Ref +10, Will +6 HP 20; Immunities precision, swarm mind (page 306); Weaknesses area damage 3, splash damage 3; Resistances piercing 3, slashing 3 Cacophony (auditory, aura) 20 feet. The monkeys’ awful racket of screeches and howls drowns out other sounds. Any creature performing an auditory action in the area must yell over the din, requiring a successful DC 15 Fortitude save or Performance check to project loudly enough; on a failure, the action is lost. Speed 25 feet, climb 20 feet Ransack [two-actions] The swarm rummages through the possessions of a single creature within its space, attempting a Thievery check against the creature’s Reflex DC. On a success, the monkeys take one random item of negligible Bulk that the creature is wearing but not closely guarding, such as an object in a loosely carried pouch. Swarming Bites [one-action] Each creature in the swarm’s space takes 1d8 piercing damage (DC 18 basic Reflex save).
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L-N Moose
Moose are a large, solitary type of deer. They’re majestic, territorial, and extremely grumpy—traits that make them dangerous to unwary travelers and would-be predators alike. Males are instantly recognizable, standing 7 feet tall at the shoulder, with large heads and thick necks to support their impressive palmate antlers. They shed their antlers come winter and grow a new set each year at a rapid rate. For most of the year, moose roam tundra, forest, and wilderness territories by themselves. Their hooves are wide, allowing them to more easily traverse the frequent snowfall of their native terrain, and they typically journey alone. Moose come together only during mating season, a time in which they become oddly social with one another, loud, and even more aggressive to other creatures than usual. A moose’s diet consists of leaves, woody plant matter like twigs or bark, and buds of trees and shrubs. Moose are so large they prefer to eat the leaves of trees taller than humans instead of lowering their giant heads all the way to the ground. This can make them easy to track, though hunters will find actually killing a moose is a far greater challenge than finding it. Despite their size, moose have many natural predators, especially pack animals like wolves and large carnivores like tigers. Large humanoids like ogres and trolls dwelling in the wilderness sometimes make sport of chasing down and wrestling moose. Despite their large size, moose are expert swimmers in both fresh and salt water, and they readily feed on aquatic vegetation. Moose rarely swim into open seas, however, and usually stay close to land, though ocean predators have been known to hunt swimming moose. To an observer watching from the safe distance of a dry shore, the large branching antlers of a swimming moose can sometimes be mistaken for a tree bobbing along in the water.
MOOSE N
LARGE
Introduction
MOOSE TRACKS Moose thrive in cooler climates and have many adaptations to survive in the cold, including thick skin and dense, heat-retaining fur. They often make their own trails in the snow to find the best food. Adventurers sometimes stumble upon these trails and assume they lead to shelter, only to find themselves happening upon a fiercely territorial moose.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3 ANIMAL
Perception +9; low-light vision, scent (imprecise) 60 feet Skills Athletics +12 (+14 to Swim), Intimidation +8 Str +5, Dex +3, Con +4, Int –4, Wis +0, Cha +1 AC 18; Fort +11, Ref +10, Will +5 HP 50 Cold Adaptation The moose reduces the effects it suffers from cold environments by one step. Speed 30 feet Melee [one-action] antler +12, Damage 1d10+7 piercing Melee [one-action] hoof +12, Damage 1d8+7 bludgeoning Kick Back [one-action] The moose bucks and kicks back with both hind hooves, making a Strike with a –2 circumstance penalty to the attack roll. If it hits, it deals an extra 1d8 bludgeoning damage. This counts as two attacks when calculating the moose’s multiple attack penalty. Thundering Charge [two-actions] The moose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 18 Fortitude save or be stunned 1. Trample [three-actions] Medium or smaller, hoof, DC 20 (page 306)
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Bestiary 3
Mortic SCHOLARLY PURSUITS Angheuvores retain the elven love of education, although the topics that interest them are decidedly macabre. Many study anatomy, haruspicy, medicine, pain, putrefaction, or trauma, preferring hands-on experiments and research whenever possible.
Mortics are humanoids overwhelmed by negative energy who still cling to life, surviving as twisted amalgams of living and undead. Though they feel unnatural cravings and resemble corpses, mortics live, breathe, eat, sleep, and procreate. However, a mortic can suspend their living functions simply by holding their breath, becoming more like a true undead. Mortics are largely new to Golarion, with most created in droves when the Whispering Tyrant destroyed entire cities with his Radiant Fire, a magical explosion fueled by the collision of negative and positive energy. From among the corpses of these tragedies rose mortics, living survivors mistaken for corpses and left behind as a result. They found themselves in a twilight state—neither fully alive or undead. The necrotic pollutants of the Gravelands and the Isle of Terror continue to create mortics, seeping into neighboring lands through the air, earth, and water to infect the populace. Though most of the living in these lands fear becoming transformed, some believe becoming a mortic is their best chance of survival in the face of the encroaching hordes of the dead. A mortic’s powers differ by ancestry, though they do have a few commonalities. Reading or hearing scripture induces headaches, and they experience great discomfort when treading upon sacred ground. For those who were religious in life, these new changes can be devastating.
ANGHEUVORE Angheuvores, or mortic elves, have an insatiable hunger for raw humanoid flesh— though they’re reluctant to feed on other elves. Most stalk the streets of human nations, such as Druma, Razmiran, and the River Kingdoms. Impatient and impulsive, they’re opportunistic hunters, preying on the wounded and isolated.
ANGHEUVORE FLESH-GNAWER RARE
NE
MEDIUM
ELF
HUMANOID
CREATURE 2 MORTIC
Perception +7; darkvision, carrion scent (imprecise) 30 feet Languages Common, Elven, Necril Skills Acrobatics +8, Athletics +7, Intimidation +5, Medicine +5, Stealth +8, Survival +5 Str +3, Dex +4, Con +3, Int +2, Wis +1, Cha +1 Carrion Scent An angheuvore can smell creatures that have the doomed, dying, or wounded condition as an imprecise sense. Items composite shortbow (20 arrows), elven curve blade AC 18; Fort +9, Ref +10, Will +5 HP 30, negative healing (page 305) Consecration Vulnerability An angheuvore in a place of worship dedicated to a non-evil deity or on sacred ground, such as an area blessed by sanctified ground, is slowed 1. Speed 30 feet Melee [one-action] jaws +10 (finesse), Damage 1d6+5 piercing plus paralysis Melee [one-action] elven curve blade +10 (finesse, forceful), Damage 1d8+5 slashing Ranged [one-action] composite shortbow +10 (deadly d10, propulsive, range increment 60 feet), Damage 1d6+3 piercing Death Gasp [one-action] (divine, necromancy) The angheuvore draws in a deep breath and holds it, temporarily suspending their biological processes and becoming undead. The angheuvore gains the undead trait and becomes immune to bleed, death effects, disease, paralyzed, poison, and sleep. Any such effects the angheuvore is currently suffering from are suspended, but take effect again once they take a breath. Death Gasp lasts as long as the angheuvore holds their breath (up to 8 rounds, Core Rulebook 478). Invigorating Feast [one-action] (manipulate) Requirements The angheuvore is adjacent to a paralyzed, restrained, or unconscious creature, or a deceased creature that died in the
174
L-N last hour; Effect The angheuvore feasts upon the creature, dealing their jaws Strike damage (basic Fortitude save); a corpse automatically critically fails with no save. If the target takes damage, the angheuvore gains 5 temporary Hit Points and a +10-foot circumstance bonus to their Speeds for 1 minute. Paralysis (divine, incapacitation, necromancy) Any living creature hit by an angheuvore’s jaws Strike must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save to end the condition at the end of each of its turns, and the DC cumulatively decreases by 1 on each save.
GURGIST Humans that become mortics are known as gurgists. They retain their personalities and intelligence, but their bodies rot with every beat of their heart. Gurgists ceaselessly crave raw meat; consuming large quantities can slow, or even reverse, their body’s putrefaction for a short time. A gurgist that refuses to consume raw meat rots to death. Unlike other mortics, gurgists are capable of sating their hunger without resorting to depravity, making them more likely to be nonevil compared to other mortics. Most gurgists hunt and raise livestock for food—including animals many consider too dangerous to tame. To battle their constant hunger, many take up a single craft, hobby, or performing art to obsess over until the drive to create overcomes the urge to consume. Many study magic or medicine, researching methods to reverse their condition or suspend their putrescence. Others cling to religion, uttering prayers despite the pain and begging the gods to cleanse them of evil. Nearly all gurgists are disgusted by their clumsy, rotting bodies. They shroud themselves in fine clothes and cover their faces with elaborate masks. Most consider their mask their true face.
GURGIST MAULER RARE
N
MEDIUM
HUMAN
Introduction
HOME SWEET HOME Most gurgists are survivors from Roslar’s Coffer or Vigil who fled together to Nirmathas or Ustalav, where they’ve since built their own insular communities. Some fled to Absalom but struggle to fit in; most camp in the Cairnlands or form gangs in the city’s slums.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 6 HUMANOID
MORTIC
Perception +14; darkvision Languages Common, Necril Skills Arcana +13, Athletics +17, Crafting +15, Deception +14, Medicine +12, Performance +12 Str +5, Dex +2, Con +4, Int +3, Wis +4, Cha +2 Items composite shortbow (20 arrows), hide armor, +1 maul Nourishing Feast The gurgist spends 1 hour consuming 1 Bulk of raw meat to reverse their body’s putrescence. For 1 hour, the gurgist appears to be a pale, bloated human. They have an automatic result of 32 on Deception checks and DCs to pass as a non-mortic human. While under the effects of Nourishing Feast, Rotting Flesh ceases to function. AC 23; Fort +14, Ref +12, Will +16 HP 120, negative healing (page 305); Weaknesses slashing 5 Consecration Vulnerability As angheuvore flesh-gnawer. Rotting Flesh Any creature that hits the gurgist with an unarmed attack, tries to Grapple them, or otherwise touches the gurgist is covered with rotten flesh and putrid fluids. The creature must succeed at a DC 22 Fortitude save or become sickened 1 (sickened 2 on a critical failure). Speed 25 feet Melee [one-action] maul +18 (magical, shove), Damage 1d12+8 bludgeoning plus Knockdown (page 305) Melee [one-action] fist +17 (agile), Damage 1d8+8 bludgeoning Ranged [one-action] composite shortbow +14 (deadly d10, propulsive, range increment 60 feet), Damage 1d6+5 piercing
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DEFYING DEATH Lifeleechers are commonly formed when an orc tainted by the pollutants of the Gravelands falls in battle. As their ferocity overcomes them, they transform into mortics and continue the fight, drawing sustenance from the enemies that first laid them low.
Calculated Blow [two-actions] The gurgist makes a melee Strike, aiming for their target’s weak points and taking their time to line up a precise blow. If this Strike hits, the gurgist deals an additional 1d8 precision damage, and the target must succeed at a DC 23 Fortitude save or become clumsy 2 for 1 minute. Death Gasp As angheuvore flesh-gnawer, except up to 9 rounds. Tackle [two-actions] The gurgist Strides twice and then attempts to Grapple a creature. On a success, the target is also knocked prone.
LIFELEECHER Lifeleechers are mortic orcs with gray flesh, sharp claws, and protruding tusks. Resilient and strong, they devour the vital essence of their enemies, which heals their wounds and shackles those souls to the lifeleecher. Many orcs believe lifeleechers are possessed by the spirits of fallen orc warriors too stubborn to die. Feared and revered, lifeleechers often rise to positions of power in their holds and battle on the front lines against the undead armies of the Whispering Tyrant.
LIFELEECHER BRAWLER RARE
CE
MEDIUM
HUMANOID
CREATURE 8 MORTIC
ORC
Perception +15; darkvision Languages Common, Necril, Orc Skills Athletics +18, Intimidation +16, Survival +15 Str +6, Dex +4, Con +6, Int +3, Wis +3, Cha +4 Items breastplate, +1 striking composite shortbow (20 arrows) AC 25; Fort +20, Ref +16, Will +13 HP 165, negative healing (page 305) Consecration Vulnerability As angheuvore flesh-gnawer. Mortic Ferocity [reaction] As Ferocity (page 305), but the lifeleecher is also surrounded by visibly flickering fragments of the souls they’ve consumed, becoming concealed until the end of their next turn. Soul Feast [reaction] (divine, necromancy, negative) Trigger A creature adjacent to the lifeleecher dies; Effect The lifeleecher consumes a portion of the creature’s soul, regaining 2d8 Hit Points. Speed 25 feet Melee [one-action] tusk +20, Damage 2d6+6 piercing plus leech essence Melee [one-action] claw +20 (agile), Damage 2d8+6 slashing plus 1d6 persistent bleed Ranged [one-action] composite shortbow +19 (deadly d10, magical, propulsive, range increment 30 feet), Damage 2d6+3 piercing Death Gasp As angheuvore flesh-gnawer, except up to 11 rounds. Ghost Hunter The lifeleecher’s tusks have the effects of the ghost touch property rune on attacks against incorporeal undead. Leech Essence (divine, necromancy) When the lifeleecher damages a living or undead creature with their jaws Strike, they drain the target’s life essence. The lifeleecher gains 5 temporary Hit Points that last for 1 minute, and the target must succeed at a DC 24 Fortitude save or become drained 1 if living, or stunned 1 if undead. If the target was already drained or stunned, the value of this condition instead increases by 1, to a maximum of 3.
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L-N ETIOLING When the primal spark of the First World nestled in a gnome’s heart is engulfed in Radiant Fire, it fights back, pushing against death with riotous life and creating an etioling. Within their small frames, churning positive and negative energy fiercely battle for dominance, occasionally causing convulsions and babbling speech. This intense inner conflict warps an etioling’s primal magic, transmogrifying it into an occult hybrid singular to these unfortunate mortics. Nearly devoid of color, etiolings have vibrant eyes and pulsing green veins. Their bodies force the corrupting negative energy out through their pores, where it distills on their skin, covering them in a thin layer of ectoplasm and concentrated death. Around them, the world withers. Incapable of focusing for long, etiolings are impulsive and moody, rapidly alternating between kindness, malice, and trickery. They forget themselves, their friends, and the things they once loved.
ETIOLING BLIGHTMAGE RARE
CN
SMALL
GNOME
HUMANOID
CREATURE 10 MORTIC
Perception +19; darkvision Languages Common, Gnome, Necril, Sylvan Skills Acrobatics +19, Deception +22, Diplomacy +22, Intimidation +22, Nature +19 Str +3, Dex +5, Con +3, Int +3, Wis +5, Cha +7 AC 29; Fort +19, Ref +21, Will +17 HP 150, negative healing (page 305) Consecration Vulnerability As angheuvore flesh-gnawer. Ectoplasmic Secretions (necromancy, occult) Any creature that hits the etioling with an unarmed attack, tries to Grapple them, or otherwise touches them becomes partially coated in ectoplasm. The creature takes 1d6 negative damage and must succeed at a DC 27 Reflex save or become enfeebled 2 until the ectoplasm is removed. The ectoplasm can be removed with a total of 3 Interact actions by the creature or creatures adjacent to the creature. These actions don’t need to be consecutive or made by the same creature. Ectoplasmic Shield [reaction] (abjuration, occult) Trigger The etioling is the target of a physical ranged attack; Effect The etioling interposes a wave of ectoplasm between themself and the source of the ranged attack, giving them a +2 circumstance bonus to AC against the triggering attack. If the attack misses, the ectoplasm deflected it. The ectoplasm can’t deflect unusually large or heavy ranged projectiles (such as boulders or ballista bolts). Withering Aura (aura, necromancy, occult) 20 feet. The etioling drains nutrients from nearby plant and animal life. Each round a creature begins its turn in this aura, it takes 1d6 negative damage and must succeed at a DC 27 Fortitude save or become drained 1. All non-magical plant life in this aura instantly withers, removing any cover and concealment provided by trees and undergrowth. Speed 25 feet Melee [one-action] corrupting touch +21 (agile, finesse, magical), Damage 2d12+6 negative Occult Spontaneous Spells DC 29, attack +21; 5th (4 slots) cloudkill, crushing despair, lightning bolt, synesthesia; 4th (4 slots) dispel magic, freedom of movement, grim tendrils, phantasmal killer; 3rd (4 slots) earthbind, false life, haste, wall of thorns; 2nd (4 slots) blur, dispel magic, glitterdust, obscuring mist; 1st (4 slots) bane, grease, ray of enfeeblement, ventriloquism; Cantrips (5th) acid splash, dancing lights, electric arc, ghost sound, prestidigitation Death Gasp As angheuvore flesh-gnawer, except up to 8 rounds, and the etioling gains the incorporeal trait, a fly Speed of 25 feet, resistance 10 to all damage (except force, ghost touch, or positive; double this resistance vs. non-magical) while they hold their breath. They can’t cast spells during this time.
Introduction
OTHER MORTICS The mortics presented here are four of the most prevalent variations. Others—such as relictner dwarves, shadern goblins, and jitterbone halflings—are also common.
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Bestiary 3
Mosasaur THE VOID MOSASAUR Slowly swimming the boundless seas of the Plane of Water, the Void Mosasaur has become legend to that plane’s inhabitants. The creature is ancient, marked with massive gouges and scars, eyes entirely clouded with cataracts, and with a metabolism so slowed that days pass between its heartbeats. Its gullet is so vast that elemental creatures have built permanent homes inside it, using remnants of shipwrecks. Some of these shipwrecks are quite curious, appearing to have come from other planes entirely, and suggesting the Void Mosasaur plied other waters over the course of its extensive life.
The massive swimming reptiles called mosasaurs thrash their powerful tails to propel them after prey. Four articulated, webbed paddles let them precisely steer their paths, and their hinged jaws—much like a snake’s—allow mosasaurs to swallow larger creatures than their size would indicate. A small set of secondary pterygoid jaws in their gullets pull in their meals for more efficient digestion. As air breathers, mosasaurs must stay near the surface of the water, competing for food with whales. This proximity to the surface means they often capsize small boats, feasting on the crew members who fall out.
PLATECARPUS The mid-sized platecarpuses are the most common type of mosasaur. They’re typically 15 feet long, but larger specimens can grow up to 20 feet. The larger varieties sometimes eat Medium humanoids, but most stick to smaller fare.
PLATECARPUS N
LARGE
CREATURE 3
ANIMAL
Perception +9; low-light vision, scent (imprecise) 30 feet Skills Athletics +10, Stealth +11 Str +5, Dex +4, Con +3, Int –4, Wis +2, Cha –2 Deep Breath A platecarpus can hold its breath for 2 hours. AC 19; Fort +10, Ref +11, Will +7 HP 46 Speed 5 feet, swim 35 feet Melee [one-action] jaws +12, Damage 1d12+5 piercing plus Grab Aquatic Drag [one-action] Requirements The platecarpus has a creature grabbed; Effect The platecarpus Swims up to half its Speed, carrying the grabbed creature with it. Strafing Chomp [one-action] The platecarpus Swims up to its Speed, making one jaws Strike at any point along the way. The Strike deals half damage. Swallow Whole [one-action] (attack) Medium, 1d6+2 bludgeoning, Rupture 10
TYLOSAURUS Though large in size—sometimes exceeding 40 feet—tylosauruses have sleek bodies and long, narrow snouts. Few creatures compete with them in their environment, as most other aquatic giants reside in deeper water.
TYLOSAURUS N
GARGANTUAN
CREATURE 8 ANIMAL
Perception +18; low-light vision, scent (imprecise) 30 feet Skills Athletics +19, Stealth +19 Str +7, Dex +5, Con +5, Int –4, Wis +4, Cha –2 Deep Breath As platecarpus. AC 27; Fort +17, Ref +19, Will +14 HP 137 Speed 5 feet, swim 80 feet Melee [one-action] jaws +21, Damage 2d12+10 piercing plus Improved Grab Melee [one-action] tail +19, Damage 2d6+10 bludgeoning Aquatic Drag [one-action] As platecarpus. Swallow Whole [one-action] (attack) Large, 2d6+5 bludgeoning, Rupture 18 Vicious Strafe [two-actions] The tylosaurus Swims up to its Speed. It can make one jaws Strike and one tail Strike at any points during its movement, each attacking a different target.
178
L-N Mothman
Little is known of the strange creatures known as mothmen, save that when they make themselves known, calamity is sure to follow. The mothman sees themself as an agent of fate—provided such fate is devastating and destructive. Often, those who encounter a mothman never recall the meeting, yet live on to unknowingly pursue and enable the creature’s obscure plans. The name “mothmen” is, of course, not these creatures’ own name for themselves, but an appellation granted by the fearful who glimpse them and tell harrowing tales of their sightings. They each keep their own names, or a collection for use in different situations, yet have no need for a collective word for their kind.
MOTHMAN RARE
CN
MEDIUM
CREATURE 7 ABERRATION
Perception +15; darkvision Languages Aklo, Common, Sylvan, Undercommon (can’t speak any language); telepathy 100 feet Skills Acrobatics +16, Nature +13, Occultism +15, Society +13, Stealth +16 Str +2, Dex +5, Con +4, Int +2, Wis +4, Cha +5 AC 26; Fort +13, Ref +18, Will +15 HP 90 Portentous Gaze (aura, emotion, enchantment, fear, mental, occult, visual) 30 feet. When a creature ends its turn in the aura, it must attempt a DC 25 Will save. A creature that fails is frightened 1 (or frightened 2 on a critical failure) The mothman can deactivate or activate this aura with a single action, which has the concentrate trait. Speed 25 feet, fly 50 feet Melee [one-action] claw +16 (agile, finesse); Damage 2d8+4 slashing Occult Innate Spells DC 25, attack +17; 4th invisibility, modify memory, nightmare, phantasmal killer, suggestion; 3rd illusory creature, mind reading; 2nd illusory object, misdirection; Cantrips (4th) daze, ghost sound, read aura Agent of Fate [three-actions] (primal) Frequency once per day; Effect The mothman casts any spell of 5th level or lower that normally takes 2 or fewer actions to cast, whether they have those spells in their innate spells or not. They can use this ability only if doing so steers the flow of fate in its proper course toward a disaster or otherwise significantly memorable event. What the proper flow of fate entails is determined by the GM, but some examples include casting illusory scene to coax someone to a portentous location, casting sending to deliver an important message to someone the exact moment they need to hear it, or casting rusting grasp to weaken a structure and cause some necessary calamity. Focus Gaze [one-action] (concentrate, emotion, enchantment, fear, mental, occult, visual) The mothman fixes their glare at a creature they can see within 30 feet. The target must immediately attempt a Will save against the mothman’s portentous gaze. If the creature is already frightened when it attempts this save, on a failure it becomes stupefied 1 for 24 hours in addition to the frightened effect. After attempting its save, the creature is then temporarily immune for 1 minute.
Introduction
THE RED BISHOP Primary among mothmen on Golarion is the Red Bishop, a priest of Pazuzu whose mysterious plans for the small town of Sandpoint in Varisia hinge on the collection and manipulation of adventuring groups. The Red Bishop seeks to cultivate a group that will someday, albeit unknowingly, serve as a final catalyst to unleash a devastating, hidden plot upon the region.
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179
Bestiary 3
Munavri A LIGHT IN THE DARKNESS Munavris can play an important role in Darklands adventures, acting as allies in an environment where shelter and supplies are hard to come by.
Although the subterranean Darklands are known for their cruel and domineering civilizations—led by fiend-worshipping drow, urdefhans, and others—that dwell within those sinister caverns, not every such subterranean society is ruled that way. Munavris are perhaps the best example of a people that tend to treat new arrivals to their Darklands territories with good temper, fairness, and respect. These humanoids are the descendants of humans who survived the world-ending cataclysm called Earthfall—mariners who were abducted by alghollthus and dragged down through the ocean depths until they emerged on the other side of the seafloor, amid the Sightless Sea in the lightless realm of Orv. Gradually, munavris’ bodies adapted to their new home: they lost the pigments in their hair and skin, developed highly sensitive vision, and began to demonstrate telekinetic powers. These early munavris eventually settled on a mysterious archipelago of jade islands—mystical green landforms that seemed to resonate with strange, psychic energies that repelled their alghollthu captors. Safe from their abductors and nurtured by the strange powers of their jade islands, munavris have remained free to hone their telekinetic abilities into substantial psychic prowess. Every munavri has the ability to concentrate psychic energy upon an object to immediately ascertain what it is and how it works. Such natural intuition doesn’t come easily, though; using this power requires the munavri to expend a large portion of their limited psychic energy. Sleep is the only way for a munavri to replenish this psychic well. Today, nearly all munavris dwell on these islands and ply the waters of the Sightless Sea. Their predominant culture promotes nobility of both deed and heart, and many munavri dedicate their lives to waging war against those who sew discord in the Darklands.
MUNAVRI SPELLBLADE RARE
NG
MEDIUM
HUMANOID
CREATURE 2 MUNAVRI
Perception +7; darkvision Languages Munavri, Undercommon; telepathy 30 feet (munavris only, page 306) Skills Athletics +8, Deception +7, Occultism +6, Stealth +4 Str +4, Dex +0, Con +2, Int +0, Wis +1, Cha +3 Items bastard sword, breastplate Light Blindness (page 305) AC 18; Fort +8, Ref +6, Will +7 HP 28; Resistances mental 2 Speed 20 feet Melee [one-action] bastard sword +8 (two-hand d12), Damage 1d8+4 slashing Occult Spontaneous Spells DC 17, attack +9; 1st mindlink, phantom pain, soothe; Cantrips (1st) daze, message, shield, telekinetic projectile Intuit Object [two-actions] (concentrate, divination, occult) Frequency once per day; Effect By concentrating their psychic energy on a held object, the munavri intuits its use and understands how to effectively wield it. The munavri chooses one item they are holding. They gain the trained proficiency rank in one statistic required to use that item, but only for the purpose of using that specific item. For example, they could become trained in greatswords (to use a specific greatsword) or Acrobatics (to use a jade cat talisman). This benefit lasts for 1 hour.
180
L-N Myceloid
The ambulatory fungus creatures called myceloids are notorious for spreading deadly purple pox, controlling creatures’ minds, and devouring humanoid flesh. For a myceloid colony, any battle with humanoids is cause for excitement, as this new fodder presents so many delicious possibilities. Myceloids consider humanoids to have an ideal life cycle of four simple steps. During childhood, they wander naive and afraid, unaware of myceloid colonies. In adulthood, humanoids discover their true purpose as they taste purple pox and become enslaved by the myceloids’ spores. Next, they die, giving rise to a new myceloid. They’re then sent on to the afterlife upon becoming a myceloid meal. Eating humanoid flesh is not a necessity—a myceloid can survive on any decaying matter—but it’s certainly a pleasure. Myceloids rarely make alliances, but when they do, they invite their new allies to share a meal to seal the pact. Few outsiders appreciate this hospitality. Most myceloids have deep purple caps studded with off-white lumps. Their necks and bodies bear resemblance to the stipes of tough, leathery fungi. Smaller mushrooms often grow on a myceloid’s body, which the creatures view as either adornments or particularly convenient snacks. They stand roughly as tall as a dwarf, with comparably stout builds.
MYCELOID NE
MEDIUM
CREATURE 4
Introduction
TABLE MANNERS Myceloids eat communal meals consisting of a series of corpses, beginning with creatures they killed in combat, followed by any that died in service while enslaved with spore domination. As they dine, they offer tasting notes, claiming they can taste intangibles like innocence or despair. They save any creature that died from purple pox as dessert. The new myceloid birthed from the corpse gets the first slice!
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FUNGUS
Perception +10; darkvision, scent (imprecise) 30 feet Languages Undercommon; telepathy 100 feet (myceloids and those afflicted by purple pox only; page 306) Skills Stealth +11, Survival +10 Str +4, Dex +3, Con +4, Int –1, Wis +2, Cha +0 AC 20; Fort +14, Ref +9, Will +10 HP 70; Weaknesses slashing 5 Spore Pop If a myceloid is reduced to 0 HP by a critical hit, it pops, forcing it to immediately Emit Spores, even if it has already used the ability that day. Speed 20 feet Melee [one-action] fist +14, Damage 2d6+4 bludgeoning plus purple pox Emit Spores [one-action] Frequency once per day; Effect The myceloid expels spores in a 10-foot burst centered on a corner of its own space. This cloud lasts until the start of the myceloid’s next turn. Each creature that is in the cloud or enters it is exposed to purple pox. Purple Pox (disease) Myceloids are immune; Saving Throw DC 20 Fortitude; Onset 1 minute; Stage 1 2d6 poison damage and stupefied 1 (1 day); Stage 2 6d6 poison damage, stupefied 3, and the creature is compelled to seek out the nearest myceloid colony—this compulsion is a mental emotion effect (1 day); Stage 3 The creature dies. Over 24 hours, its corpse becomes bloated and bursts, releasing a new, fully grown myceloid. Spore Domination [two-actions] (emotion, enchantment, incapacitation, mental, primal) The myceloid targets one creature affected by purple pox within 60 feet. That creature must attempt a DC 22 Will save. It is then temporarily immune to spore domination for 10 minutes. Critical Success The target is unaffected. Success Until the end of its next turn, the target is helpful to myceloids and can’t take hostile actions against them. Failure As success, but for 1 minute. Critical Failure As success, but until the purple pox is cured.
181
Bestiary 3
Nagaji NAGAJOR On Golarion, nagaji are native to the tropical wilds of Nagajor in southern Tian Xia. Despite the ostensible overarching governance of the First Mother, Nagajor is no monolith—its many territories vary as widely as the naga matriarchs who rule them, ranging from despotic fiefdoms to lush utopias.
Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodies are covered in tightly layered scales that range in color from green to brown, and almost all nagaji have a colorful ridge along their head and back. Ophidian eyes lend nagaji an imperious visage, with irises that span every color of the rainbow. Nagaji physiology varies somewhat. Some possess vestigial tails, while others have sharp claws, and some even sport impressive fangs that can inject a simple venom. Like snakes, nagaji are cold-blooded and reproduce by laying eggs; as a result, nagaji territories rarely overlap with those of mammalian humanoids, since their environmental needs diverge so widely. They’re a hardy and strong people, but their close ties to nagas mean many have the potential for powerful magic, as well. Long ago, the naga goddess Nalinivati created the first nagaji as the backbone of a society that respected nagas. But the nagaji were never mindless vassals, and the goddess gifted them with free will. Many nagaji willingly serve nagas to this day, honoring some as outright divinities. While outsiders might regard nagaji initially as brainwashed servants, nagaji dispute this claim. Of course there are evil and unfair naga overlords, but there are just as many fair and just naga rulers, and nagaji history remembers various rebellions and revolutions when a matriarch overstepped her bounds to support a new naga’s claims of rulership. Nagaji accurately note that their long history with nagas is no simple matter and claim that the partnership goes both ways: nagas rely as much on nagaji for the running of their empires as nagaji rely on nagas to lead their people to prosperity. Although nagaji might be encountered in diverse cities and urban centers, their communities are concentrated in environments that suit their biology, namely jungles and tropical forests. Where many species would languish in the heat and humidity, nagaji bask in the warmth and thrive.
NAGAJI SOLDIER N
MEDIUM
HUMANOID
CREATURE 2 NAGAJI
Perception +8; low-light vision Languages Common, Draconic Skills Athletics +8, Intimidation +5, Nature +6 (+8 to Command an Animal that is a reptile) Str +4, Dex +1, Con +3, Int –1, Wis +2, Cha +1 Items leather armor, longbow (with 20 arrows), ranseur AC 18; Fort +9, Ref +7, Will +6 HP 28; Resistances poison 2 Attack of Opportunity [reaction] (page 304) Speed 25 feet Melee [one-action] ranseur +10 (disarm, reach 10 feet), Damage 1d10+4 piercing Ranged [one-action] longbow +7 (deadly d10, range increment 100 feet, volley 30 feet), Damage 1d8 piercing Slough Toxins [one-action] Frequency once per round; Requirements The nagaji is afflicted with a poison; Effect The nagaji accelerates their metabolism. They roll a saving throw against the affliction with a +2 circumstance bonus. If they must attempt an ongoing save against the same poison at the end of their turn, they also get a +2 circumstance bonus to that save.
182
L-N Namorrodor
Namorrodor stalk the night, craving the flesh of the living. Though they dwell on the Shadow Plane, the shadowy substances of that plane offer them only the barest sustenance, and they forever seek to cross over onto the Material Plane— yet they can make this journey only on the eve of a death, and only in a place where their plane overlaps the Material. When they manage to make the leap between planes, a shooting star marks their passage. Attracted by the smell of cooking meat but particularly vulnerable to flame, a namorrodor’s most common meal is a traveler who has strayed from their campfire. Unattended babies are a treat so delectable, however, that a namorrodor will risk an encounter with dreaded fire if it spies an opportunity to snatch one. A namorrodor’s skin is torn and loose over jutting bones, through which the wind whistles with a distinctive, eerie tone. Able to change between a quadrupedal and bipedal stance, the namorrodor is an admirable hunter.
NAMORRODOR CE
MEDIUM
SHADOW
CREATURE 5 UNDEAD
Perception +11; darkvision, lifesense 30 feet (page 305) Skills Acrobatics +12, Athletics +13, Stealth +14, Survival +11 Str +4, Dex +5, Con +3, Int +3, Wis +2, Cha +0 Interplanar Lifesense While the namorrodor is on the Shadow Plane, its lifesense extends to the Material Plane as a vague sense with a 100-foot range. AC 22; Fort +12, Ref +14, Will +11 HP 85; Immunities death effects, disease, paralyzed, poison, sleep; Weaknesses positive 5, fire 5 Whistling Bones (auditory, aura, emotion, fear, mental) 30 feet. Wind whistles through the namorrodor’s jutting bones with an eerie tone. A creature entering or beginning its turn in the area must attempt a DC 19 Will save, becoming frightened 1 on a failure (frightened 2 on a critical failure). A creature can’t reduce its frightened condition below 1 as long as it’s in the aura. Material Leap [reaction] (conjuration, teleportation) Requirements The namorrodor is on the Shadow Plane; Trigger A creature the namorrodor can sense with its lifesense on the Material Plane dies; Effect The namorrodor leaps between planes, appearing on the Material Plane within 100 feet of the triggering creature. It remains on the Material Plane for 24 hours, after which it is recalled to its original location on the Shadow Plane. Speed 40 feet Melee [one-action] jaws +15, Damage 2d8+6 piercing Melee [one-action] claw +15 (agile), Damage 2d6+6 piercing plus Grab Ranged [one-action] spit +14 (range 30 feet), Damage 1d8+6 bludgeoning Bounding Sprint [two-actions] Requirements The namorrodor has nothing in its hands; Effect The namorrodor bounds forward, using four limbs for an extra burst of speed. It Strides twice and makes a single melee Strike at the end of its movement.
Introduction
NIGHT STALKERS Since living on the Shadow Plane gives them easy access to broad areas of the Material Plane, tales of namorrodors are told all over the world, from the Storval Plateau’s river gorges to the Bandu Hills in northwestern Vidrian, Casmaron’s Windswept Wastes, and the river dividing Hongal from the Shaguang desert in Tian Xia. Their names vary, but reports of shooting stars heralding their arrival and their eerie whistling auras are remarkably consistent.
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183
Bestiary 3
Narwhal NARWHALS AS MOUNTS Some aquatic or amphibious beings capture narwhals for use as mounts, making use of their speed, endurance, and tusk attack. As narwhals are simple animals, they serve riders as varied as locathahs, sea devils, sea hags, and tritons.
Narwhals are mid-sized whales known for the long tusk that grows from their nose. The tusk, forming from a protruding canine tooth, appears primarily on males and can grow up to 10 feet in length over the course of an adult narwhal’s life. In addition to helping the narwhal attract mates (much like a peacock’s feathers), the tusk can serve as a weapon. Like dolphins, narwhals communicate via clicks and whistles, and they use sound to navigate and hunt. They congregate in groups of five to 10, except in the summer when they gather in the hundreds. Adult narwhals are typically 13–18 feet long (not counting the tusk) and weigh 1,500–3,500 pounds. The similarities between a narwhal’s tusk and a unicorn’s horn have led to the narwhals’ nickname of “sea unicorns,” but the narwhal’s tusk is not made of the same highly sought material. Legends surrounding narwhals have nevertheless attributed magical characteristics to these remarkable tusks, such as neutralizing poison. Collectors and artisans also value the tusks as an elegant crafting material useful for carvings and other works of art.
NARWHAL N
LARGE
CREATURE 3 ANIMAL
AQUATIC
Perception +10; aquatic echolocation 120 feet, low-light vision (page 305) Skills Athletics +10 Str +5, Dex +3, Con +4, Int –4, Wis +3, Cha +0 Aquatic Echolocation A narwhal can use its hearing as a precise sense at the listed range, but only underwater. Deep Breath A narwhal can hold its breath for 30 minutes. AC 18; Fort +9, Ref +10, Will +8 HP 50; Resistances cold 5 Speed swim 60 feet Melee [one-action] tusk +12 (reach 10 feet), Damage 1d10+5 piercing Melee [one-action] jaws +12, Damage 1d8+5 piercing Impaling Charge [two-actions] The narwhal Swims twice and makes a tusk Strike. If it moved at least 20 feet from its starting position, the narwhal deals an extra 1d10 damage on this Strike. A target damaged by Impaling Charge is grabbed until the start of the narwhal’s next turn unless it Escapes before then (DC 20). The narwhal can’t Grapple to extend the duration of this grab.
184
L-N Nemhaith
This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings—friends, family, fellow worshippers, or even sacrificed innocents—to form a single nemhaith. Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith’s existence inevitably darkens even the brightest light.
NEMHAITH UNCOMMON
NE
CREATURE 15 MEDIUM
INCORPOREAL
SPIRIT
UNDEAD
Perception +31; darkvision Languages Common; telepathy 100 feet (page 306) Skills Deception +27, Diplomacy +27, Dwelling Lore +25, Intimidation +29, Religion +31, Stealth +29 Str –5, Dex +6, Con +0, Int +4, Wis +8, Cha +6 Site Bound The nemhaith is bound to a place or large stationary object and can’t venture more than 500 feet from this focus. AC 36; Fort +23, Ref +27, Will +29 HP 255, negative healing (page 305), rejuvenation; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) Bound Spirits (aura, divine, necromancy, negative) 10 feet, 4d6 negative, DC 36 basic Fortitude Rejuvenation (divine, necromancy) Destroying the ritual object or place used in the nemhaith’s creation destroys the nemhaith, freeing its bound spirits to move on to the afterlife. Speed fly 40 feet Melee [one-action] spirit tendril +29 (agile, finesse, magical), Damage 3d10+14 negative plus drain life Ranged [one-action] spirit dart +29 (agile, magical, range 100 feet), Damage 3d8+14 negative plus drain life Divine Innate Spells DC 36, attack +28; 8th finger of death (×3), harm (×3), wall of force Drain Life (divine, necromancy) When the nemhaith damages a living creature with its spirit tendril Strike, the creature must succeed at a DC 36 Fortitude save or become drained 2. Further damage dealt by the nemhaith increases the condition value by 1 on a failed save, to a maximum of drained 4. Rage of Spirits [two-actions] The nemhaith’s bound spirits rage and smash everything in a 30-foot emanation. Creatures in this area take 4d6 sonic damage and 4d6 negative damage (DC 36 basic Fortitude save). Throw Spirits [one-action] The nemhaith directs its bound spirits as a group to move up to 1 mile away (they have a fly Speed of 60 feet). The nemhaith can see and hear through the thrown spirits, but it loses its aura and can’t use its spirit dart ranged Strike or Rage of Spirits. The nemhaith regains these abilities when the spirits return to the nemhaith’s space.
Introduction
CAPTIVE SPIRITS The ritual to form a nemhaith doesn’t require consent from its spirits, which might come as a shocking betrayal. A nemhaith can grow more powerful as living creatures drained of life by its touch join its coterie of spirits.
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185
Bestiary 3
Nightgaunt EMOTION EATERS Nightgaunts feed on emotions via touch, preferring unique cocktails formed of conflicting emotions, especially despair, horror, or nervous laughter. Such feeding has little lasting impact on their food source, but a nightgaunt can only feed on a given creature once. As a result, they tend to satiate themselves before seeking out another food source.
Nightgaunts dwell in dreams, lurking in wait to spirit away the unwary dreamer. Once connected to such a being, the nightgaunt feeds upon the mortal’s emotions before abandoning them—often in places they might never wake from. A nightgaunt appears as a bony humanoid with inky black skin, batlike wings, a long sinuous tail, and demonic horns atop a skull that lacks any face or features. Most nightgaunts have little interest in anything other than sating their hunger for emotions. They find the art of inducing nightmares to be a surefire way to feast, but they’re even more adept at tormenting their victims to awful extremes through tickling while carrying them at precarious heights. Nightgaunts often gather in vast colonies in the Dreamlands, where they entertain each other by sharing emotion-memories of their meals through strange caresses. These colonies pose great danger to any adventurer foolish enough to approach. When conjured forth into other worlds, they serve only grudgingly, often working as hard to find a way to escape servitude and feed on their conjurer’s emotions as they do on the task they’ve been compelled to perform.
NIGHTGAUNT UNCOMMON
CREATURE 4 CN
MEDIUM
ABERRATION
DREAM
Perception +10; darkvision, thoughtsense (precise) 60 feet Languages Aklo (can’t speak any language) Skills Acrobatics +11, Athletics +13, Stealth +11 Str +5, Dex +3, Con +2, Int –2, Wis +2, Cha +0 Thoughtsense (divination, mental, occult) A nightgaunt senses all non-mindless creatures at the listed range. AC 21, all-around vision; Fort +10, Ref +13, Will +10 HP 60; Resistances cold 5 Faceless The nightgaunt has no face, but it can still see in all directions as if its entire body were an eye. It has no need to breathe, and it is immune to all inhaled toxins and other olfactory effects. Attack of Opportunity [reaction] (page 304) Tail only. Speed 25 feet, fly 30 feet Melee [one-action] claw +13 (agile), Damage 2d6+7 plus Grab (page 305) Melee [one-action] tail +13 (agile, reach 10 feet), Effect tickle Clutches A nightgaunt can Fly at full Speed while it has a Medium or smaller creature grabbed or restrained in its claws, carrying that creature along with it. Tickle The nightgaunt can use its tail to tickle a foe with horrible efficiency. A creature hit by its tail Strike must attempt a DC 21 Fortitude save; if the creature is grabbed by the nightgaunt, it uses the outcome one degree of success worse than the result it rolled. Critical Success The creature is unaffected and is temporarily immune for 1 minute. Success The creature is overcome with laughter and can’t perform reactions for 1 round. Failure As success, and the creature is sickened 1. Critical Failure As success, and the creature is sickened 2 and can’t speak for 1 round.
186
L-N Nightmarchers
While smooth roads remain a traveler’s blessing, walking them after sunset risks nightmarcher attack. The ringing of conch shells and beating of drums herald the coming of these spirits as they walk the royal highways, unfettered by walls or barriers. Nightmarchers react violently to those in their path. If a bystander is fortunate, an ancestor’s spirit might call out to spare them. Those who refuse to show proper deference might be reduced to little more than ash on the wind come sunrise.
NIGHTMARCHERS LN
GARGANTUAN
INCORPOREAL
CREATURE 14 SPIRIT
TROOP
UNDEAD
Perception +27; darkvision, kinsense Languages Common Skills Athletics +25, Religion +27, Warfare Lore +27 Str –5, Dex +5, Con +4, Int +5, Wis +5, Cha +5 Kinsense (detection, divination, divine) Nightmarchers can detect creatures who are their kin, whether by blood or bond, as an imprecise sense. If they focus their senses on a creature by Seeking, they learn whether they are related to that creature, and how. AC 30; Fort +24, Ref +19, Will +25 HP 240 (16 squares); Thresholds 160 (12 squares), 80 (8 squares); Immunities death effects, disease, paralyzed, poison, precision, sleep; Weaknesses area damage 20, splash damage 10; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Frightful Presence (aura, auditory, emotion, fear, mental) 90 feet, DC 31 (page 305) Troop Defenses (page 306) Speed 25 feet; air walk, troop movement Divine Innate Spells DC 31; Constant (4th) air walk Blazing Admonition [two-actions] (divine, evocation, fire, visual) Heat scorches those who lay eyes on the nightmarchers. All creatures in a 60-foot cone take 15d6 fire damage (DC 34 basic Reflex save). Prone creatures and the nightmarchers’ kin are unaffected as long as they have not taken a hostile action against the nightmarchers. The nightmarchers can’t use Blazing Admonition for 1d4 rounds. Form Up [one-action] (page 305) Missile Volley [two-actions] The nightmarchers fling a hail of spears and stones, dealing 5d6+9 bludgeoning or piercing damage to creatures in a 10-foot burst within 20 feet (DC 31 basic Reflex save). When the nightmarchers are reduced to 8 or fewer squares, this decreases to a 5-foot burst. Striking Koa [one-action] to [three-actions] Frequency once per round; Effect The troop attacks with spears, clubs, and leiomano against enemies within 5 feet (DC 33 basic Reflex save) for their choice of bludgeoning, piercing, or slashing damage depending on the number of actions. [one-action] 2d6+2 slashing damage [two-actions] 4d6+12 slashing damage [three-actions] 6d6+12 slashing damage Troop Movement Whenever the nightmarchers Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the nightmarchers’ squares enter difficult terrain, the extra movement cost applies to the whole group.
Introduction
AVOIDANCE AND DEFERENCE True to their name, nightmarchers tend to walk royal highways only after nightfall, making daytime travel safer. While they can traverse virtually any barrier, they can’t cross ti leaves or similar sacred plants. If one finds themself in nightmarchers’ presence, the last recourse is to show proper deference by lying flat on the ground with eyes shut—if one hears a ghostly voice call out to claim them, it means that an ancestor is present among the nightmarchers and has directed the procession to spare the bystander from harm.
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Nymph STRONG EMOTIONS While lampads are ever vigilant in their assigned tasks, they’re known to become lonely and forlorn, as the majority of underground denizens make poor company. True companionship and conversation are among the few things that can keep a moody lampad from sporadically weeping, though like most creatures they find such tears cathartic, feeling better for a time after a good cry.
Nymphs are fey guardians of nature possessed of great beauty and forms that meld breathtaking humanoid features with the natural elements they guard. Nymph queens are powerful nymphs who rule over and protect a much greater territory of untouched wilderness. For instance, a lampad might guard a beautiful underground cavern, but a lampad queen might call an entire system of caves their domain.
LAMPAD Lampads protect dark, hidden places underground. Not only do they defend subterranean caverns from threats, but they also safeguard well-meaning innocents from the dangers that lurk below the surface. Lampads are so-named for the wisps of magic light they often carry, guiding the lost to safety while luring threats to their doom. Lampads’ mercurial nature makes their reactions difficult to predict, though they rarely demonstrate outright malice without sufficient provocation.
LAMPAD CN
MEDIUM
CREATURE 5 EARTH
FEY
NYMPH
Perception +12; darkvision Languages Aklo, Common, Sylvan, Undercommon Skills Acrobatics +12, Athletics +9, Diplomacy +14, Nature +10, Occultism +11, Performance +14, Society +9, Stealth +12 Str +0, Dex +5, Con +4, Int +2, Wis +3, Cha +5 AC 22; Fort +11, Ref +14, Will +12 HP 85; Weaknesses cold iron 5 Cavern Dependent A lampad is mystically bonded to a single cavern or other self-contained underground area and must remain within 300 feet of it. If they move beyond that range, they become sickened 1 and are unable to recover. They must attempt a DC 19 Fortitude save every hour or increase the sickened value by 1 (to a maximum of sickened 4). After 24 hours, they become drained 1, with this value increasing by 1 every additional 24 hours. A lampad can perform a 24-hour ritual to bond to a new cavern. Speed 25 feet, climb 25 feet (on stone only) Melee [one-action] earthen fist +14 (agile, finesse), Damage 2d10+2 bludgeoning Ranged [one-action] light wisp +14 (magical, range increment 30 feet), Damage 1d8+2 mental plus 1d6 fire and 1d6 positive Primal Innate Spells DC 22; 4th shape stone; 3rd meld into stone (at will), pummeling rubbleAPG; 2nd faerie fire, heal; Cantrips (4th) dancing lights Weep [one-action] (auditory, emotion, enchantment, mental, primal) Frequency once per round; Effect The lampad begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 30 feet who hears the lampad’s weeping must succeed at a DC 20 Will save or be unable to use reactions for 1 round and slowed 1 on its next turn as it sobs uncontrollably.
HESPERID Hesperides are nymphs of sunset, guardians of the colorful golden hues of the setting sun. They live on remote islands, isolated coastal cliffsides, and hidden valleys, all places where the sunset’s golden glow can have the strongest effect. Hesperides manipulate sunlight with dancelike motions, allowing them to create graceful ribbons of light at close range and searing rays at a distance. Due to their connection to the beauty of the daily cycle of the setting sun, hesperides feel a satisfaction from methodical routine that can feel alien to wilder, more chaotic fey.
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L-N HESPERID LN
CREATURE 9
MEDIUM
FEY
LIGHT
Introduction
NYMPH
Perception +19; low-light vision Languages Common, Sylvan, Utopian Skills Acrobatics +19, Athletics +11, Deception +19, Diplomacy +21, Intimidation +19, Nature +19, Performance +21, Society +17, Stealth +17 Str +0, Dex +6, Con +4, Int +4, Wis +4, Cha +6 AC 28; Fort +15, Ref +21, Will +19 HP 175; Weaknesses cold iron 10 Sunset Dependent A hesperid is mystically bonded to a single remote location with a good view of the sunset—usually an island, coastal cliff, or valley. If they aren’t at that location and able to see the sky at sunset on any given day, they become drained 1, increasing the value by 1 for each missed sunset and reducing by 1 only when they see the sunset. A hesperid can perform a 24-hour ritual to bond to a new location. Speed 30 feet, fly 60 feet Melee [one-action] sunset ribbon +21 (agile, finesse), Damage 2d10+6 slashing plus 1d6 fire and 1d6 positive Ranged [one-action] sunset ray +21 (magical, range increment 60 feet), Damage 2d12+6 fire plus 1d6 positive Primal Innate Spells DC 28, attack +20; 5th heal, searing light; 2nd faerie fire; 1st illusory disguise (×3); Cantrips (5th) dancing lights, light Create Golden Apple [two-actions] (primal, transmutation) While the hesperid is within their bonded location, they can spin golden light around an object they’re holding of up to 20 cubic feet in volume and up to 80 Bulk. Doing so condenses the object into a magic apple made of golden light with light Bulk. The golden apple reverts back to its original shape after a full day away from the hesperid’s bonded location, or when the hesperid spends a single action (which has the concentrate trait) to end the effect.
DUAL GUARDIANS While all nymphs protect areas of natural beauty, hesperides often guard other unusual treasures of a more literal variety, sometimes including items long thought lost. Their steady temperaments and timeless loyalty ensure that they can be trusted to keep whatever they’re protecting safe from harm.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
LAMPAD QUEEN Lampad queens are capricious monarchs and protectors of vast underground domains, regarded in ballads and tales as allies and foes, monsters and muses. Lampad queens have a particular animosity for the many predominantly evil underground ancestries, such as drow and duergar, and they are particularly fond of bats. Many lampad queens have nykteras (page 254) as favored attendants.
LAMPAD QUEEN UNCOMMON
CN
MEDIUM
CREATURE 15 EARTH
FEY
NYMPH
Perception +27; darkvision Languages Aklo, Common, Sylvan, Terran, Undercommon; stone tell Skills Acrobatics +27, Athletics +28, Deception +31, Diplomacy +33, Intimidation +33, Nature +27, Occultism +27, Performance +29, Society +25, Stealth +27 Str +3, Dex +8, Con +7, Int +4, Wis +4, Cha +8 Cavern Empathy The lampad queen can use Diplomacy to Make an Impression on and make very simple Requests of subterranean animals, plants, and fungi, as well as stones. Tied to the Land A lampad queen is intrinsically tied to a specific underground region, usually a cave system. As long as the queen is healthy, the environment is exceptionally resilient, allowing the lampad queen to automatically attempt to counteract spells and rituals that would harm the environment, such as blight, with a +30 counteract modifier and a counteract level of 8. When the lampad queen becomes physically or psychologically unhealthy, however, their warded region eventually becomes twisted or unhealthy as well. In that case, restoring the lampad queen swiftly heals the entire region.
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RECIPROCITY Lampad queens tend to change emotions on a whim and mirror what they find in others. Those who treat the queen’s domain with respect, they protect and reward, while those who harm it meet their swift wrath. This leads to the vastly differing accounts of the queens’ actions.
AC 39; Fort +26, Ref +29, Will +25 HP 234; Weaknesses cold iron 10 Nymph’s Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) 30 feet. Creatures that start their turn in the aura must succeed at a DC 33 Will save or be confused by the lampad queen’s unearthly beauty for 1 minute. While confused by this effect, the creature’s confused actions never include harming the lampad queen. Speed 30 feet, climb 30 feet (on stone only) Melee [one-action] earthen fist +29 (agile, finesse), Damage 3d10+9 bludgeoning plus 1d6 mental Ranged [one-action] light wisp +29 (magical, range increment 60 feet), Damage 2d8+9 mental plus 2d6 fire and 2d6 positive Primal Prepared Spells DC 38; 8th earthquake, summon plant or fungus; 7th energy aegis, regenerate, volcanic eruption; 6th flesh to stone, slow, stoneskin; 5th death ward, passwall, wall of stone; 4th fly, freedom of movement, resist energy; 3rd earthbind (×2), haste; 2nd animal messenger, enlarge, faerie fire; 1st ant haul, fleet step, gust of wind; Cantrips (8th) detect magic, electric arc, guidance, prestidigitation, stabilize Primal Innate Spells DC 38; 8th pummeling rubbleAPG; 7th heal; 4th shape stone; 3rd meld into stone (at will); 2nd faerie fire; Cantrips (8th) dancing lights; Constant (6th) stone tell Change Shape [one-action] (polymorph, primal, transmutation; page 304) Lampad queens can transform between their original form, which looks much like a typical nymph of their kind, and any Small or Medium humanoid form, typically choosing a version of their natural form that more closely resembles a humanoid. Focus Beauty [one-action] (emotion, enchantment, incapacitation, mental, primal, visual) The lampad queen focuses their beauty upon a target within their aura. The creature must attempt a Will save. On a failure, it is affected as if by the queen’s beauty aura; if it was already affected by the aura, the conflicting emotions from the lampad queen’s beauty intensify, causing the target to no longer get a flat check to end the confusion when it takes damage. The lampad queen can use a single action, which has the concentrate trait, to focus the emotions of a confused creature toward a particular emotion, causing it to spend its next turn sobbing uncontrollably, fawning over the lampad queen, or otherwise performing no actions beyond experiencing its emotions. Regardless of the save, the target is temporarily immune to Focus Beauty until the start of the lampad queen’s next turn. Inspiration [three-actions] (emotion, enchantment, mental, primal) A lampad queen can inspire a single intelligent creature by giving that creature a token of their favor, typically a lock of their hair. As long as the creature carries the token and remains in good standing with the lampad queen, the creature gains a +1 status bonus to all Crafting checks, Performance checks, and Will saves. If a lampad queen grants their Inspiration to a bard and they are that bard’s muse, the bard gains an additional benefit depending on their muse theme: for lore muse, the bard also gains a +1 status bonus to all Lore checks; for maestro muse, the status bonus to Performance checks increases to +2 for the purpose of determining the effects of compositions; for polymath muse, the bard gains a +4 status bonus to untrained skill checks; and for all other muses, the Will save bonus increases to +2 against fey. Despairing Weep [one-action] (auditory, emotion, enchantment, mental, primal) Frequency once per round; Effect The lampad queen begins a heart-wrenching fit of weeping, inspiring sympathetic sobbing in nearby creatures. Each non-lampad creature within 120 feet who hears the lampad’s weeping must succeed at a DC 36 Will save with the effects of crushing despair.
HESPERID QUEEN Hesperid queens rule over isolated regions soaked in the light of sunset. They guard countless treasures and secrets, though for those who approach them with
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L-N respect and offer an intriguing bargain, they’re willing to part with knowledge or items beyond those secrets or valuables they’ve sworn to keep to themselves. Hesperid queens are relatively likely to have powerful objects under their protection, such as ancient relics or artifacts. As such, they’re keenly aware of the danger posed by unscrupulous treasure hunters seeking to obtain these items at any cost, and they use their incredible minds to set up devious countermeasures to protect their wards, even in the event of their own deaths.
HESPERID QUEEN UNCOMMON
LN
MEDIUM
CREATURE 19 FEY
LIGHT
NYMPH
Perception +34; low-light vision Languages Celestial, Common, Draconic, Sylvan, Utopian Skills Acrobatics +32, Arcana +30, Athletics +28, Deception +37, Diplomacy +39, Intimidation +37, Nature +32, Performance +35, Society +30, Stealth +32 Str +5, Dex +9, Con +6, Int +7, Wis +7, Cha +10 Tied to the Land As lampad queen, except the hesperid queen is tied to an isolated region such as an island or island chain, a remote coast, or a secluded valley. Their counteract modifier is +37 and their counteract level is 10. AC 45; Fort +31, Ref +36, Will +34 HP 306; Weaknesses cold iron 15 Nymph’s Beauty (aura, emotion, enchantment, incapacitation, mental, primal, visual) 30 feet. As lampad queen, except the save DC is 38, and creatures that fail their save become transfixed in awe, causing them to be stunned for 1 round. Speed 30 feet, fly 90 feet Melee [one-action] sunset ribbon +36 (agile, finesse), Damage 4d10+13 slashing plus 1d6 fire and 1d6 positive Ranged [one-action] sunset ray +36 (magical, range increment 120 feet), Damage 4d12+13 fire plus 1d6 positive Primal Prepared Spells DC 44; 10th primal phenomenon; 9th meteor swarm, storm of vengeance, sunburst; 8th punishing winds, stone skin, wind walk; 7th energy aegis, regenerate, volcanic eruption; 6th dispel magic, slow, true seeing; 5th control water, death ward, hallucinatory terrain; 4th freedom of movement, resist energy, solid fog; 3rd earthbind, haste, meld into stone; 2nd animal messenger, glitterdust, water breathing; 1st feather fall, gust of wind, pass without trace; Cantrips (10th) detect magic, electric arc, guidance, prestidigitation, read aura Primal Innate Spells DC 44, attack +36; 10th searing light; faerie fire, heal, illusory disguise (×3); Cantrips (10th) dancing lights, light Change Shape [one-action] (polymorph, primal, transmutation; page 304) As lampad queen. Create Golden Apple [two-actions] (primal, transmutation) As hesperid. Focus Beauty [one-action] (emotion, enchantment, incapacitation, mental, primal, visual) As lampad queen, except that on a failure, a target that wasn’t already affected by the aura becomes overwhelmed with visions of bliss and beauty. The creature departs from the hesperid queen’s domain as quickly and efficiently as it can for 1 hour, after which time it forgets ever reaching the hesperid queen’s domain, how it did so, and everything that happened while it was within the domain. Inspiration [three-actions] (emotion, enchantment, mental, primal) As lampad queen.
Introduction
DRACONIC RAPPORT Hesperid queens and gold dragons have an unusual affinity, sometimes working together to guard treasure. The queen might guard such valuables as part of their ward, even as the dragon sees them as their hoard. The competing viewpoints don’t bother either party, and such alliances can last millennia.
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Opossum
Few creatures have survived as long and in as many environments as the opossum.
TAIL TALES A Kellid legend holds that the khravgodon once had a beautiful tail covered with bright, thick fur. One night, the khravgodon fell asleep in the open, having danced all night showing off its beautiful tail. When it awoke, ankhravs had chewed all the hair off khravgodon’s tail, leaving it with the bald appendage we see today. Khravgodons have been taking revenge on ankhravs ever since.
GIANT OPOSSUM Larger species of opossum can eat nearly anything human-sized or smaller.
GIANT OPOSSUM N
LARGE
CREATURE 2
ANIMAL
Perception +8; low-light vision, scent (imprecise) 30 feet Skills Athletics +10, Stealth +8, Survival +6 Str +4, Dex +2, Con +3, Int –4, Wis +2, Cha +0 AC 17; Fort +11, Ref +8, Will +5; +2 circumstance to all saves vs. disease HP 35; Resistances poison 3 Feign Death [reaction] Trigger The opossum is reduced below 15 HP; Effect The opossum collapses. It is flat-footed and can use actions that require only its mind, but any other action ends the ruse. A successful DC 18 Perception check to Seek or Medicine check to Recall Knowledge is required to determine that the animal is not, in fact, dead. Revived Retaliation [reaction] Trigger The opossum is attacked or disturbed by a creature within reach while Feigning Death; Effect The opossum Strikes the triggering creature. Speed 30 feet, climb 20 feet Melee [one-action] jaws +10 (deadly d10), Damage 1d10+4 piercing Melee [one-action] claw +10 (agile), Damage 1d6+4 slashing Melee [one-action] tail +10 (reach 15 feet), Damage 1d4+4 bludgeoning plus Grab (page 305) Grasping Tail A giant opossum can drag a Small or Tiny creature it has grabbed with its tail along with it when it Strides.
KHRAVGODON Few creatures can shrug off an ankhrav’s acid and crunch its chitin like a khravgodon.
KHRAVGODON N
HUGE
CREATURE 9
ANIMAL
Perception +18; low-light vision, scent (imprecise) 30 feet Skills Athletics +21, Stealth +18, Survival +18 Str +6, Dex +3, Con +5, Int –4, Wis +3, Cha +0 AC 27; Fort +20, Ref +18, Will +16; +2 circumstance to all saves vs. disease HP 160; Resistances acid 10, poison 10 Feign Death [reaction] As giant opossum, but 70 HP. Revived Retaliation [reaction] As giant opossum. Speed 30 feet, burrow 15 feet, climb 15 feet Melee [one-action] jaws +21 (deadly d12), Damage 2d12+9 piercing Melee [one-action] claw +21 (agile), Damage 2d10+9 slashing Melee [one-action] tail +21 (reach 20 feet), Damage 2d6+9 bludgeoning plus Grab (page 305) Crush Chitin [one-action] Requirements The khravgodon has a creature grabbed or restrained; Effect The khravgodon bites the creature, dealing 2d12+9 piercing damage (DC 28 basic Fortitude save) that ignores the first 5 of the target’s Hardness or resistance to physical damage. On a failed save, the target also takes a –2 circumstance penalty to AC for 1 round. Grasping Tail As giant opossum, but can drag Large or smaller creatures.
192
O-R Ostovite
Skittering scavenger vermin common throughout the Abyss, ostovites roam battlefields to harvest flesh and bones. After the ostovites dissolve and slurp up the flesh for sustenance, they craft the bones into elaborate shells they refer to as “bone chariots.” These bone chariots move under the ostovites’ command and serve as an important marker of rank in ostovite nests. To the tiny ostovites, bigger is better, and building large skeletal conveyances is the only way for them to increase their standing in life. Although they feel deeply inferior to creatures larger than themselves, this fear can be overwhelmed by the ostovites’ visceral desire to harvest those creatures’ bones to increase their own status. When confronted with a particularly massive skeleton, ostovites generally fight among themselves and end up splitting the haul. However, there are rare instances of the selfish creatures working together to puppeteer a much larger bone chariot. Ostovites’ faint understanding of anatomy results in bone chariots that look more like a nightmarish attempt at art than any creature the bones were pulled from. Some powerful fiends and their admirers collect this strange art by bribing ostovites with skeletons or finding ways to kill ostovites without disrupting the chariot around them. Despite ostovites’ origins in the Abyss, they are neither demons nor qlippoth. Without the protection of the major fiends, they find their homes in nooks and crannies along the corners of their home plane. Though they have no innate ability to cross the planar boundaries, flaws in the Abyss’s fabric often lead them to worlds across the planes. Ostovites that have thus migrated are often much happier. Away from demonic abuse, they usually can be found near mortal crypts and battlefields. On the Material Plane, they rarely have to face any threats other than the undead, clerics of Pharasma, and families of the deceased.
OSTOVITE CE
SMALL
Introduction
OSTOVITE LAIRS Ostovites are most often found on battlefields, scavenging for food and bones, regardless of the plane. If one of the vermin finds a suitable location and can bring others along with it, a colony might form.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 1 FIEND
Perception +4; darkvision Languages Abyssal Skills Crafting +4 (+6 when using bone), Stealth +7 Str +0, Dex +4, Con +3, Int –4, Wis +1, Cha +0 AC 15; Fort +6, Ref +9, Will +4 HP 30; Immunities bleed, death effects, disease, doomed, drained, fatigued, good damage, healing, lawful damage, mental, necromancy, nonlethal attacks, paralyzed, poisoned, sickened, unconscious Bone Chariot Ostovites build and inhabit moving shells of bone. The ostovite’s base statistics, particularly its immunities, assume the ostovite is safely inside its bone chariot. The bone chariot is destroyed when the ostovite is reduced to less than half its Hit Points or immediately after it takes damage from a critical hit. Damage that can specifically affect the ostovite controlling the chariot even while it’s inside (such as the spell spirit blast) doesn’t destroy the bone chariot, and it bypasses the ostovite’s immunities. Without the bone chariot, the ostovite loses its immunities and bone spike Strike, and it is reduced to Tiny size. It also gains weakness 5 to good, mental, and physical damage. Building a new bone chariot requires the skeleton of a Small or larger creature and 10 minutes. An ostovite in a bone chariot is normally Small, though larger bone chariots are possible, especially when ostovites work together. Scuttle Away [reaction] Trigger The ostovite’s bone chariot is destroyed; Effect The ostovite within Steps or Strides. Speed 25 feet Melee [one-action] mandibles +9 (finesse, magic), Damage 1d4 piercing plus 1d4 acid Melee [one-action] bone spike +9 (finesse), Damage 1d12 piercing plus 1d4 persistent bleed
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Ouroboros MYTHOLOGICAL PERMEATIONS The ouroboros’s depiction varies across Golarion’s cultures. Some imagery depicts a dragon feasting on their own tail, indicating the possibility for different kinds of ouroboros. The first ouroboros was referred to as “the coiled one,” and is credited by some faiths as having assisted in the expansion of the universe and defining the cyclical nature of life and procreation. It is now theorized to have become the barrier of the Astral Plane.
Ouroboros are the embodiment of eternity. Though they’re prevalent as a symbol, often scrawled across the margins of alchemical tomes, few know that the beasts actually exist in the Astral Plane, where they fly through the silvery-gray void like a serpentine wheel. The ouroboros is usually depicted as a snake devouring its tail. This circular symbol is synonymous with infinity, selfsufficiency, and eternal unity. An ouroboros’ form exemplifies the unfathomable concepts of forever. Its undulating body is composed of smaller serpents, who are in turn composed of ever smaller serpents, continuing indefinitely. These smaller components are recycled as the ouroboros devours its tail, existing in a perpetual, cyclical process of creation and destruction. It is a massive creature, forming a loop roughly 50 feet in diameter and weighing hundreds of tons. An ouroboros’s most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound. This profound regenerative ability comes in part from an ouroboros’s magical blood, which is rumored to have many miraculous properties. Through their inscrutable behavior suggests that an ouroboros is mindless, the creatures boast crude intellects and can understand speech, though they have no way to speak. They possess an instinctive, almost obsessive will to survive and defend themselves ferociously if threatened in even the slightest way. Often these perceived threats take the form of another creature simply existing within the ouroboros’s line of sight, leading other Astral creatures to give these powerful beings a wide berth. The only creature an ouroboros reliably ignores is another ouroboros, but they’re so incredibly rare that these meetings occur only once an age. Being entirely self-sustaining, an ouroboros rarely deigns to emerge from its consumption to engage with the Material Plane. Yet, the creature remains capable of inflicting tremendous devastation that far surpasses what it could wreak leveraging only its massive size alone. Left to its own devices, an ouroboros is likely to simply roam the Astral Plane in eon-spanning cycles, following some pattern too long and large for any mortal to even chart, much less fully comprehend. When conjured to the Material Plane, however, an ouroboros eagerly begins to initiate the cycle of renewal for which it is best known, beginning with that cycle’s first step: destruction.
OUROBOROS RARE
N
GARGANTUAN
CREATURE 21 ASTRAL
BEAST
Perception +33; darkvision Languages Aklo (can’t speak any language) Skills Acrobatics +36, Athletics +41 Str +10, Dex +5, Con +7, Int –4, Wis +4, Cha +8 AC 45; Fort +38, Ref +34, Will +33; +1 status to all saves vs. magic HP 500, regeneration 50 (deactivated by fire); Immunities acid, death effects, disease, negative, poison, precision; Weaknesses piercing 15, slashing 15 Unfathomable Infinity (aura, incapacitation, mental, visual) 100 feet. The ouroboros is the embodiment of perfect
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O-R infinity, and this concept pulls at the threads of mortal minds, desperately straining the limits of their comprehension. When a creature ends its turn in the aura, it must attempt a DC 41 Will save. The creature is then temporarily immune for 1 minute. Critical Success The creature is stupefied 1 for 1 round. Success The creature is stupefied 1 for 1 minute. Failure The creature is stupefied 1 for 1 minute and stunned 3. Critical Failure The creature is stupefied 3 and stunned, both for 1 minute. Attack of Opportunity [free-action] (page 304) Incalculable fangs only. Because the ouroboros contains an infinite number of snakes that act independently, its Attack of Opportunity is a free action (though it can still use only one per trigger). Sanguine Spray When the ouroboros takes slashing or piercing damage, or when Devour Tail ends, blood gushes from the wound in a 15-foot cone. Each creature in the area takes 5d6 acid damage (DC 41 basic Reflex save). A creature that takes any damage is exposed to the ouroboros’s regenerative blood (see below). Where the blood falls upon ground, it coagulates into magical snakes that bite at anyone who passes. This is hazardous terrain deals 17 piercing damage and 5 poison damage to any non-ouroboros creature that moves through the square or ends its turn there. A creature that avoids all the piercing damage doesn’t take the poison damage. After 1 hour, a blood patch permanently becomes a living snake, typically an emperor cobra (Bestiary 2 245). Speed 100 feet, fly 100 feet Melee [one-action] maw +39 (magical, reach 30 feet), Damage 4d12+18 piercing plus Improved Grab (page 305) Melee [one-action] body +39 (magical, reach 20 feet), Damage 4d10+18 bludgeoning Melee [one-action] incalculable fangs +37 (agile, magical, reach 10 feet), Damage 3d6+16 piercing plus 2d8 poison Melee [one-action] tail +39 (magical, reach 30 feet), Damage 4d12+18 bludgeoning Devour Tail [one-action] An ouroboros spend most of its life eating its own tail, which perpetually regrows at the same rate it’s consumed. The ouroboros places its maw around the end of its tail and begins devouring its own body. While the ouroboros is consuming itself, its regeneration can’t be suppressed, and it is immune to drained, enfeebled, fatigued, persistent damage, and sickened conditions. If any of these conditions is in effect when the ouroboros takes this action, the condition immediately ends. While eating its tail, the ouroboros can’t make maw or tail strikes, and its Speeds are 50 feet. It continues devouring its tail even while dying, unconscious, stunned, or otherwise unable to act. To end this effect, the ouroboros must first be immobilized, then a creature must successfully Grapple it, which tears the maw free in addition to its normal effects. The ouroboros can also cease Devouring its Tail with a single action. Either of these tears the maw free of the tail, causing the stump to spill blood as described in sanguine spray. Fast Swallow [reaction] Trigger The ouroboros Grabs a creature with their maw; Effect The ouroboros uses Swallow Whole. Flying Wheel [two-actions] Requirements The ouroboros is eating its own tail (see Devour Tail); Effect As Trample, except the ouroboros can Fly up to double its Speed instead of Striding. Huge or smaller, body, DC 45 Regenerative Blood (contact, curse, incapacitation, poison, polymorph, primal, transmutation) The regenerative and transmutative properties of ouroboros blood regenerate and mutate a creature’s body into ouroboros-like snakes. A creature already affected by regenerative blood is immune to additional exposure. Saving Throw DC 42 Fortitude; Maximum Duration 24 hours; Stage 1 regeneration 5 (deactivated by fire), slowed 1, and clumsy 2 (12 hours); Stage 2 regeneration 5 (deactivated by fire), slowed 2 and clumsy 4 (12 hours); Stage 3 The creature’s body transmutes into a mass of writhing snakes, with the effects an 8th-level animal form spell but with an unlimited duration. Swallow Whole [one-action] (attack) Huge, 4d10+9 acid, Rupture 50 (page 306)
Introduction
OUROBOROS BLOOD Alchemists have attempted many times to harness the impressive regenerative powers of ouroboros blood. Experiments with ouroboros blood have been met with drawbacks as immense as the results. It’s suspected that the blood can be used in place of diamonds in a resurrect ritual to bring back those the normal ritual would fail to return to life, or it can be treated to create a powerful healing elixir. However, most experiments have failed, with subjects plagued with serpent-like mutations and resurrected bodies degenerating into clusters of snakes. Regardless of how difficult it is to use, the blood is rare and potent enough to be quite valuable. Some wealthy necromancers have wasted gallons of the valuable blood in repeated failed rituals.
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Owb SHADOWS AMONG SHADOWS Little is known about owbs’ lives on the Shadow Plane. They keep to themselves so much that most other shadowy denizens either remain unaware of their presence or even disbelieve they exist. Some rumors suggest that these creatures lack any real power on the Shadow Plane and thus spend most of their time manipulating their strange caligni “children” on the Material Plane. Other theories indicate that owbs are even more subtle, able to manipulate creatures on the Shadow Plane without leaving behind any indication.
These ancient denizens of the Shadow Plane appear as grayish humanoid torsos covered in translucent funeral veils of shadow. Silent and mysterious, they float about, absent legs to hold them aloft. Never speaking a word aloud, they instead reach into the minds of creatures around them to whisper and mumble curses, threats, and strange bits of forlorn augury. These haunting creatures are revered by calignis as proxies of the Forsaken—a strange array of ancestor-like demigods whom many calignis worship. Some even believe owbs are the Forsaken manifested. A multitude of owbs visit and even remain to advise caligni communities, as varied in personality as the Forsaken. All owbs share a hatred of light and color, except for the flickering glow of the burning cold magic they can hurl as a weapon. Owbs who live among calignis tend to prohibit the use of light and color, using their curse of darkness to quench violators if necessary. The only other similarity across all owbs is their entrenched desire to manipulate their charges through mind-reading and deception, though such manipulation can be either subtle or overt.
OWB Commonly called owbs, or lesser owbs by more powerful owb prophets, most of these mysterious creatures focus on manipulating caligni culture. Among calignis, an owb hides from mortals they deem beneath them—even including calignis in their charge. An owb prefers to select one caligni leader to control from the shadows, manipulating them using charisma and magic. Through coersion of such agents, owbs maintain a steady hand in the politics of the community, either blessing and breaking pacts with other creatures or acting as intermediaries and ambassadors between calignis and powerful external entities.
OWB UNCOMMON
CREATURE 6 NE
MEDIUM
SHADOW
Perception +13; greater darkvision Languages Caligni (can’t speak any languages); telepathy 100 feet (page 306) Skills Acrobatics +15, Deception +13, Diplomacy +11, Occultism +12, Religion +11, Stealth +15 Str +4, Dex +5, Con +4, Int +0, Wis +3, Cha +3 Light Blindness (page 305) AC 24, Fort +14, Ref +15, Will +13; Immunities cold HP 90 Speed 5 feet, fly 30 feet Melee [one-action] claw +16 (agile, magical), Damage 1d8+7 slashing plus 1d8 cold Ranged [one-action] burning cold +17 (magical, range 120 feet), Damage 2d8 cold plus 1d8 persistent cold Occult Innate Spells DC 23, attack +15; 7th plane shift (self only, to or from the Shadow Plane only) 5th shadow blast, shadow walk; 4th darkness (at will), invisibility; 3rd mind reading (at will); Cantrips (3rd) chill touch, daze, read aura, shield Curse of Darkness [one-action] (curse, darkness, evocation, occult) The owb inflicts a curse on
196
O-R one creature taking persistent cold damage from their burning cold Strike, stealing the victim’s vibrancy. The creature must attempt a DC 23 Fortitude save. On a failure, the creature gains light blindness and its coloration turns to washed out shades of gray, along with all equipment it carries, wields, or wears. These effects have an unlimited duration. Regardless of the result of its save, the creature is temporarily immune for 1 minute. If the owb uses this ability on a caligni, the curse can’t be removed short of wish or similar powerful magic.
OWB PROPHET An owb who comes into contact and is chosen by one of the Forsaken gains a fragment of that demigod’s power and forges a permanent connection with it. This act transforms the owb into a larger, more powerful creature and imbues it with the power of divine transference, allowing the owb to gain followers and grant spells to them. These are owb prophets. Owb prophets may have some portion of the Forsaken’s power, but they use their authority to gain more sway over calignis and other worshippers.
OWB PROPHET RARE
NE
LARGE
CREATURE 13 SHADOW
Perception +24; greater darkvision (page 305) Languages Aklo, Caligni, Common, Undercommon (can’t speak any languages); telepathy 100 feet (page 306) Skills Acrobatics +25, Deception +26, Diplomacy +24, Occultism +23, Religion +25, Stealth +25 Str +8, Dex +6, Con +8, Int +4, Wis +5, Cha +7 Forsaken Patron Each owb prophet serves as a conduit to one of the shadowy demigods known as the Forsaken. Forsaken patrons are detailed in the sidebar, and each grants the owb prophet additional abilities. Light Blindness (page 305) AC 34; Fort +25, Ref +23, Will +24; Immunities cold; Resistances mental 10 HP 225 Speed 5 feet, fly 40 feet Melee [one-action] claw +27 (agile, magical), Damage 2d8+11 slashing plus 2d8 cold Ranged [one-action] burning cold +25 (magical, range 120 feet), Damage 4d8 cold plus 2d8 persistent cold and clutching cold Occult Innate Spells DC 33, attack +25; 7th plane shift (to or from the Shadow Plane only; ×3), shadow blast (×3); 6th darkness (at will), dominate (×3); 5th shadow walk (×3, see shadow’s swiftness); 4th invisibility; 3rd mind reading (at will); Cantrips (7th) chill touch, daze, read aura, shield Burning Cold Fusillade [two-actions] The owb prophet makes three burning cold Strikes. Clutching Cold A creature hit by the prophet’s burning cold Strike becomes immobilized in a cluster of binding ice crystals (Escape DC 31). Curse of Darkness [one-action] As owb, but DC 32. Shadow’s Swiftness An owb prophet can Cast shadow walk as a 3-action activity instead of 1 minute. If they do so, they target only themself.
PROPHET CULTISTS An owb prophet can transfer the power they gain from a Forsaken patron to those who worship them, effectively serving as a deity. Each owb prophet decides their own follower alignments, edicts, and anathema. Divine Font harm Divine Skill Stealth Favored Weapon per Forsaken patron (see sidebar) Domains ambition, darkness, nightmares, trickery Cleric Spells 1st: phantom pain, 5th: shadow walk, any spell of the Forsaken patron at its minimum level; if this doesn’t add three spells, then also add 3rd: mind reading
Introduction
FORSAKEN PATRONS Each owb prophet gains its power through a connection with a Forsaken patron. The patron grants the owb additional spells and has its own religious symbol and favored weapons. Each entry notes any ability or occult innate spell the Forsaken grants to its prophets, plus its favored weapon. Enkaar, the Malformed Prisoner: This mutilated horror is the Forsaken patron of fetters, lethargy, and physical corruption. Spell phantom pain (4th, at will); Favored Weapon spiked chain Eyes That Watch: This strange trio of feline eyes is the Forsaken patron of inferiority, cats, and strangers. Ability lifesense 120 feet (page 305); Favored Weapon dagger Grasping Iovett: A beautiful form of indescribable variety, Iovett is the Forsaken patron of accidents, parasites, and reckless lust. Spell charm (4th, at will); Favored Weapon shortsword Husk: This androgynous creature is the Forsaken patron of emptiness, loneliness, and narcissism. Spell silence (4th, at will); Favored Weapon shortsword Lady Razor: This stern magistrate forbids showing kindness or mercy to family members. Lady Razor is the Forsaken patron of family strife, suspicion, and vengeance. Spell weapon storm (4th, at will); Favored Weapon dagger Reshmit of the Heavy Voice: Taking the form of a massive shadow, Reshmit is the Forsaken patron of broken things, forgetting, and unexpected violence. Spell modify memory (4th, at will); Favored Weapon morningstar Thalaphyrr Martyr-Minder: The Forsaken patron of failed heroics, imprisonment, and squandered time. Spell slow (4th, at will); Favored Weapon spear
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Paaridar OTHER PAARIDARS To make a Paaridar with chakras from a different creature, such as a dragon, minotaur, or aeon, swap out the spike Strike and Sharp Riposte for more appropriate abilities. Remove the fly Speed if the creature isn’t winged, and add other Speeds as relevant. Change the Strikes and their damage types as needed (don’t change the bonus or total damage).
Monks dissatisfied with the limits of their humanoid forms and yearning for a shortcut can steal the might from other creatures. These monks become paaridars, amalgamations that blend the features of their former ancestry with the form of another creature. The transformation challenges the limits of the paaridar’s body and soul, demanding continual discipline to maintain control. The rituals to make this transformation were developed by Paaridus, namesake of this loose monastic order. The process requires a captive creature—a victim to draw powers from. Over days of intense rituals, the monk displaces their own chakras with those of the victim. This unnatural process transforms the ki, and thereby the body. The lower chakras are considered “safer” to replace. Most Paaridars stop at the root, sacral, and navel chakras. To go farther risks losing control of one’s emotions and intellect entirely, a fate Paaridus himself succumbed to. Paaridars consider this his sacrifice and lesson, but other monks recognize that even one step on this path is profane. The creature victimized by the ritual remains—still alive, but only a husk, as the transformed chakras within leave it weak and removed from its nature.
MANTICORE PAARIDAR UNCOMMON
LE
MEDIUM
CREATURE 7 BEAST
HUMANOID
PAARIDAR
Perception +18; darkvision, scent (imprecise) 30 feet Languages Common Skills Acrobatics +16, Athletics +19, Intimidation +11, Manticore Lore +14, Occultism +10 Str +6, Dex +5, Con +3, Int –1, Wis +5, Cha –2 Items +1 handwraps of mighty blows AC 26; Fort +14, Ref +18, Will +16 HP 110 Sharp Riposte [reaction] Trigger An adjacent creature targets the paaridar with a melee attack; Effect The paaridar blocks the attack with their claws. The paaridar gains resistance 5 to physical damage from the attack, and if the attack hits, the attacker takes 1d8+4 slashing damage. Speed 40 feet, fly 20 feet (limited flight) Melee [one-action] jaws +18 (magical), Damage 2d8+8 piercing Melee [one-action] claw +18 (agile, magical), Damage 2d6+8 slashing Ranged [one-action] spike +16 (propulsive, range increment 40 feet), Damage 1d10+5 piercing Flurry of Blows [one-action] Frequency once per round; Effect The paaridar makes two unarmed Strikes or two spike Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Limited Flight The manticore paaridar’s wings are small and weak, insufficient to keep them in the air. If the paaridar Flies using their wings, they fall at the end of their turn if they haven’t landed. Monk Ki Spells The Paaridar’s ki flow is unnaturally disrupted, causing them to take 1d6 negative damage each time they cast a ki spell. 3 Focus Points, DC 24; 4th ki rush (Core Rulebook 401), ki strike (Core Rulebook 401), wholeness of body (Core Rulebook 402)
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O-R Pangolin
Despite their prodigious size, giant pangolins are solitary, reclusive creatures who forage by night for insects and vermin. To defend themselves from predators, they rely on a veritable arsenal of natural defenses to dissuade their foes: thick armor of wickedly sharp scales, a flexible and muscular body capable of rolling into a defensive ball, and a noxious musk. Against more persistent threats, giant pangolins’ powerful digging claws prove mighty weapons in a pinch. While a pangolin’s defenses serve well against natural predators, they’ve long been targets of poaching by humanoid cultures, partly for meat, but largely due to the high value of their unique scales. These scales see widespread use in alchemy, folk medicine, and crafting, and thus demand for them—and the associated profits from their sale—remain high. Giant pangolins are better protected against humanoid hunters, but the larger size of their scales means wider applications and greater volume. The increased difficulty of acquiring pangolins makes doing so all the more profitable, and unscrupulous poachers can make a considerable living from hunting these creatures.
GIANT PANGOLIN N
LARGE
CREATURE 4
ANIMAL
Perception +12; scent (imprecise) 30 feet Skills Athletics +13, Stealth +8, Survival +10 Str +5, Dex +0, Con +3, Int –4, Wis +2, Cha +0 AC 21; Fort +11, Ref +8, Will +10 HP 63 Speed 30 feet, burrow 20 feet, climb 20 feet Melee [one-action] claw +13 (agile), Damage 1d10+7 piercing damage Melee [one-action] tongue +13, Damage 1d6+7 bludgeoning damage plus Grab (page 305) Devourer of Swarms The giant pangolin ignores the resistances of swarms, and its tongue Strike deals an additional 2d6 damage against swarms. Emit Musk [one-action] (olfactory) The giant pangolin releases a disorienting and repulsive musk within a 5-foot emanation. Each creature in the area must attempt a DC 20 Fortitude save. The pangolin can’t Emit Musk again for 1d4 rounds. Critical Success The creature becomes temporarily immune to pangolin musk for 1 minute. Success The creature is unaffected. Failure The creature is sickened 1. Critical Failure The creature becomes sickened 1 and is flat-footed until no longer sickened. Roll Up [one-action] (move) The giant pangolin falls prone and rolls up into a ball. While rolled up, the only actions the giant pangolin can perform are Emit Musk and Stand, and it also becomes blinded and gains resistance 10 to physical damage. An adjacent creature that hits a rolled-up giant pangolin with a melee Strike takes 1d6 slashing damage. These effects end once the giant pangolin Stands.
Introduction
DIGGING DEEPER Giant pangolins live among the jungles of the Mwangi Expanse and Vudra. The Taralu dwarves of the eastern Mwangi jungles treat these burrowing mammals as kindred spirits, considering their scaled forms to be divine signs of the dragons they venerate. The Taralu’s affinity with giant pangolins is so great that these usually friendly dwarves refuse to work with anyone who harms these beasts. The ratfolk of Vudra also favor giant pangolins; they take care to tame any they encounter, for the giant pangolins’ sharp senses, powerful digging abilities, and vermin-devouring capacity often prove quite useful when defending warrens and caravans.
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Penanggalan TANGGAL SEGMENTATIONS Like penanggalans, other tanggals feed on flesh and separate from their body in some form. Such creatures also have their own weaknesses. The manananggal splits from the waist rather than from the neck, and the smell of vinegar repels them instead of signaling their presence. The balan-balan also splits from the neck like the penanggalan, but they leave illusion-draped banana trunks in coffins to resemble the corpses they stole.
Penanggalans feed on the blood and entrails of the young. When their cannibalistic hunger strikes, penanggalans bathe their bodies in an alchemical substance that smells like vinegar. Once submerged in the concoction, their neck rips from side to side, allowing their head to float upward and pull out their lungs, stomach, and intestines. They leave their bodies in the vinegar bath much like a molting crab leaves its old shell, then fly off to find a victim filled with blood and guts. As grotesque as these creatures are when hungry, the penanggalan appears young and healthy while wearing their body. Such is the nature of their existence: they consorted with otherworldy beings, gaining a lifetime of youth in exchange for an evil hunger for the young. But they are not immortal. They age and die normally like the people they once were—they just retain their youthfulness throughout this existence. It can be difficult to spot a penanggalan among the populace. The faint scar ringing their neck at the point of separation can be explained away as a blemish, and it can be hidden under a flashy necklace. Meanwhile the faint, sour scent of a penanggalan’s preserved body, while peculiar, is not uncommon in the sweaty tropics they frequent.
PENANGGALAN CE
MEDIUM
ABERRATION
CREATURE 5 TANGGAL
Perception +11; darkvision Languages Aklo, Common Skills Deception +14, Intimidation +12, Midwifery Lore +9, Stealth +14 Str +3, Dex +5, Con +2, Int +0, Wis +2, Cha +5 AC 22; Fort +9, Ref +16, Will +11 HP 83; Weaknesses slashing 5 Spewing Bile When the penanggalan takes slashing damage, their wound spews bile on adjacent creatures, dealing 2d10 poison damage (DC 19 basic Fortitude save). The penanggalan loses their spewing bile and penanggalan bile abilities until the end of their next turn. Speed fly 40 feet Melee [one-action] proboscis tongue +14 (finesse), Damage 2d6+5 piercing plus penanggalan bile Melee [one-action] entrails +14, Damage 2d4+5 bludgeoning plus Grab Constrict [one-action] 2d4+3 bludgeoning, DC 21 Elongate Tongue [one-action] The penanggalan’s tongue extends, the membrane stretching and becoming translucent. Until the end of the turn, the penanggalan’s proboscis tongue Strikes have a 10-foot reach, and any target is flat-footed against the Strike unless it has a Perception DC of 22 or higher or the ability to precisely sense invisible things. Penanggalan Bile (disease) Rest doesn’t decrease the drained value from penanggalan bile; Saving Throw DC 19 Fortitude; Stage 1 drained 1 (1 week); Stage 2 drained 2 (1 week); Stage 3 drained 3 (1 week); Stage 4 dead Ride Corpse [three-actions] (concentrate, polymorph, transmutation) The penanggalan inserts their entrails into their humanoid body, allowing them to appear as and move about like a normal human. The body has 10 Hit Points and the same defenses as the penanggalan. When the body is destroyed, the penanggalan is ejected unharmed. The body becomes a corpse, and if it is neither controlled by the penanggalan nor stored in an alchemical vat, it decays as normal.
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O-R Peri
Peris are contrary, artful celestials renowned for their beauty as much as their deceptive natures. Mercurial, though never malicious, peris strive to aid mortals, though they are more likely to dispense riddles and quests than to offer aid outright.
PERI CG
CREATURE 14 MEDIUM
CELESTIAL
FIRE
Perception +26; darkvision, smoke vision Languages Celestial, Common, Draconic, Elven, Ignan, Sylvan; telepathy 100 feet (page 306) Skills Acrobatics +27, Athletics +25, Arcana +23, Diplomacy +28, Lore (any one celestial plane) +25, Performance +28, Religion +24 Str +7, Dex +7, Con +4, Int +5, Wis +4, Cha +8 Smoke Vision A peri can see through smoke with ease, and they ignore the concealed condition from smoke. AC 36; Fort +22, Ref +27, Will +26 HP 255; Immunities fire; Weaknesses cold iron 10, evil 10; Resistances cold 5 Shining Blaze (aura, divine, evocation, fire) 5 feet, 6d6 fire damage (DC 31 basic Reflex) Melee [one-action] scimitar +29 (forceful, good, magical, sweep), Damage 3d6+13 slashing plus 2d6 fire Melee [one-action] burning wings +29 (agile, finesse, fire, good, magical, reach 10 feet), Damage 3d10+13 fire Ranged [one-action] flame ray +29 (fire, good, magical, range 60 feet), Damage 8d6 fire Divine Innate Spells DC 34, attack +26; 7th humanoid form (at will), wall of fire (×3); Cantrips (7th) produce flame; Constant (4th) fire shield Flame Jump [two-actions] (conjuration, divine, teleportation) Frequency once per hour; Effect The peri Strides into an open flame of their size or larger and instantly transports themself to any other flame of sufficient size within 100 miles. Once they enter the first flame, the peri instantly learns the locations of all other flames within range. Flameheart Weapon The peri can call forth a powerful weapon from their heart of flame. In their hands, this is a +2 greater flaming greater striking weapon that deals 2d6 fire damage instead of 1d6. Flamewing Buffet [two-actions] The peri makes one scimitar Strike and two burning wings Strikes, in any order. Wildfire Storm [one-action] (divine, fire) The peri spreads their wings and spins, forming a whirlwind of flame that deals 15d6 fire damage in a 20-foot emanation (DC 34 basic Reflex save). They can’t use Wildfire Storm again for 1d4 rounds.
Introduction
THE LAMBENT COURT Though they eschew servitude and the worship of gods, many peris consider themselves friends and allies of Atreia, the Lambent King, the imprisoned elemental lord of fire. They guard and conceal his holy sites from his enemies and send mortals out in search of his prison, the Garnet Brand, hoping to bring the benevolent force of exalted light and fire back into the multiverse.
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Phantom PASSIONATE SOULS Many phantoms manifest from their own powerful emotions causing literal waves in the River of Souls that washed them ashore. This leads to many phantoms with emotionally themed abilities. The most common of these are anger, dedication, fear, hatred, jealousy, misery, and zeal.
The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest—Heaven, Hell, Abaddon, and so forth—where it becomes a petitioner. Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the Ethereal Plane. Whether as a result of nefarious interlopers like night hags, malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as ghosts, phantoms aren’t tinged with the foul influences of undeath—at least, not at first, though the threat of corruption hangs heavy over a phantom’s existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves—one without a true home, agenda, or purpose. Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must simply find a way back into the River of Souls. Such a quest is no easy feat, however—the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour.
CREATING PHANTOMS Phantom creatures have statistics similar to those they held as physical beings. You can turn an existing living creature into a phantom by trading their usual traits for the ethereal, incorporeal, and spirit traits. Their Strikes gain the magical and force traits (and the finesse trait, for melee Strikes) and deal force damage instead of their original damage type. Phantoms gain immunity to disease, paralyzed, poison, and precision damage and resistance to all damage (except force or ghost touch; double resistance vs. non-magical) from being incorporeal. Many phantoms gain occult innate spells or special powers related to the Ethereal Plane, such as those described in the stat blocks on these pages. If you give a phantom more than one new ability, consider increasing their level and adjusting their statistics to match.
PHANTOM KNIGHT Cavaliers and knights who died for their cause make for particularly strong-willed phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of undeath.
PHANTOM KNIGHT UNCOMMON
LN
MEDIUM
CREATURE 4 ETHEREAL
Perception +13; darkvision Languages Common Skills Intimidation +12
202
INCORPOREAL PHANTOM
SPIRIT
O-R Str –5, Dex +4, Con +0, Int +0, Wis +5, Cha +4 Walk the Ethereal Line [two-actions] The phantom walks the thin line between the Ethereal and Material Planes in order to exist on both planes simultaneously. They can shift back to solely the Ethereal Plane by using this ability again. AC 21; Fort +8, Ref +12, Will +13; –1 status penalty to saves vs. death effects HP 45; Immunities disease, paralyzed, poison, precision; Resistances all damage 3 (except force or ghost touch; double resistance vs. non-magical) Susceptible to Death Though phantoms aren’t alive, neither are they undead, and they are uniquely vulnerable to the effects of death. A phantom whose Hit Points are reduced to 0 as a result of a death effect (such as from a spell like finger of death) is immediately whisked away to the River of Souls, where their soul resumes the usual path to the afterlife. Speed fly 25 feet Melee [one-action] phantom sword +14 (finesse, force, magical), Damage 1d8+7 force Ranged [one-action] phantom bow +14 (deadly d10, force, magical, range increment 120 feet, volley 30 feet), Damage 1d8+5 force
PHANTOM BEAST The River of Souls, alongside the souls of dead sapient humanoids, also carries the spirits of monsters, animals, and other creatures. Likewise, it draws souls from the broad universe of the Material Plane, and thus human and elf souls mingle with those of far stranger creatures from untold worlds. Like any others, these far-flung spirits of strange creatures sometimes wash up on the shores of the Ethereal Plane, becoming phantoms far removed from the humanoid forms typically associated with ghosts and other undead. The phantom below is one such entity: a strange beast from a distant world, echoing their behaviors from life as they search for their own fate post-mortem. Their unfamiliar appearance might lead observers to assume they’re a monstrous being and attack, finding the phantom beast entirely willing to fight back. More compassionate adventurers might instead seek to help the phantom find their way back to the River of Souls to complete their spiritual journey.
PHANTOM BEAST RARE
CN
MEDIUM
Introduction
FINDING THE WAY HOME Phantoms who seek to escape from undeath but aren’t ready to move on can form links with summoners, using the summoner’s force of personality as a safe harbor for their own soul. A phantom connected to and manifested by a summoner maintains an ectoplasmic but ultimately corporeal form.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 8 ETHEREAL
INCORPOREAL
PHANTOM
SPIRIT
Perception +18; darkvision Languages telepathy 100 feet (page 306) Skills Diplomacy +16, Intimidation +18, Occultism +14, Thievery +18 Str –5, Dex +6, Con +1, Int +0, Wis +4, Cha +6 Walk the Ethereal Line [two-actions] As phantom knight. AC 26; Fort +13, Ref +18, Will +16; –1 status penalty to all saves vs. death effects HP 120; Immunities disease, paralyzed, poison, precision; Resistances all damage 8 (except force or ghost touch; double resistance vs. non-magical) Susceptible to Death As phantom knight. Speed fly 35 feet Melee [one-action] phantom horn +18 (agile, finesse, force, magical), Damage 2d8+8 force Occult Innate Spells DC 28, attack +20; 4th phantom pain, sleep, spiritual weapon; Cantrips (4th) daze, telekinetic projectile Grab Item [one-action] The phantom beast attempts to Steal one item of up to 1 Bulk from a creature, even if the creature is in combat, though the object still must not be one that is actively in use. If they succeed, they carry the object along with them telekinetically.
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Bestiary 3
Planar Scion APHORITE GEAR Due to their propensity for tinkering, many aphorite soldiers and mercenaries carry odd or improbable weapons—such as crossbows with precision sights, exquisitely balanced blades, or partitioned quivers with arrows for every occasion. Outsiders often express skepticism about these weapons, but no one can deny their effectiveness.
Planar scions are beings infused with the essences of other planes. While the examples presented here include humans with planar heritages, members of nearly any ancestry can be born with an influx of planar energies and become a planar scion.
APHORITE The denizens of the Eternal City of Axis first forged aphorites to serve as emissaries, agents, and facilitators, with one foot in the sublime, perfect order of the Plane of Law, and one in the messy, murky, confusing muck of the Material Plane. In time, aphorites spread across the length and breadth of Golarion. Today they can be found in any corner of any land, and only a fraction still serve Axis directly. Aphorites, like all planar scions, stand out quite vividly from their fellow mortals, sporting metallic skin, a faint coating of crystalline dust, a swirl of mathematical symbols, or perfectly symmetrical features. Many aphorites think logically and find satisfaction in careers dealing with numbers and information. Often, this leads them to become bookkeepers, clerks, or architects, but some become military engineers or sharpshooters. Others are drawn to the art of production, becoming blacksmiths, carpenters, engineers, architects, tailors, masons, or other such artisans. But no matter their careers, aphorites often feel the urge to tinker, and aphorite inventions draws both mockery and appreciation in equal measure. Aphorites who work in less academic professions, such as mercenaries or laborers, sometimes hide their keen analytical intelligence beneath extravagant demeanors and flamboyant hats. Some craft even these disguises with the same depth and complexity they do others aspect of their lives, considering every theatrical mannerism carefully and planning out their every detail.
APHORITE SHARPSHOOTER LN
MEDIUM
APHORITE
HUMAN
CREATURE 4 HUMANOID
Perception +8; darkvision Languages Common, Utopian Skills Acrobatics +10, Athletics +8, Deception +10, Diplomacy +10, Engineering Lore +9, Intimidation +10 Str +2, Dex +4, Con +2, Int +1, Wis +0, Cha +2 Items breastplate, crossbow (50 bolts), outrageous hat, shortsword AC 21; Fort +10, Ref +12, Will +8 HP 60 Crystalline Dust [two-actions] Frequency once per day; Effect The sharpshooter becomes concealed for 4 rounds, though they can’t use the concealment to Hide or Sneak, as normal for concealment where their position is obvious. Speed 20 feet Melee [one-action] shortsword +14 (agile, finesse, versatile S), Damage 1d6+8 piercing Ranged [one-action] crossbow +14 (range increment 60, reload 1), Damage 1d8+8 piercing Divine Innate Spells DC 18; 1st true strike Calculated Reload When the sharpshooter reloads their crossbow, they also calculate the best angle to their target, increasing the damage die from 1d8 to 1d10 and gaining a +2 circumstance bonus to their damage roll for their next crossbow Strike, as long as it occurs before the end of their next turn. Hurtful Critique [one-action] (auditory, emotion, linguistic, mental) The sharpshooter makes witty, but disparaging comments about the fighting style of a target within 30 feet, expressing sympathy over every missed blow and providing sarcastic advice on how to improve. The target must succeed at a DC 18 Will save or take a –1 circumstance
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O-R penalty to attack rolls (–2 on a critical failure) for 1 minute or until it makes a successful Strike against the sharpshooter. A creature who critically succeeds or who Strikes the sharpshooter after failing is immune to that sharpshooter’s Hurtful Critique for 1 hour.
GANZI Children of primeval chaos, ganzis intertwine the churning pandemonium of the Maelstrom with the more mundane tumult of mortal life. Some arise in bloodlines touched by creatures of chaos in generations previous, while others are changed by planar friction as the Maelstrom seethes upon the shores of creation, but all share the essence of anarchy in their blood and bone. As children of chaos, ganzis vary wildly in appearance; protean-kin remain the most common, with patches of scales and feathers and mischievous slithering tails. Others might have stranger features, such as horns, glowing orange eyes, or limbs flickering with harmless auras of entropic energy. Ganzis might be dramatically shorter, taller, thinner, or stouter than is typical for their ancestry, and it’s not uncommon for them to be mistaken for more common planar scions. Independent-minded to a fault, often creative and capricious, ganzis prefer professions that allow them to serve as their own masters. If such a profession gives a ganzi opportunity to baffle or befuddle Golarion’s more staid citizens, then all the better. Many ganzis develop reputations as outgoing, deviant, or thrill-seeking, and many heartily embrace these reputations and lean into them. Of all the planar scions, ganzis are among the most likely to take up life as wanderers. Ganzis with a taste for close combat are sometimes drawn to martial arts, turning their curious forms into potent and unexpected weapons. It’s common to find such ganzi in the temporary employ of others, whether out of a legitimately shared ideology or simply the need for money. Just as often, though, one may simply find a ganzi martial artist demonstrating their craft on a street corner or dealing out justice to enforcers of cruel laws.
GANZI MARTIAL ARTIST CN
MEDIUM
GANZI
HUMAN
Introduction
GANZI MARTIAL ARTS Ganzi martial artists are often drawn to styles that emphasize acrobatics, mobility, flexibility, or artistry. The ganzis of Arcadia are particularly famous for a dancelike style—rarely shared with outsiders—which emphasizes fluid motion over rigid positioning and commonly employs maneuvers such as inverted kicks and sweeping leg strikes.
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CREATURE 3 HUMANOID
Perception +9; low-light vision Languages Common, Protean Skills Athletics +10, Acrobatics +9, Deception +7, Performance +7, Stealth +9 Str +3, Dex +4, Con +0, Int –1, Wis +2, Cha +2 Items explorer’s clothing, shuriken (20) AC 21; Fort +7, Ref +11, Will +9; +1 to saves vs. effects that cause the controlled condition HP 36; Resistances acid, electricity, or sonic 1 (chosen randomly each day) Speed 35 feet Melee [one-action] foot +11 (agile, finesse, sweep), Damage 1d8+5 bludgeoning Ranged [one-action] shuriken +11 (agile, thrown 20 feet), Damage 1d4+5 piercing Divine Innate Spells DC 19, attack +11; 2nd two of the following chosen at random each day using 1d12 (1: acid arrow; 2: blur; 3: hideous laughter; 4: humanoid form; 5: illusory object; 6: mirror image; 7: resist energy; 8: see invisibility; 9: shatter; 10: sound burst; 11: spider climb; 12: telekinetic maneuver) Flurry of Kicks [one-action] Frequency once per turn; Effect The martial artist makes two melee Strikes. The martial artist applies their multiple attack penalty to these Strikes normally. Handspring Kick [one-action] Requirements The martial artist has both hands free; Effect The martial artist Steps, then makes a melee Strike at a –1 penalty.
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Bestiary 3
Popobawa PERVERSE VANITY Popobawas seek out lands where unrest is high, hungering for the fevered emotions brought on by chaos, danger, persecution, and war. After attacking or dominating someone, a popobawa commands its victim to spread word of the shapechanger’s cruelty.
206
Cruel shapechangers, popobawas feed on negative emotions, particularly fear, despair, and anguish. Though they’re dangerously strong carnivores that drink the blood of their victims, their greatest pleasure lies in mesmerizing victims to cause suffering and spread chaos. A popobawa moves about populated areas in disguise, seeking new victims and revisiting past victims to bask in their suffering, spreading gossip and incriminating innocents for its crimes while still relishing its own loathsome infamy.
POPOBAWA UNCOMMON
CE
CREATURE 15 MEDIUM
HUMANOID
Perception +25; darkvision, scent (imprecise) 60 feet Languages Common Skills Acrobatics +24, Athletics +26, Deception +29, Intimidation +29, Lore (its home settlement or country) +24, Occultism +22, Stealth +26 Str +7, Dex +5, Con +5, Int +3, Wis +4, Cha +6 AC 37; Fort +26, Ref +24, Will +27 HP 270; Immunities disease, sickened, stunned Stench (aura, olfactory) 30 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Fortitude save or become sickened 1 (plus slowed 1 for as long as it’s sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Speed 30 feet, climb 30 feet, fly 80 feet Melee [one-action] jaws +30, Damage 3d10+15 piercing plus 1d10 mental and shameful loathing Melee [one-action] talon +30 (agile), Damage 3d10+15 slashing plus Grab (page 305) Occult Innate Spells DC 36, attack +28; 6th animated assaultAPG, dominate; 5th clairaudience (at will), clairvoyance (at will), telekinetic haul, telekinetic maneuver, ventriloquism (at will); Cantrips (7th) ghost sound, mage hand Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The popobawa can take on the appearance of a human or a Small or Medium bat. It loses its stench aura while transformed. In human form it also loses its Strikes but can make fist Strikes that deal the same amount of bludgeoning damage as its talon Strike. Feed on Sorrow [one-action] (concentrate, healing, necromancy, occult, positive) Frequency once per round; Effect The popobawa draws strength from the suffering of others. It regains 10 Hit Points for each enemy within 30 feet that has one of the following conditions, to a maximum of 40 Hit Points: confused, doomed, dying, enfeebled, fatigued, frightened, sickened, slowed, stunned, stupefied, or wounded. Hallucinatory Haunting [free-action] Trigger The popobawa moves an object with mage hand or telekinetic haul, controls a creature with dominate, or casts animated assault; Effect The popobawa casts ghost sound or ventriloquism, with the sound originating from the target or area of the spell. Shameful Loathing (curse, emotion, enchantment, mental, occult) A creature damaged by the popobawa’s jaws is overcome with shame and self-hatred and must attempt a DC 36 Will save. Success The target is unaffected. Failure The target becomes stupefied 1 until the curse is removed. Critical Failure As failure, but the target is also doomed 1.
O-R Porcupine
The porcupine, sometimes called a quill pig, is a shy, gray-and-brown herbivore covered in barbed quills. Though most comfortable on the forest floor, a porcupine can climb trees adeptly to seek out leaves, bark, and insects for food. The giant porcupine is no less shy than its smaller kin, but these 5-foot-long specimens climb only the ancient old growth of deep forests. Both species are found only in temperate woodlands, though a giant porcupine prefers forests with less undergrowth where it can maneuver more easily. When startled or threatened, a porcupine employs multiple strategies to discourage potential predators. It emits a pungent odor that warns other creatures away, rattling its quills and chattering its teeth loudly to provide an additional auditory warning. If cornered, it raises its quills, faces away from the danger, and charges backwards at full speed, impaling any unlucky creatures is in its path. A porcupine’s barbed quills—in actuality long, stiff hairs—hook into a foe’s flesh. A creature can easily pull free from the porcupine should a creature come into contact with one, but the quill’s barbed tips continue to dig into the victim’s skin from the creature’s own movements. Removing the quills is a painful process, and quills that break off under the skin can sometimes requires a healer’s assistance to remove effectively. Contrary to popular belief, however, a porcupine can’t shoot its quills, making it a threat only to a creature brazen or foolish enough to attack it directly. Porcupines use the same defensive tactics regardless of size, but the giant porcupine is often devastatingly effective given its sheer mass. Fortunately, these creatures tend to flee at the first opportunity to do so. The few attempts to train them as guardians have ended poorly for this reason, though some druids and other woodfolk have, on occasion, persuaded these creatures to accompany them as companions.
GIANT PORCUPINE N
MEDIUM
Introduction
PROTECTED ASSETS While a giant porcupine is well protected, it’s also highly sought after by hunters. Its soft flesh is very tasty when cooked, a delicacy prized in woodland communities. The porcupine’s quills are another valued commodity, reaching nearly 3 feet long. Skilled artisans use the smaller quills to craft beautiful, wearable art, while the longer ones can be made into lightweight throwing weapons.
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CREATURE 2
ANIMAL
Perception +8, low-light vision, scent (imprecise) 30 feet Skills Athletics +8 (+10 to Climb) Str +4, Dex +2, Con +4, Int –4, Wis +2, Cha +0 AC 18; Fort +10, Ref +8, Will +6 HP 32 Passive Points A creature that hits a porcupine with an unarmed Strike or a non-reach melee Strike takes 1d8 piercing damage (basic Reflex save). On a critical failure, the creature also takes 1d4 persistent piercing damage as the quills hook into its flesh. Speed 25 feet Melee [one-action] quills +11, Damage 1d8+4 piercing plus embed quill Melee [one-action] tail +11, Damage 1d6+4 bludgeoning Embed Quill A creature damaged by the porcupine’s quills Strike must succeed at a DC 18 Reflex save or some of the quills remain embedded in its body, dealing 1d4 persistent piercing damage. Rearward Rush [two-actions] Effect The porcupine scuttles backward, quills extended. It Strides twice, then makes a quill Strike. The target is flat-footed against this Strike unless it has seen a Rearward Rush before.
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Bestiary 3
Pukwudgie TREPIDATIOUS TRADE Pukwudgies rely heavily on their knowledge of local plants, which they use for food, medicine, magical weapons, and their signature poison. If shown proper respect, pukwudgies trade their crafts for items they deem valuable. They have little use for coin but accept unique foods, items of beauty, and even interesting stories as payment. The slightest transgression, however, can quickly turn pukwudgie encounters hostile.
Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath. In ancient times, pukwudgies traveled to the Material Plane from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as nuisances, and pukwudgies in turn began to resent mortals and the gods that favored them. At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they’ve been known to kidnap and even kill those who don’t treat them with proper respect. Pukwudgies make their villages in the oldest forests, concealed under hallucinatory terrain spells and fantastic facade rituals (Advanced Players Guide 241). They travel freely between the Material Plane and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations. Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown.
PUKWUDGIE UNCOMMON
NE
CREATURE 7 SMALL
FEY
Perception +17; low-light vision Languages Common, Elven, Gnomish, Sylvan Skills Crafting +15, Deception +14, Medicine +15, Nature +17, Stealth +17, Thievery +15 Str +4, Dex +6, Con +3, Int +4, Wis +6, Cha +3 Items +1 hatchet, shortbow AC 25; Fort +12, Ref +15, Will +17 HP 100; Resistances poison 5; Weaknesses cold iron 10 Defensive Quills A creature that hits a pukwudgie with an unarmed Strike or a non-reach melee Strike takes 3d8 piercing damage (basic Reflex save). On a critical failure, the creature also takes 1d6 persistent poison damage from the poisoned quills. Speed 25 feet Melee [one-action] hatchet +17 (agile, magical, sweep), Damage 1d6+10 slashing plus pukwudgie poison Ranged [one-action] hatchet +19 (magical, thrown 10 feet), Damage 1d6+10 slashing plus pukwudgie poison Ranged [one-action] shortbow +18 (deadly d10, range increment 60 feet), Damage 1d6+6 piercing plus pukwudgie poison Primal Innate Spells DC 25, attack +17; 4th freedom of movement, hallucinatory terrain; 3rd wall of thorns; 2nd invisibility (at will, self only) Change Shape [one-action] (concentrate, polymorph, primal, transmutation) The pukwudgie takes on the physical form of a giant porcupine (page 207). Their size changes to Medium, they lose their weapon Strikes, and they gain a quill Strike (+18 for 2d8+6 piercing plus 1d8 persistent poison). Pukwudgie Poison (poison); Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and stupefied 1 (1 round); Stage 2 1d6 poison damage and stupefied 2 (1 round); Stage 3 1d6 poison damage, confused, and stupefied 2 (1 round)
208
O-R Quintessivore
Quintessivores are cunning creatures that wield arcane magic and scalpel-sharp spider limbs that can rend one’s soul just as easily as flesh. A quintessivore doesn’t immediately kill its prey—it drags the creature to its lair and separates the victim’s soul from their body with its bladed limbs. The flicking blades then pull out the creature’s individuality, reducing the soul down to pure soul-stuff called quintessence, which the quintessivore then consumes.
QUINTESSIVORE RARE
NE
MEDIUM
CREATURE 10 BEAST
Perception +17; darkvision Languages Abyssal, Aklo, Common, Infernal, Undercommon Skills Arcana +25, Athletics +17, Intimidation +19, Stealth +20 Str +3, Dex +6, Con +6, Int +7, Wis +3, Cha +3 Items scroll of dimensional anchor, scroll of fly AC 28; Fort +22, Ref +20, Will +21 HP 180 Instant Suspension [reaction] Trigger The quintessivore reduces a creature within 15 feet of it to 0 Hit Points; Effect The quintessivore uses Suspend Soul, targeting the creature. Speed 40 feet, climb 20 feet Melee [one-action] blade-leg +22 (finesse, magical), Damage 1d10+9 slashing damage plus 1d10 negative damage and tattered soul Arcane Prepared Spells DC 29, attack +21; 5th black tentacles, grim tendrils, passwall; 4th clairvoyance, enervationAPG (×2); 3rd slow, vampiric touch (×2); 2nd comprehend language, see invisibility, web; 1st feather fall, fleet step, ray of enfeeblement; Cantrips (5th) daze, detect magic, mage hand, ray of frost, read aura Feed on Quintessence (arcane, exploration, manipulate, necromancy) Over the course of 1 hour, the quintessivore removes and deconstructs the soul of a creature. The creature must either be captive or have been dead for no more than 2 hours before the start of the process. At the end of the hour, the quintessivore consumes the quintessence of the creature’s soul. For the next month, it gains a +1 status bonus to its spell DC and spell attack roll, and it adds 6th-level feeblemind and vampiric exsanguination to its arcane prepared spells. Deconstructing a soul maps the unique properties of the creature’s soul into the quintessivore’s blade-legs. The soul can be reconstructed by binding it to quintessence. A dead quintessivore’s soul flees its body as pure quintessence suitable for this purpose. Suspend Soul [one-action] (arcane, necromancy) The quintessivore suspends the life processes of a dying creature within 15 feet of it. The creature can’t decrease or increase its HP or dying value for 10 minutes. The creature can attempt a DC 29 Will save to avoid this effect. If the creature receives magical healing, it can attempt a new save, ending the effect and being healed normally on a success. The effect ends if the quintessivore uses Suspend Soul again. Tattered Soul A creature hit by the quintessivore’s blade-leg Strike must succeed at a DC 29 Fortitude save or become drained 1 (drained 2 on a critical failure). If the creature is already drained, it’s immune to this effect.
Introduction
QUINTESSENCE Quintessence not only makes up a creature’s soul, but also forms most of the planes of the Outer Sphere. Through the cycle of life and death, mortal souls travel to the Boneyard for judgment before moving on to their afterlives. After eons, souls lose their individuality and are recycled. Passed through the Maelstrom, the quintessence is broken down to pure potentiality, then reforms as new quintessence that sprouts in the Positive Energy Plane as the source of new souls.
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Bestiary 3
Rakshasa RAKSHASA REINCARNATION Rakshasas typically reincarnate after their deaths and retain hazy memories of their past lives. Successful and particularly wicked rakshasas take more powerful forms when reborn, while weak rakshasas reincarnate as lesser forms or even fail to reincarnate entirely.
Rakshasas are evil spirits who cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They often seek to shape and corrupt society from within.
RAKTAVARNA The least of all rakshasas, raktavarnas resemble wicked serpents with glowing red eyes and oversized fangs. Often forced into service by mortal conjurers or more powerful rakshasas, raktavarnas frequently act subservient to their masters while secretly plotting to overthrow them.
RAKTAVARNA UNCOMMON
LE
CREATURE 1 TINY
FIEND
RAKSHASA
Perception +6; darkvision Languages Common, Infernal, Undercommon Skills Acrobatics +7, Athletics +6, Deception +7, Stealth +7 Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +2 AC 16; Fort +5, Ref +9, Will +6; +2 status to all saves vs. divine magic HP 14; Weaknesses good 3; Resistances physical 3 (except piercing) Speed 20 feet, climb 20 feet, swim 20 feet Melee [one-action] fangs +9 (agile, finesse), Damage 1d6+1 piercing plus raktavarna venom Occult Innate Spells DC 16; 4th read omens; 1st charm, command; Cantrips (1st) detect magic Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The raktavarna takes on the appearance of a Tiny inanimate object. If, while transformed, the raktavarna takes any action other than the purely mental (such as Recall Knowledge), they immediately revert to their original form. Until then, they can use Deception to Impersonate the object. Designate Master A raktavarna can designate a creature as their master using a 10-minute invocation in which the master must participate. The raktavarna can revoke this status at any time. Master’s Eyes As a 3-action activity with the concentrate trait, a raktavarna’s master can observe the world through the raktavarna’s eyes, instead of their own. This uses the raktavarna’s Perception and darkvision. Each round, the master must spend a single action, which also has the concentrate trait, to maintain the connection. This ability functions at any range, even on different planes of existence. If the raktavarna dies while their master is using this ability, the master is stunned 5. Raktavarna Venom (poison); Saving Throw DC 16 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and stupefied 1 (1 round); Stage 2 1d4 poison damage and stupefied 2 (1 round)
MAHARAJA The most powerful of all rakshasas, maharajas form very rarely, never more than once or twice a century, and only from the reincarnated spirits of other powerful and wicked rakshasas. The birth of a new maharaja rakshasa is a momentous occasion, and less powerful rakshasas will seek to curry favor with the new maharaja at an early age. Each maharaja rakshasa is unique and boasts their own selection of spells. All are generally humanoid save for their many heads, which always number at least four and can range up to a dozen. One of these heads tends to be humanoid, while the others take the forms of cats, snakes, and other predatory animals.
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O-R MAHARAJA RARE
LE
MEDIUM
CREATURE 20 FIEND
Introduction
RAKSHASA
Perception +37; darkvision Languages Abyssal, Common, Infernal, Undercommon; tongues Skills Acrobatics +33, Arcana +33, Deception +41, Diplomacy +38, Intimidation +38, Lore (any three) +33, Occultism +35, Religion +35, Society +35 Str +8, Dex +9, Con +7, Int +7, Wis +7, Cha +10 Items +2 greater striking falchion AC 45, all-around vision (page 304); Fort +31, Ref +33, Will +35; +2 status to all saves vs. magic; +3 status to all saves vs. divine magic HP 320; Weaknesses good 20; Resistances physical 20 (except piercing) Reflect Spell [reaction] (abjuration, occult) Trigger A foe Casts a Spell the maharaja knows, and the maharaja rakshasa can see its manifestation; Effect The maharaja expends one of their spell slots to reflect the triggering creature’s spell. The maharaja loses their spell slot as if they had cast the triggering spell, and then attempts to counteract it (counteract modifier +37, counteract level 10). On a success, the maharaja turns the spell back on its caster. The reflected spell affects only the caster, even if it’s an area spell or would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal. Speed 40 feet, fly 30 feet Melee [one-action] falchion +38 (forceful, sweep), Damage 3d10+16 slashing plus 3d6 mental Melee [one-action] fangs +34 (agile), Damage 4d6+14 piercing Occult Spontaneous Spells DC 47; 10th (1 slot) fabricated truth; 9th (4 slots) dispel magic, foresight, overwhelming presence, telepathic command, weird; 8th (4 slots) discern location, dispel magic, maze, mind blank, prismatic wall; 7th (4 slots) dispel magic, haste, possession, project image, reverse gravity; 6th (4 slots) repulsion, scrying, true seeing, vampiric exsanguination; 5th (4 slots) crushing despair, dispel magic, false vision, shadow blast, shadow walk; 4th (4 slots) confusion, dimension door, dispel magic, modify memory, read omens; 3rd (4 slots) dispel magic, enthrall, haste, hypercognition, nondetection; 2nd (4 slots) darkness, dispel magic, misdirection, see invisibility; 1st (4 slots) magic missile, sanctuary, true strike, ventriloquism; Cantrips (9th) dancing lights, detect magic, ghost sound, mage hand, shield Occult Innate Spells DC 47; 10th dominate; 9th clairaudience (at will), clairvoyance (at will), mind reading (at will); Constant (9th) tongues Autonomous Spell [free-action] Frequency once per round; Trigger a foe’s turn begins; Effect The maharaja’s four heads allow them to quickly cast additional spells. They cast one of their 8th-level or lower occult spontaneous spells that normally takes 2 actions or fewer to cast. Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The maharaja takes on the appearance of any Medium humanoid. This doesn’t change their Speed or their attack and damage modifiers with their Strikes but might change the damage type their Strikes deal (typically to bludgeoning). They lose their fangs Strike unless the humanoid form has fangs or a similar unarmed attack, and they lose Four-Fanged Assault unless the new form has four or more heads and fangs. Four-Fanged Assault [one-action] The maharaja makes four fangs Strikes, each against a different target. These Strikes count as only one attack for the maharaja’s multiple attack penalty, and the penalty doesn’t increase until after they have made all four attacks.
RAKSHASA LOCATIONS Rakshasas are one of the few types of fiends native to the Material Plane and aren’t typically found on other planes. Instead, most rakshasas live in urban areas where humanoids congregate, supplying these fiends with a variety of mortals to prey upon and bend to their wills, as well as all the luxuries that humanoid society can offer.
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Bestiary 3
Ram MINDSPIN RAMS Rosethorn rams developed their unique horns along the steep slopes of the rugged Mindspin Mountains in western Avistan, where foraging is scarce but abundant natural caverns provide shelter from predators and the elements. Though the creatures have since spread, most cultures in Avistan refer to them as Mindspin rams.
Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather. Regardless of their territory, all share a stubborn nature and surefootedness, navigating uncertain terrain with ease and weathering all seasons in scattered herds.
RINGHORN RAM Ringhorn rams, named for the massive, curving spirals protruding from their heads, travel the plains. Though these rams tend to be slightly more playful and less vindictive than those in the mountains, they are no less stubborn or hardy.
RINGHORN RAM N
MEDIUM
CREATURE 0
ANIMAL
Perception +6; low-light vision Skills Acrobatics +4, Athletics +5, Stealth +4, Survival +6 Str +3, Dex +2, Con +2, Int –5, Wis +2, Cha +0 AC 16; Fort +6, Ref +6, Will +4 HP 15 Speed 30 feet; nimble stride Melee [one-action] hoof +7, Damage 1d6+3 bludgeoning Melee [one-action] horn +7 (agile), Damage 1d4+3 piercing Nimble Stride Rams ignore difficult terrain caused by narrow ledges. Ram Charge [two-actions] The ram Strides twice in a straight line and then makes a horn Strike with a +1 circumstance bonus to its attack roll.
ROSETHORN RAM These hardy mountain dwellers surpass their lowlander cousins in stubbornness and agility. Rosethorn rams sport distinctive, twisted horns that measure up to 4 feet in length and bear thorny growths, which they use to damage enemies in combat and strip the bark from trees during harsh winters when other food is scarce. Though hardly a domesticated species, rosethorn rams’ shaggy outer coats cover fine hair that makes a yarn prized for both its softness and rarity. Their milk also provides nourishment during severe seasons.
ROSETHORN RAM N
MEDIUM
CREATURE 2
ANIMAL
Perception +8; low-light vision Skills Acrobatics +8, Athletics +7, Stealth +8, Survival +8 Str +3, Dex +4, Con +3, Int –5, Wis +2, Cha +1 AC 18; Fort +9, Ref +10, Will +6 HP 30 Speed 30 feet, climb 20 feet; mountain stride Melee [one-action] hoof +11 (finesse), Damage 1d8+5 bludgeoning Melee [one-action] horn +11 (agile, finesse), Damage 1d6+5 piercing Broken Thorns [one-action] Requirements The rosethorn ram damaged a creature with its horns on its most recent action this turn; Effect The ram breaks off one of the thorny protrusions of its horns and leaves it in the wound, dealing 1d6 persistent bleed damage. Mountain Stride The Rosethorn ram ignores difficult terrain caused by narrow ledges and icy terrain, and reduces the effects it suffers from cold environments by one step. Ram Charge [two-actions] As ram.
212
O-R Rancorous Priesthood
Followers of Rovagug must usually conceal their devotion to the Rough Beast, hiding in remote cave complexes or abandoned ruins; but they emerge from these strongholds when they sense weakness, gathering together into a destructive, homicidal mob to hunt down high-ranking priests of rival deities or slaughter entire towns. Alternatively, if their hidden bolthole is compromised, a mob of Rovagug’s faithful might emerge—not hoping to save themselves, but intent only on taking their enemies with them as they die.
RANCOROUS PRIESTHOOD CE
GARGANTUAN
HUMANOID
CREATURE 11
TROOP
Perception +21 Languages Abyssal, Common Skills Athletics +22, Intimidation +21, Religion +22 Str +7, Dex +2, Con +6, Int +2, Wis +5, Cha +4 AC 31; Fort +23, Ref +17, Will +22 HP 195 (16 squares); Thresholds 130 (12 squares), 65 (8 squares); Weaknesses area damage 15, splash damage 8 Troop Defenses (page 306) Speed 25 feet Divine Spontaneous Spells DC 27, attack +19; 6th (2 slots) cry of destruction, destructive aura (Core Rulebook 391); 5th (3 slots) burning hands, fireball, hurtling stone (Core Rulebook 393); Cantrips (6th) daze, detect magic, divine lance (chaos or evil) Rituals DC 27; blight (doesn’t require secondary casters) Form Up [one-action] (page 305) Troop Movement Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop. Troop Spellcasting When the rancorous priesthood Casts a Spell, their constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn’t have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line. Wild Swing [one-action] to [three-actions] Frequency once per round; Effect The members of the mob wildly swing their weapons—primarily greataxes—in a chaotic attack at each enemy adjacent to the troop (DC 27 basic Reflex save). The damage depends on the number of actions. [one-action] 1d12+2 slashing damage [two-actions] 2d12+9 slashing damage [three-actions] 3d12+9 slashing damage
Introduction
TROOPS WITH SPELLS Though Rovagug’s followers are the most common, other deities might have rancorous priesthoods. You can use these statistics to represent other troops capable of casting spells simply by replacing the spells in the list and altering the alignment. Limit the troop to spells with a normal level no higher than 2 below what a creature of the troop’s level would normally be able to cast; you can heighten some of these spells to fill the troop’s highest-level spell slots, representing the combined effect of several lower-level spells cast at the same time.
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Rhu-Chalik CONNOISSEURS OF THOUGHTS Rhu-chaliks lack both mouths and digestive systems. Instead they gain sustenance from the thoughts and emotions of sentient beings. Each emotion has a distinctive flavor to rhu-chaliks and, as this feeding doesn’t harm the food source, rhu-chaliks often dine repeatedly upon their favorite minds. Some rhu-chaliks even incite various emotions in their prey to elicit new tastes for their mental banquets.
214
The alien entities known as rhu-chaliks serve as scouts for a conglomeration of deep-space conquerors called the Dominion of the Black. Their masters use them as spies, tasking them with harvesting the thoughts and memories of sentient creatures into a vast repository of knowledge designed to eventually unravel every secret of existence. Also called void wanderers, rhu-chaliks can survive the depths of space indefinitely. They are extremely long-lived and capable of traversing the vastness of space between worlds. Rhu-chaliks prefer to work alone in order to reduce potential overlap in their mind predations. The furtive beings are calculating and infinitely patient, seeking only the most exceptional minds to cast beyond the stars to their masters.
RHU-CHALIK UNCOMMON
CE
CREATURE 6 SMALL
ABERRATION
Perception +17; greater darkvision Languages Aklo; telepathy 100 feet (page 306) Skills Athletics +13, Deception +13, Diplomacy +13, Intimidation +13, Stealth +15 Str +3, Dex +3, Con +4, Int +2, Wis +5, Cha +3 AC 23, all-around vision (page 304); Fort +14, Ref +11, Will +17 HP 95 No Breath A rhu-chalik doesn’t breathe and is immune to effects that require breathing (such as inhaled poisons). Speed 5 feet, fly 35 feet Melee [one-action] tendril +15 (agile), Damage 2d4+6 bludgeoning plus 1d6 mental and excruciating enzyme Occult Innate Spells DC 23; 5th mind probe; 4th modify memory; 3rd invisibility (self only; at will), mind reading (at will) Excruciating Enzyme (occult, poison) A rhu-chalik’s tendrils secrete an enzyme that causes intense pain. A living creature hit by a tendril Strike must succeed at a DC 24 Fortitude save or become sickened 1 from the pain. Project Terror [two-actions] (emotion, enchantment, fear, mental, occult) Requirements The rhu-chalik has successfully affected the target with mind probe, mind reading, or Project Terror in the last minute; Effect The rhu-chalik creates nightmarish visions in the target’s mind. The target must attempt a DC 24 Will save. Critical Success The target creature is unaffected and temporarily immune to Project Terror for 1 minute. Success The target is unaffected. Failure The target becomes frightened 2. Failing additional saves against this effect increases the frightened condition value by 2; if this would increase the target’s frightened value beyond frightened 4, the target is fleeing for 1 round and frightened 4. Critical Failure As failure, but the target becomes unconscious for 30 minutes instead of fleeing. Void Transmission (concentrate, enchantment, exploration, mental, occult) Requirements The rhu-chalik is adjacent to an unconscious creature; Effect The rhu-chalik spends 10 minutes copying the creature’s entire consciousness and mentally sends this copied consciousness through the void of space to their waiting masters. The target creature is deeply disoriented by this procedure, becoming stupefied 2 for 1 day afterward. If the creature is revived or moved away from the rhu-chalik during the process, Void Transmission fails and the target is unaffected.
O-R Roiling Incant
Though many spellcasters can harness the forces of magic in a consistent manner, such power can’t always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own, forming a dangerous amalgamation of ongoing magical energy known as a roiling incant. A roiling incant’s appearance depends on the type of magic it sprang forth from, though it always carries with it an echo of the destruction it has caused. A fiery evocation roiling incant might look like a storm of burning ashes echoing with the sounds of crackling timber, while a necromancy roiling incant could be mistaken for ghostly tendrils puppeteering shambling corpses. No matter what it looks like, a roiling incant roams mindlessly, attacking everything it encounters, heedless of further carnage it causes.
ROILING INCANT VARIATIONS Each roiling incant is tied to a magic tradition as well as to a school of magic, and thus each has the traits of that tradition and school. Its innate spells must come from that tradition and school of magic, and they are usually related to the accident that caused the roiling incant’s creation. The additional damage from their Engulf ability also changes based on their innate cantrip. Variant roiling incants usually have one 4th-level spell, one 3rd-level spell, one 2nd-level spell, and a cantrip, just like the example roiling incant presented below. Evocation roiling incants are the most common, as that school of magic is often the most destructive.
ROILING INCANT UNCOMMON
N
LARGE
Introduction
ROILING INCANT ORIGINS A roiling incant is a curiosity among scholars. It is neither living nor dead, nor is it a construct. Instead, it is magic of its tradition and school manifesting as a mindless entity, a magical force of nature. While some particularly vile spellcasters have attempted to create these beings intentionally and unleash them on an enemy’s home, thus far no one has determined a reliable method to do so.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 9 ARCANE
EVOCATION
MINDLESS
Perception +15 Skills Acrobatics +19 Str +4, Dex +4, Con +6, Int –5, Wis +0, Cha –5 AC 25; Fort +19, Ref +17, Will +15 HP 155; Immunities bleed, death effects, disease, doomed, drained, evocation, fatigued, healing, mental, necromancy, negative, nonlethal attacks, paralyzed, poison, sickened, unconscious Absorb Evocation A roiling incant is made of evocation energy. Any time it would be affected by another creature’s non-cantrip evocation spell, after applying its immunity, it also regains 5 Hit Points. Speed fly 40 feet Melee [one-action] arcane tendril +19 (arcane, evocation, magical, reach 10 feet), Damage 2d12+10 force Ranged [one-action] arcane bolt +19 (arcane, evocation, magic, range increment 30 feet), Damage 2d10+10 force Arcane Innate Spells DC 30, attack +20; 4th wall of fire (at will; see Unstable Magic); 3rd fireball (at will; see Unstable Magic); 2nd flaming sphere (at will; see Unstable Magic); Cantrips (4th) produce flame Engulf [two-actions] DC 28, 2d8 force plus 4d4 fire, Escape DC 28, Rupture 20 (page 305) Unstable Magic A roiling incant is as much a mass of unstable magic as it is a creature. Is isn’t living or undead, nor is it even a construct. It can’t be healed or Repaired and is destroyed at 0 Hit Points, though it naturally recovers a number of Hit Points equal to its level × its Constitution modifier (54 for most roiling incants) each day. Each time a roiling incant casts one of its non-cantrip spells, it drains its own magic to do so, taking 5 force damage.
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Bestiary 3
Rokurokubi LONG NECKS, LONG TALES While an encounter with a real rokurokubi is terrifying, many are familiar with them in a less chilling form as the subject of ghost stories and plays, often told by a wandering storyteller at the side of a road or at a festival. An especially common performance involves two performers against a black curtain—one with a black hood covering their head, the other covered in black tights from the neck down—portraying one creature, with a length of cloth or string between the two giving the illusion of an extending neck.
Rokurokubi come into being when mortals are cursed for some misdeed, though often the one who bears the curse is not the one who committed the offense, but instead their child or spouse. The curse slowly transforms the individual into a rokurokubi as they sleep. At first, their neck extends, or even detaches altogether, to let their head roam freely and engage in simple mischief like scaring neighbors or animals. The sleeper may awaken the next morning from a hazy dream of drinking the oil from nearby lanterns, only to find them indeed empty. Over time, the bizarre acts progress to increasingly mischievous or even violent crimes. There’s only a brief period during which the nascent rokurokubi might still be saved by dispelling the curse, but before long, they are fully consumed, never to sleep again. Most rokurokubi despair at their state, seeking to drown their sorrows in drink or simply stay out of sight. A nefarious few rokurokubi embrace their fate and seek to enhance their power by completely giving in to the curse. This grants them the ability to cast potent occult spells but inevitably twists them even more toward evil.
ROKUROKUBI N
MEDIUM
CREATURE 2
HUMANOID
Perception +9; darkvision Languages Common Skills Athletics +7, Deception +8, Diplomacy +8, Intimidation +8 (+10 to Demoralize with Threatening Lunge), Society +6, Stealth +8 Str +3, Dex +4, Con +3, Int +2, Wis +3, Cha +4 AC 18; Fort +7, Ref +8, Will +9 HP 30; Immunities sleep Attack of Opportunity [reaction] Jaws only (page 304) Drink Oil [reaction] Trigger The rokurokubi is the target of an alchemical bomb Strike; Requirements The rokurokubi is aware of the attack, not flat-footed against it, and doesn’t have a creature grabbed with their jaws; Effect The rokurokubi attempts to catch the flung bomb in their mouth. They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, they catch the bomb in their mouth and harmlessly drink its contents down, regaining Hit Points equal to the bomb’s item level. Speed 25 feet Melee [one-action] jaws +10 (finesse, reach 10 feet), Damage 1d8+3 piercing plus 1d6 persistent bleed Melee [one-action] claw +10 (agile, finesse), Damage 1d8+3 slashing Extend Neck [one-action] The rokurokubi extends their neck, increasing the reach of their jaws Strike from 10 feet to 20 feet until the end of their next turn. Threatening Lunge [two-actions] Requirements The rokurokubi’s neck is not currently extended; Effect The rokurokubi’s head comes within an inch of their target’s face before striking. They Extend their Neck, attempt to Demoralize one opponent within 20 feet, and then make a jaws Strike against that opponent. Their Demoralize check is a visual rather than auditory effect, and they don’t take a penalty if the target doesn’t understand their language.
216
S-T Sabosan
Sabosans are intelligent, bat-like humanoids who live in warm forests and drink the blood of other creatures, particularly people. They have thin, emaciated torsos and broad, leathery wings that can reach a span of almost 20 feet. Sabosans’ heads, necks, shoulders, and upper chests are covered with red or dark-brown fur that obscures their stretched-thin flesh. Though their ears are large and pointed like a bat’s and they can echolocate as bats do, their vision is also quite strong, enough so that they can use it to easily track quarry in low light. Some naturalist scholars believe that sabosans are distant descendants of humans who were afflicted with vampirism but managed to avoid succumbing to undeath. Others posit they were once a cult of demon worshippers whose dark rites transformed them into their current forms. No matter their true origins, sabosans have infamous reputations among towns and cities south of Golarion’s equator. Even mere rumors of sabosans in an area are enough to set off city-wide hunts, and the truly superstitious aren’t above setting fires near every grotto, nook, and foxhole they come across in order to smoke out the nocturnal creatures. Sabosans hunt during the twilight hours or just after dark, when their echolocation gives them an edge over sleeping prey. They are capable hunters but indiscriminating when it comes to food sources; their rapid metabolisms means sabosans must eat nearly 20 pounds of meat and fruit per day, supplemented, of course, with copious amounts of blood. Sabosans’ obscure faith reveres two deities: the slain Demon Lord Vyriavaxus, Lord of Shadows, and the nearly forgotten sun god Easivra. Vyriavaxus has an obvious link with the creatures, with his appearance as a giant bat, but their connection to the sun god hints at a complex depth in sabosan beliefs.
SABOSAN NE
MEDIUM
Introduction
THE SABOSAN KINGDOM Sabosans were not always so confined to the edges of the wilderness. Once, many of their kind occupied the stone metropolis of Jaytirian in the heart of the Mwangi Jungle and defended it against the bestial forces of the dread Gorilla King. However, over the last few hundred years, some unknown force drove the sabosans out, and now they roam the Mwangi Expanse in dwindling numbers, searching for a new home.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 5 HUMANOID
Perception +10; echolocation 20 feet, low-light vision, scent (imprecise) 30 feet Languages Abyssal, Mwangi Skills Acrobatics +16, Athletics +11, Stealth +16 Str +4, Dex +5, Con +2, Int –1, Wis +1, Cha +0 Items spear Echolocation A sabosan can use their hearing as a precise sense at the listed range. AC 22; Fort +11, Ref +14, Will +10 HP 78 Speed 25 feet, fly 25 feet Melee [one-action] jaws +15 (finesse), Damage 2d10+4 piercing plus 1 persistent bleed Melee [one-action] claw +15 (agile, finesse), Damage 2d8+4 slashing plus Grab (page 305) Melee [one-action] spear +15, Damage 1d6+7 piercing Ranged [one-action] spear +16 (thrown 20 feet), Damage 1d6+7 piercing Drain Blood [one-action] Requirement The sabosan has a creature grabbed; Effect The sabosan drains blood from the creature. The creature must succeed at a DC 23 Fortitude save or become drained 1. The sabosan gains a number of temporary Hit Points equal to the number of Hit Points lost by the creature. Fell Shriek [two-actions] (auditory) The sabosan emits a deafening cry in a 30-foot cone. Non-sabosan creatures in this area must each succeed at a DC 23 Fortitude save or be deafened for 1 minute. Powerful Charge [two-actions] The sabosan Strides up to double their Speed and then makes a claw Strike. If the sabosan moved at least 20 feet, they deal an additional 1d6 damage on a hit.
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Sahkil CHECK WITH FRIENDS Sahkils are creatures of fear and terror. Roleplaying encounters with sahkils could be troubling to some players, and delving deep into the kinds of traumas sahkils relish in unleashing could have unintentional effects on your game and your friends. Before introducing sahkils into your game, talk with your players to learn about any particular phobias or limits to determine what content you bring to the table, and consider that on your own behalf as well. Some specific elements to be aware of are the ximtal’s abilities around sensory deprivation and social isolation, as well as the kimenhul’s trauma-related abilities and themes.
Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils. Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them question their reason for existence. Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.
ESIPIL Among the least of the sahkils, esipils delight in spreading fears and uncertainty among people who live with animals that could turn on them. They generally appear to their prey as some benign creature such as a domesticated dog or cat, but once they gain trust and get their victims close, they transform into a terrifying creature that looks part dog and part worm with tendrils of viscera that the creature uses as both a tongue and a weapon. Of all the sahkils, esipils are most likely to ingratiate themselves with mortals, sometimes serving powerful spellcasters and other times simply living among unsuspecting victims, biding their time until they strike.
ESIPIL NE
TINY
CREATURE 1 FIEND
SAHKIL
Perception +7; darkvision Languages Abyssal, Celestial, Infernal, Requian; telepathy (touch; page 306) Skills Acrobatics +7, Intimidation +7, Stealth +7 Str +0, Dex +4, Con +2, Int +1, Wis +2, Cha +2 Easy to Call A sahkil’s level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM’s discretion), but it is always free to attack or leave instead of negotiate unless the primary caster’s check is a critical success. AC 17; Fort +7, Ref +9, Will +5 HP 16; Immunities fear; Weaknesses good 2 Speed 30 feet Melee [one-action] jaws +9 (finesse, versatile P), Damage 1d8 slashing plus 1d4 evil and Grab (page 305) Melee [one-action] claw +9 (agile, finesse), Damage 1d6 slashing plus 1d4 evil Divine Innate Spells DC 15; 3rd fear; 2nd mirror image; 1st fear (at will); Cantrips (1st) mage hand Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The esipil transforms into a Tiny cat, dog, or other unassuming domestic animal (page 304). This doesn’t affect the esipil’s statistics, but it could change the damage type of its Strikes.
218
S-T Skip Between [one-action] (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can’t use Skip Between.
NUCOL Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim’s body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt. Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they’ll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp.
NUCOL NE
MEDIUM
CREATURE 4 FIEND
Introduction
FEEDING ON FEAR Sahkils are immortal planar beings and don’t require material sustenance, but they do seem to gain some semblance of nourishment from the fear they spread. Whether this is psychological or biological remains to be seen, but their obsession with frightening other creatures is clear. Sahkils recognize that they are already feared, so it may be that they are simply fulfilling what they believe is their ultimate purpose.
A-C D E-G H-K L-N O-R S-T U-Z
SAHKIL
Perception +11; darkvision, scent (imprecise) 100 feet Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet (page 306) Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10 Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2 Easy to Call As esipil. AC 20; Fort +13, Ref +10, Will +11 HP 75; Immunities disease, fear; Weaknesses good 5; Resistances poison 5 Speed 30 feet Melee [one-action] tusk +12 (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumption Divine Innate Spells DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand Nervous Consumption (disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day) Skip Between [one-action] As esipil. Spray Pus [one-action] The nucol flexes one of its infected wounds, releasing a spray of pus in a 15foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.
Appendix
WIHSAAK These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don’t lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify. When encountering multiple foes,
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wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.
WAR AGAINST HOPE Sahkils and couatls (page 56) are eternal enemies. The creatures each vie for the hearts of mortals, but from different sides of a single ideological coin. Sahkils wish to instill only fear into mortal hearts, trying to reduce them into useless piles of flesh who accomplish little. Couatls work to light the fires of hope, inspiring mortals to rise up and achieve their potential.
WIHSAAK NE
MEDIUM
CREATURE 6 FIEND
SAHKIL
Perception +14; darkvision Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet (page 306) Skills Acrobatics +13, Deception +15, Intimidation +15, Stealth +15 Str +4, Dex +5, Con +4, Int +1, Wis +2, Cha +3 Easy to Call As esipil. AC 24; Fort +14, Ref +15, Will +14 HP 105; Immunities fear; Weaknesses good 5 Swarmwalker Swarms of animals and other unintelligent creatures instinctively leave a wihsaak alone. A wihsaak is immune to the damage from and effects of swarms with an Intelligence of –5. Speed 30 feet, fly 40 feet Melee [one-action] claw +17 (finesse), Damage 2d10+7 slashing plus 1d4 evil Divine Innate Spells DC 23; 4th suggestion; 3rd fear, vomit swarm APG; 2nd blur, see invisibility; Cantrips (3rd) detect magic Droning Distraction [one-action] (auditory, divine, evocation, incapacitation, mental) Effect The wihsaak beats its wings rapidly, creating a buzzing drone that numbs creatures’ minds. Each creature within 100 feet must attempt a DC 23 Will save. They are then temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused and stupefied 1 for 1 round. Critical Failure The creature is confused for 1 round and stupefied 2 for 1 minute. Skip Between [one-action] As esipil.
PAKALCHI Pakalchis strive to intensify their preys’ inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. These sahkils are among the most manipulative of their kind, pulling strings both literal and figurative on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible.
PAKALCHI NE
MEDIUM
CREATURE 9 FIEND
SAHKIL
Perception +18; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet (page 306), tongues Skills Acrobatics +18, Deception +21, Diplomacy +21, Intimidation +21, Stealth +18 Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +6 Easy to Call As esipil. AC 26; Fort +17, Ref +18, Will +20 HP 140; Immunities fear, poison; Weaknesses good 5 Entangling Train [reaction] Trigger A creature moves adjacent to the pakalchi; Effect Writhing, pitch-black vines wrap around the creature. The creature takes 1d6 slashing damage and takes a –15-foot circumstance penalty to its Speeds until the end of its next turn. Speed 30 feet Melee [one-action] vine +18 (finesse, reach, versatile P), Damage 2d10+6 slashing plus 1d6 evil, 1d6 persistent bleed, and betrayal toxin Melee [one-action] claw +18 (agile, finesse), Damage 2d10+6 slashing plus 1d6 evil
220
S-T Ranged [one-action] thorn +18 (agile, range increment 50 feet), Damage 2d4+6 piercing plus 1d6 evil, 1d6 persistent bleed, and betrayal toxin Divine Innate Spells DC 30; 7th mask of terror (self only); 6th dominate; 5th charm, calm emotions, suggestion (at will); Cantrips (5th) detect magic; Constant (6th) tongues, true seeing Betrayal Toxin (divine, enchantment, mental, poison) A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can’t treat any creature as their ally; Saving Throw DC 28 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 2 (1 round) Skip Between [one-action] As esipil.
XIMTAL The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for their own perverse gain. Appearing as hybrids of rats and crabs with grasping tentacles, these scheming fiends manipulate their victims over long spans of time, like pakalchis, to savor the most fear they can. Ximtals use subtlety to entrap their prey and often don’t directly engage their targets. They use insecurities as a tool and force poor behavior in mortals they set their sights on. They prefer to focus their machinations on strong-willed and well-intentioned mortals, hoping to erode their pride and self-worth and ultimately lead them eschew altruistic efforts. Rather than focusing on a single victim, a ximtal might instead seek out a particular cause of interest to the sahkil’s appetites. These creatures often wander the multiverse seeking to sabotage societal crusades or suppress divergent ideologies. While most ximtals work alone, they sometimes enlist the assistance of pakalchis, who share similar tastes in mortal fear. Together and focused, these two types of fiends can dissolve individual self-worth, relationships, and even entire organizations.
XIMTAL NE
LARGE
Introduction
PLANAR RELATIONS Sahkils collaborate with divs (page 68) to corrupt and corrode mortals. Velstracs, who appreciate sahkils’ depredations, sometimes work with these fiends to enact terrible horror on their victims. Nihilistic and disaffected, daemons tolerate sahkils but tend to view them as useless provocateurs.
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CREATURE 17 FIEND
SAHKIL
Perception +30; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet (page 306) Skills Arcana +27, Deception +33, Intimidation +33, Occultism +27, Religion +30, Stealth +28 Str +9, Dex +3, Con +9, Int +2, Wis +5, Cha +8 Easy to Call As esipil. AC 39; Fort +32, Ref +26, Will +28 HP 380; Immunities fear; Weaknesses good 10 Despoiler (aura, divine, necromancy) 1,000 feet. Creatures within the aura take a –2 circumstance penalty to all saving throws against poisons, diseases, and drugs. Speed 40 feet, climb 20 feet, fly 40 feet Melee [one-action] jaws +34 (magical, reach 10 feet), Damage 3d12+17 piercing plus 2d6 evil and sensory fever (page 222) Melee [one-action] claw +34 (agile, magical, reach 15 feet), Damage 3d8+17 slashing plus 2d6 evil and sensory fever (page 222) Divine Innate Spells DC 38; 8th fear (at will), horrid wilting (×3),
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SAHKIL TORMENTORS The most powerful among sahkils are the sahkil tormentors. These deific beings rule over sahkils as a whole, and many personally direct the actions of their lesser cousins. Others fall into ambivalent routines, focusing more on their own personal acts of torment rather than launching widespread, ambitious depredations upon unsuspecting mortals.
maze (×3), suggestion (at will); Cantrips (9th) detect magic; Constant (9th) fly, true seeing Isolate Foes [two-actions] (curse, divine, emotion, enchantment, incapacitation, mental) Frequency once per day; Effect The ximtal attempts to isolate its enemy’s companions, forcing an impression that each creature’s friends and allies have vanished and they are all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 38 Will save. On a failure, a target becomes out of phase with all allies. The affected creatures can’t perceive their allies or interact with them in any way, and they can move into allies’ spaces as if their allies simply weren’t there. Allies similarly can’t perceive or interact with the affected creatures with one exception: an ally can target an effected creature with remove curse to remove the effects. Every 24 hours, an affected creature can attempt a new saving throw to end this effect. Sensory Fever (disease) A ximtal’s withering attacks cause a debilitating disease targeting the senses; Saving Throw DC 36 Fortitude; Stage 1 creature loses one sense determined randomly: taste, smell, hearing, or sight (1 day); Stage 2 creature loses an additional sense from the stage 1 list (1 day); Stage 3 creature loses an additional sense from the stage 1 list (1 day); Stage 4 creature loses the last sense from the stage 1 list and any special senses, such as tremorsense or lifesense (1 day); Stage 5 all lost senses are permanent unless restored via restore senses or a similar effect Skip Between [one-action] As esipil.
KIMENHUL Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming cycles of self-loathing. These powerful sahkils focus their attention on mortals who are seemingly at the peak of their ability yet harbor secret fears of inadequacy. A kimenhul’s predations can leave an indelible mark on its victims. The kimenhul whispers threats and sends fears of crushing failure to its prey, seemingly originating from their own minds, a trauma that can be difficult to bear without help. These sahkils torment their prey as long as the hapless victims live, using their Eternal Fear ability every day to psychically remind their previous victims of their failings. Some unique kimenhuls find themselves in a position of leadership in Xibalba (see the sidebar on page 223), where they carve out their own small kingdoms and direct groups of sahkils to help them find mortals to torment. They rule these nightmare kingdoms through terror, often delighting in tormenting new petitioners or scheming ways to work against their immortal foes.
KIMENHUL NE
HUGE
CREATURE 20 FIEND
SAHKIL
Perception +35; darkvision, true seeing Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet (page 306) Skills Acrobatics +36, Arcana +33, Athletics +38, Deception +38, Occultism +33, Religion +35, Stealth +36 Str +10, Dex +8, Con +9, Int +5, Wis +7, Cha +7 Easy to Call As esipil. AC 45, all-around vision (page 304); Fort +33, Ref +32, Will +35 HP 425; Immunities death effects, fear; Weaknesses good 20
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S-T Feed on Fear The kimenhul regains 30 Hit Points at the start of its turn as long as any frightened creature is within 100 feet of it. Attack of Opportunity [reaction] If the triggering creature is subject to an effect with the fear trait, the kimenhul can make two claw Strikes against the creature instead of one Strike (page 304). Speed 45 feet, climb 25 feet Melee [one-action] jaws +38 (magical, reach 15 feet), Damage 4d12+18 piercing plus 3d6 evil Melee [one-action] claw +38 (agile, magical, reach 15 feet), Damage 4d8+18 slashing plus 3d6 evil and Improved Grab (page 305) Divine Innate Spells DC 42; 9th confusion, dispel magic (at will), fear (at will), mask of terror (at will), phantasmal calamity, suggestion (at will), warp mind, weird; Cantrips (10th) detect magic; Constant (9th) mind blank, true seeing Eternal Fear [two-actions] (divine, emotion, enchantment, fear, incapacitation, mental) The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must make a DC 42 Will save. They are then temporarily immune for 10 minutes. Critical Success The target is unaffected. Success The target becomes frightened 3. Failure The target becomes frightened 3 and is fleeing as long as it’s frightened. Even after recovering from the initial experience, the trauma is lodged in the target’s mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 11 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it’s frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as wish. Critical Failure As failure, but the effects are permanent and the target doesn’t get to attempt a weekly save to end the effect. Frightening Flurry [two-actions] The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes frightened with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit. Rend [one-action] claw (page 306) Skip Between [one-action] As esipil. Snatch Between When using Skip Between, the kimenhul can bring along any creatures it has grabbed. Unsettled Mind Any creature affected by any of a kimenhul’s mental spells or abilities becomes stupefied 3 for the duration of that effect and for 1d4 rounds thereafter.
Introduction
XIBALBA Within the ghostly realm of the Ethereal Plane, sahkils inhabit a terrifying realm known as Xibalba. The Land of Dread is a realm of nightmares made manifest. At the center of this demiplane is a tiered pyramid known as the Black Pyramid, where the sahkil tormentors rule their brethren and sow fear through the mortal realm.
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Bestiary 3
Samsaran THE ETERNAL CYCLE Samsarans rarely bear children, and they often send their offspring to be raised in human society, where they live lives much like their adopted kin. These offspring occasionally reincarnate as samsarans themselves. This influx of new souls balances out those who, after leading a perfected existence, finally pass on to the River of Souls.
A unique connection to the cycle of life and death defines the mortal lives of samsarans. With a tendency toward reclusiveness, samsarans have delicate builds, enigmatic and pupilless eyes, and blood as clear as water. When a samsaran dies, their body vanishes and their soul instantly reincarnates into a newborn child elsewhere on the same plane: usually another samsaran, but occasionally a humanoid of a different ancestry. Though all samsarans have an innate understanding of their nature, they consciously remember little from their former lives. Some, however, are occasionally struck by disjointed memories or flashes of déjà vu linked to a previous existence that can earn them a reputation for preternatural wisdom and insight. Most samsarans prefer to lead studious lives filled with moments of deep reflection. Their sights remain set on the eternal and on enlightenment, reducing the appeal of the short-term material gains one can achieve in just one lifetime. A samsaran ceases their cycle of reincarnation only upon reaching perfect state of enlightenment—or falling so far from harmony that they proceed to a doomed afterlife. The ancestral home of the samsarans lies in Zi Ha, a remote mountain nation in Tian Xia. These treacherous mountains help ensure the solitude most samsarans prefer, and they’re further protected by misguiding illusions, defensive wards, and secure fortifications.
SAMSARAN ANCHORITE UNCOMMON
N
MEDIUM
CREATURE 1 HUMANOID
SAMSARAN
Perception +9; low-light vision Languages Celestial, Common, Samsaran Skills Medicine +6, Occultism +6, Religion +7, Society +4 Str +0, Dex +2, Con +0, Int +1, Wis +4, Cha +2 Items spear, sling (10 bullets) Cryptomnesia A samsaran anchorite subconsciously retains bits of knowledge from their innumerable former lives, granting them a +1 circumstance bonus to skill checks that aren’t listed in their skills above, and allowing them to attempt all skill actions that normally require the user to be trained. AC 15; Fort +3, Ref +7, Will +9 HP 16 All This Has Happened Before [reaction] (divination, occult) Frequency once per day; Trigger The samsaran anchorite is about to roll initiative; Effect The anchorite experiences a flash of recognition from a previous existence, gaining a +4 circumstance bonus to the triggering roll. If this causes the anchorite to be the first creature to act, they also become quickened for 1 round, but they can use the extra action only to Recall Knowledge or Step. All This Will Happen Again [reaction] (fortune, emotion, mental) Frequency once per day; Trigger The samsaran anchorite fails or critically fails a Will save against an emotion effect; Effect Even in the face of overwhelming tribulation, the anchorite finds solace in the notion that all things are merely part of a never-ending cycle. They reroll the saving throw with a +1 status bonus; they must use the second result. Speed 25 feet Melee [one-action] spear +5, Damage 1d6+2 piercing Ranged [one-action] sling +7 (range increment 50 feet, reload 1), Damage 1d4+2 bludgeoning Divine Prepared Spells DC 17; 1st command, heal, sanctuary; Cantrips (1st) guidance, light
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S-T Sasquatch
The elusive sasquatches dwell in the deepest, most remote and secluded tracts of wilderness. They avoid confrontations with humanoids unless drawn out by curiosity. In such cases, glimpses through the underbrush are typically the best an onlooker can hope for, as sasquatches are perfectly content to live their lives in peace hidden in the deep thickets of the wild. Despite their considerable bulk, sasquatches are capable of moving through forests with surprising grace and efficiency. Often, their distinctively pungent odor or the discovery of a few sets of unusually oversized footprints are the only signs of their presence. These footprints have helped to engender a popular nickname, “bigfoot,” for these mysterious creatures. While normally nonconfrontational, a sasquatch can be driven to violence when startled or when their homeland is threatened, be it by the expansion of pioneers or the intrusion of fell supernatural influences. Usually, a sasquatch’s attack lasts as long as it takes to frighten away a foe; they rarely pursue those who flee from their displays of dominance. Sasquatches speak their own language, which mixes sounds easily mistaken for ambient wildlife calls and knocking—most often by striking a solid surface (such as a tree) with a branch or a stone—allowing a whole family of sasquatches to carry on conversations without alerting nearby humanoids. Even in death they avoid leaving traces behind, for when a sasquatch dies, their kin take pains to bury the body deep and hide the grave site well to protect the remains from scavengers and evil spirits alike.
SASQUATCH UNCOMMON
N
Introduction
SIMILARLY HIDDEN Creatures similar to the forest-dwelling sasquatches can be found throughout the world. The most infamous are mountain-dwelling yetis, but other regions hide even more elusive creatures, such as the orang pendek, yowie, almas, and yeren. Just as yetis and sasquatches have significantly different traits and abilities, it’s likely these other creatures each possess their own unique abilities to help them remain in isolation.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 2 MEDIUM
HUMANOID
Perception +8; low-light vision, scent (imprecise) 30 feet Languages Sasquatch Skills Athletics +9, Intimidation +5, Stealth +9 (+11 in forests), Survival +6 Str +5, Dex +1, Con +3, Int –1, Wis +2, Cha +1 AC 17; Fort +11, Ref +7, Will +6 HP 36 Catch Rock [reaction] (page 304) Emerge From Undergrowth [free-action] Trigger The sasquatch is in forest terrain and rolls Stealth for Initiative; Effect The sasquatch Strides up to half their Speed, after which they attempt to Demoralize a single creature within 15 feet. Speed 30 feet Melee [one-action] fist +11, Damage 1d10+5 bludgeoning Ranged [one-action] rock +9 (brutal, range increment 30 feet), Damage 1d6+5 bludgeoning Brutal Blows On a critical hit with a fist Strike, the target is knocked prone by the blow. Forest Stride The sasquatch ignores difficult terrain in forests. Pungent The sasquatch’s odor is quite powerful and can be detected at twice the normal distance by scent. Threatening Visage The sasquatch doesn’t take a penalty to Demoralize a creature that doesn’t understand their language. Throw Rock [one-action] (page 306)
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Bestiary 3
Scalescribe SCALESCRIBE ASSISTANTS Due to their scribing capabilities, scalescribes are highly sought after as assistants for wizards and other scholarly spellcasters. Though rarely deigning to become true familiars, scalescribes keenly work with those they deem “clever,” as long as their friend helps them discover new words.
226
Often seen at the sides of spellcasters, scalescribes are tiny, snakelike creatures with numerous hands that usually hold a multitude of fountain pens in various ink colors. The words scrawled across their bodies shift depending on what texts they’ve encountered recently. Scalescribes have a fondness for language, especially magical language, and make their homes in libraries or other places of learning.
SCALESCRIBE N
TINY
CREATURE 3
ABERRATION
Perception +11; darkvision Languages Aklo, Common, Draconic Skills Arcana +11, Library Lore +11, Occultism +9, Scribing Lore +11, Stealth +8 Str –2, Dex +3, Con +1, Int +4, Wis +4, Cha +0 Mage Bond After performing a 1-hour ritual, a scalescribe can bond with one willing creature capable of Casting Spells. The scalescribe can Aid their bonded caster in Crafting a scroll, and they can make their Transcribed spell available to the caster so long as the spell is of the caster’s tradition. A bonded prepared caster can prepare the spell. A bonded spontaneous caster can add the spell to their spell repertoire during their daily preparations, and it remains as long as the Transcribed scroll exists. AC 18; Fort +6, Ref +10, Will +11; +2 status to all saves vs. linguistic effects HP 45 Transcribe [reaction] Trigger Another creature targets the scalescribe with a spell requiring verbal components; Effect The scalescribe attempts to copy the incantation onto a scroll by attempting a counteract check (counteract level 2, counteract modifier +10) with the following effects instead of the normal effects of counteracting. The spell still affects the scalescribe, regardless of the results of this check. The scalescribe can Cast a Spell from any scroll they Transcribe as if it were on their spell list. Transcribing a new scroll renders any previously Transcribed scroll inert. Critical Success If the triggering spell’s level was no more than 3 higher than the scalescribe’s counteract level, the scalescribe captures a copy of the spell in a scroll that appears in their hand. This scroll can be used normally but fades after 24 hours if not used before then. Success As critical success, but only if the spell’s level is no more than 1 higher than the scalescribe’s counteract level. Failure As critical success, but only if the spell’s level is lower than the scalescribe’s counteract level. Critical Failure The scalescribe fails to copy the spell. Speed 20 feet Melee [one-action] fountain pen +10 (agile, finesse, magical), Damage 1d6+2 piercing plus inkstain Ranged [one-action] morpheme glyph +10 (evocation, magical, range 40 feet), Damage 3d6 force Arcane Innate Spells DC 20; 3rd secret page; 2nd comprehend language (×3, self only), dispel magic; Cantrips (2nd) detect magic, message, read aura, sigil Inkstain When the scalescribe deals damage to a creature with their fountain pen, the creature takes 1d4 persistent poison damage. When a creature taking this damage attempts to take an action with the concentrate trait, it must succeed at a DC 5 flat check or the action is disrupted.
S-T Seahorse
Giant seahorses are bear-sized, docile versions of their tiny, more common cousins. Merfolk and other underwater cultures often use them as pack animals, while some coastal cultures ride them as mounts. Earning a seahorse’s trust can be rather difficult given their skittish nature, but giant seahorses can express incredible loyalty and affection once they bond with someone, even going so far as to risk their own well-beings to defend someone who has earned their trust. They don’t take to combat naturally, though, and in dangerous situations, they’re more likely to try and grab their rider with their strong, prehensile tails before swimming to safety, rather than staying in a fight. Like smaller seahorses, giant seahorses have bony armor plates on the outside of their bodies, covered by skin, which makes them fairly durable despite their reluctance to battle. Though not the strongest swimmers, seahorses rely primarily on natural camouflage to survive. Chromatophores in seahorses’ skin allow them to camouflage themselves. This ability is fairly rudimentary, and the size of a giant seahorse makes this tactic far less effective for them than for their smaller kin. Their colors change slowly at most times, though when in a dangerous situation, the process occurs much more rapidly for the seahorse. Unlike regular seahorses, giant seahorses also rely on herd tactics for defense as well as their surprising physical strength. A herd of charging seahorses is just as terrifying and dangerous underwater as a herd of stampeding horses on land. Humanoids in underwater cultures learn at a young age to quickly get out of the way of a herd of stampeding seahorses. Baby giant seahorses are too big to easily float and lack sufficient strength to swim on their own for several weeks after birth. They instead link tails with an adult and allow themselves to be ferried around. An adult seahorse can carry upwards of 20 seahorse babies hanging from them at once, though these babies might occasionally get left behind or swept away by a strong current. Caring for these helpless, wayward children is seen as a supreme act of kindness by many merfolk, who’ll let these babies wrap their tails around staves and other implements and rear them into adulthood.
GIANT SEAHORSE N
LARGE
Introduction
SEAHORSE OMENS Many variants of seahorse mate for life, including the giant variety. In some seafaring cultures, the giant variants are revered as symbols of love and companionship. To see two giant seahorses swimming through the ocean water together supposedly signals that love is on the horizon for the viewer. On the other hand, seeing a lone giant seahorse without either its mate or its herd foretells a life of solitude or the tragic end of a relationship.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3
ANIMAL
Perception +10; low-light vision Skills Athletics +11, Stealth +10 (+12 in underwater vegetation) Str +4, Dex +3, Con +4, Int –4, Wis +1, Cha +3 Camouflage The giant seahorse can change its coloration to match its surroundings. It doesn’t need cover to attempt to Hide with a Stealth check. AC 19; Fort +11, Ref +10, Will +6 HP 58 Speed swim 30 feet Melee [one-action] snout +11, Damage 1d12+4 bludgeoning Melee [one-action] tail +11 (agile), Damage 1d6+4 bludgeoning plus Grab (page 305) Anchor [one-action] The seahorse wraps its tail around either a stationary object or its rider. A seahorse anchored to an object gains a +2 circumstance bonus to any defense against effects that would forcibly move it. An anchored rider gains the same benefit against effects that would forcibly knock it off the seahorse. The seahorse remains anchored until it Releases its grip, is knocked unconscious, or either it’s forcibly moved away from the object or its rider is forcibly moved off it.
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Seething Spirit DIRECTED IRE A seething spirit most dearly wants to find a host with a rage similar to their own. A spirit spawned from romantic resentment might gravitate toward a jilted lover, for example. The rage in the seething spirit is purely evil, so a spirit created from anger at persecution might seek out an innocent prisoner to turn into a murderer who’ll sate the spirit’s rage.
Hatred so powerful it lives beyond the grave—this sentiment animates the ephemeral crimson apparitions known as seething spirits. Single-minded in nature, they stoke the fires of anger and hate, capable of planning and strategy, but the one thing beyond their grasp is personal growth. Though similar to ghosts, seething spirits retain much less of their former living selves. Most of their soul has moved on, and only the fury remains. There’s no way to set a seething spirit to rest: only violence can destroy it. By possessing a creature and nurturing the seeds of resentment and rage already within its mind, a seething spirit can greatly alter the host’s behavior and personality. When broached about such changes, a host might claim they’re just finally “telling it like it is.” Because a seething spirit can’t voluntarily end its possession, it’s essentially one with its victim until the victim’s rage results in death. A seething spirit doesn’t take pleasure in this death—they rapidly move on in search of a new rageful host.
SEETHING SPIRIT UNCOMMON
CE
MEDIUM
CREATURE 11 INCORPOREAL
SPIRIT
UNDEAD
Perception +15; darkvision, tastes anger (imprecise) 1 mile Languages Common, Dwarven, Jotun; tongues Skills Acrobatics +21, Deception +20, Diplomacy –5, Intimidation +24, Stealth +21 Str –5, Dex +6, Con +0, Int +2, Wis –2, Cha +7 Taste Anger (detection, divination, occult) The spirit can taste anger and hatred from creatures experiencing those emotions within 1 mile (imprecise). AC 29; Fort +17, Ref +23, Will +21 HP 145, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Weaknesses emotion 12; Resistances all damage 10 (except emotion, force, ghost touch, mental, or positive; double resistance vs. non-magical) Pulse of Rage (aura, emotion, enchantment, mental, occult) 20 feet. This aura emanates from any creature possessed by the seething spirit, and it’s inactive while the spirit isn’t possessing anyone. Any creature in the aura, including a creature possessed by the spirit, takes a –1 status penalty to AC, can’t perform actions with the concentrate trait except for the Seek action and actions with the rage trait, and gains a +2 status bonus to melee damage rolls against the spirit’s enemies. A creature can attempt a DC 30 Will save when it enters the aura to avoid the effect. If the creature would need to attempt a save against the aura again within 24 hours, it automatically uses the same save result rather than attempting a new save. Vulnerable to Calm Emotions A seething spirit can’t attempt to possess a creature affected by calm emotions. If creature possessed by a seething spirit fails a saving throw against calm emotions, the spirit is forced out. If the spirit isn’t possessing a creature and is targeted with calm emotions, the spirit takes 12 mental damage per level of the spell instead of the normal spell effects. Speed fly 40 feet Melee [one-action] ephemeral claw +22 (evocation, occult), Damage 3d12+7 slashing Occult Innate Spells DC 32; 6th paranoia, remove fear, suggestion (×3); 3rd mind reading (at will); 2nd invisibility (at will, self-only), ventriloquism (at will); Constant (6th) tongues Furious Possession [two-actions] The seething spirit attempts to possess an adjacent corporeal creature. This has the same effect as a possession spell (DC 30), except since the spirit doesn’t have a physical body, they’re not unconscious and paralyzed when the effect ends. The spirit can’t Dismiss the possession. The creature gains 12 temporary Hit Points that are lost when the possession ends. During the possession, the creature has the pulse of rage aura. Each time the possessed creature makes a melee Strike, the spirit can substitute their ephemeral claw attack modifier, damage amount, or both in place of the creature’s own statistics.
228
S-T Shabti
Cobbled together from broken bits of mortal souls, shabti are facsimiles of wealthy or powerful mortals seeking to escape punishment for their sins upon death. Those rulers and nobles afraid of Pharasma’s judgment use the shabti to receive cosmic punishment in their stead. Unaware that they’re copies of another soul, shabti endure this fate for some time before being discovered by Pharasma’s psychopomps, who reveal the truth to the shabti and strive to met out the avoided punishment to the shabti’s creator, using whatever information available. In this case, the shabti is liberated and left to wander Golarion on their own. Freed but without purpose, many shabti try to recreate the lives that they think they were supposed to lead, replaying out the themes and situations from false memories that fill their heads. Others find themselves tormented for ages by the fact they were solely created to endure punishment for sins committed by another. Some shabti revel in the freedom of their new endless existence, traveling the world in search of sensation and meaning. A rare few shabti find purpose in aiding Pharasma. They seek to do justice in the god’s name and preserve the natural order. Some follow this path as repayment for being freed, while others want to ensure that others don’t suffer in their creators’ stead.
SHABTI REDEEMER RARE
NG
MEDIUM
HUMANOID
CREATURE 4
Introduction
SOVEREIGN SHABTI Royals of Ancient Osirion bound their souls to hollow figurines called sovereign shabti to create a shabti. This act ensured that upon the royal’s death, the sovereign shabti sped up their judgment in the afterlife and created a shabti to suffer their punishment, after which the figurine would crumble.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
SHABTI
Perception +8; darkvision Languages Celestial, Common Skills Arcana +8, Athletics +12, Diplomacy +10, Medicine +12, Religion +10 Str +4, Dex +1, Con +3, Int +0, Wis +0, Cha +3 Items dagger, scale mail, staff Blade Ally The shabti’s staff gains the benefits of the disrupting rune while they wield it. AC 24; Fort +14, Ref +8, Will +11 HP 75; Immunities drained Aura of Courage 15 feet. When the shabti becomes frightened, reduce the frightened value they would gain by 1. At the end of their turn, they reduce the frightened value of all allies in the aura by 1. Glimpse of Redemption [reaction] Trigger An enemy damages the shabti’s ally, and both the enemy and ally are within 15 feet of the shabti; Effect The shabti’s foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options: • The ally is unharmed by the triggering damage. • The ally gains resistance 6 to the triggering damage. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn. Immortal Shabti don’t age naturally and can’t die of old age. Spells and effects that cause aging still affect a shabti as normal. They also can’t be turned into undead. Speed 25 feet Melee [one-action] disrupting staff (two-hand d8) +14, Damage 1d4+7 bludgeoning Melee [one-action] dagger (agile, finesse, versatile S) +14, Damage 1d4+7 piercing Ranged [one-action] dagger (agile, thrown 10 feet, versatile S) +11, Damage 1d4+7 piercing Divine Innate Spells DC 19; 1st charm Champion Devotion Spells DC 19; 2nd (2 Focus Points) lay on hands (Core Rulebook 387)
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Shae CHILDREN OF SHADOWS Though rare, shae occasionally engage in relationships with mortals, resulting in children born as fetchlings. Though shae maintain a cool superiority over their mortal children, fetchlings who join a shae’s cult are placed in positions of authority over other mortals and receive blatantly preferential treatment.
Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Most shae wear clothing spun from shadows that shift with them, though diplomats sometimes don more conventional garments while entertaining outsiders. Their most distinctive apparel are their white stone masks, which shae don only when they must put on a discernible “face” for interacting with humanoids and similar creatures. They do so begrudgingly, as they consider themselves superior to humanoids, but donning their masks allows them to be more easily understood and thus keeps their interactions with their lessers as brief as possible. The dynamic between a shae and humanoids shifts when humanoids come to worship a shae, however. A mortal who shows a shae their due deference is worth keeping around, so many shae collect cults of personality or expansive entourages. Even getting a meeting with such a self-important shae can present a challenge that requires one to deal with many layers of hangers-on who insist on vetting the newcomer before wasting the shae’s precious time. According to shae lore, they’ve transcended the material world and now embody a cosmological equilibrium of reality and illusion. Their claims to metaphysical ascendance and knowledge of the secrets of shadows entice many mortal supplicants to join shae courts and cults. In the shae language, their name means “unbound,” in accordance with their belief that their ephemeral nature makes them free of the moral and social strictures that bind other sentient creatures, and they essentially make a virtue of capriciousness. Shae feel little obligation to follow through with oaths or obey laws, so sealing a compact with a mortal means little to them.
SHAE N
MEDIUM
CREATURE 4 SHADOW
Perception +10; darkvision Languages Aklo, Auran, Common, Shae, Undercommon Skills Acrobatics +13, Deception +9, Occultism +11, Shadow Plane Lore +11, Stealth +13 Str +3, Dex +5, Con +1, Int +3, Wis +2, Cha +3 Items dagger (5) Shadow Shift Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels. AC 21; Fort +9, Ref +11, Will +10 HP 45; Immunities precision; Resistances cold 5, negative 5 Counterattack [reaction] Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a Strike against the attacker. Slip [reaction] Trigger A creature moves adjacent to the shae; Effect The shae teleports to a clear space adjacent to another creature they can see within 30 feet. Speed 25 feet, fly 35 feet; swift steps, tenebral form Melee [one-action] dagger +13 (agile, finesse, versatile S), Damage 1d4+5 piercing and 1d6 cold Ranged [one-action] dagger +13 (agile, thrown 10 feet, versatile S), Damage 1d4+5 piercing and 1d6 cold Occult Innate Spells DC 21; 7th plane shift (self only; to Shadow Plane or Material Plane only); 4th gaseous form (at will); Cantrips (2nd) chill touch, detect magic Bide [two-actions] The shae prepares to take action against their foes, watching their opponent and waiting for the right opportunity to respond. The shae gains a second reaction until the start of their next turn, though they still can’t use more than one reaction on the same triggering action. Swift Steps The shae’s movement doesn’t trigger reactions. Tenebral Form The shae can Fly at full Speed in gaseous form.
230
S-T Shantak
The imposing shantaks are far more intelligent than their bestial appearance would suggest. They can speak, though their voices sound like glass grinding on stone, and they can’t converse in any language besides Aklo. Shantaks’ ability to travel through the gulfs of outer space at supernatural speed allows them to nest on numerous worlds, yet despite this mobility, most shantaks are reluctant to seek out new homes unless faced with no other option. Instead, they roost in discarded ruins or asteroids adrift in space, only emerging and landing upon planets in their chosen stellar system when the urge to feed compels them. Despite not being native to the Dimension of Dreams, they’re commonly found in that realm. Their ability to fly through space affords them swift travel between Leng and more hospitable reaches of the Dreamlands, making them particularly sought after as mounts for those who have business in the far reaches of the dreaming plane. Convincing a shantak to become a mount is notoriously difficult. They refuse any sort of training, and even if one is convinced to ferry a humanoid on their back, they can be obstinate and fickle. Anyone relying on a shantak mount should have a backup plan ready in case the shantak strands their passenger on an asteroid or strange planet after some disagreement. Although a shantak is nearly the size of an elephant, many possess irrational fears of certain creatures. In particular, nightgaunts (page 186) terrify them, but other shantaks have been observed fleeing from harpies and gargoyles. Though these ancestries all share the same trait, shantaks don’t fear every type of winged humanoid, which makes the origin of their phobia all the more mysterious. Shantaks on Golarion typically hide themselves away in remote places since several of the creatures they fear appear on the planet in abundance.
SHANTAK UNCOMMON
Introduction
RIDING SHANTAKS Those who seek to travel to other worlds might consider using a shantak as a mount for their speed and Share Defense ability, yet riding them is a risky endeavor. Far more intelligent than animals, shantak have strong, mercurial personalities and often require bribes from their riders. Even when they receive a gift they particularly enjoy, a shantak could still decide to drop off their passenger at an amusing (to them) remote location.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 8 CE
HUGE
BEAST
Perception +18; darkvision Languages Aklo Skills Acrobatics +17, Athletics +18 Str +6, Dex +3, Con +4, Int –1, Wis +4, Cha +0 AC 27; Fort +18, Ref +13, Will +16 HP 115; Immunities disease; Resistances cold 10 No Breath The shantak doesn’t breathe and is immune to effects that require breathing (such as an inhaled poison). Slippery The shantak’s scales are covered in slippery slime, so the shantak gains a +3 circumstance bonus to Escape. A creature mounted on a shantak takes double the normal circumstance penalty to Reflex saves (–4 instead of –2 in most cases) while mounted. Speed 20 feet, fly 60 feet Melee [one-action] jaws +20, Damage 2d12+9 piercing Melee [one-action] claw +20 (agile), Damage 2d8+9 slashing Flying Strafe [two-actions] The shantak Flies up to their fly speed and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty. Share Defenses [free-action] (abjuration, occult) Requirements A creature is riding the shantak; Effect The shantak extends their no breath ability and cold resistance to a single creature riding them. They can withdraw this protection as a free action.
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Bestiary 3
Siktempora SIKTEMPORA TREASURE Siktemporas hold few practical items on them, but they regularly hoard items associated with the events that spawned them. A misery siktempora created by the pain of a mass killing might hunt the perpetrators down and carry the weapon used, while a love siktempora might hold the series of love letters that gave birth to them close to their chests.
In the Dimension of Time, intense emotions are more than just ethereal feelings. They accumulate over time, from things like the critical mass of emotion caused by a historic event or a settlement passing down a powerful sentiment for generations. These accretions eventually give birth to siktemporas. Each siktempora feels, with all their being, a singular intense emotion linked to the circumstances that spawned them. A rare few, however, are created when an emotionally invested creature attempts to travel to the Dimension of Time or interferes with the flow of time, which can create paradoxes or manipulate past events. Siktemporas usually isolate themselves on the Dimension of Time in mindscapes infused with the emotion that created them, but some travel to other planes. These wanderers long to indulge in more of their core emotion or to engender more of that feeling, thus perpetuating their own kind.
MISERY SIKTEMPORA Creatures born of intense pain and suffering, the armless, six-legged misery siktemporas are some of the most numerous of their kind since misery is as ubiquitous an experience as living. They’re also the most proactive of siktemporas, seeking to propagate the misery from which they spawn. They delight in opportunities to travel to the Material Plane, where misery is so woefully prevalent and easily multiplied.
MISERY SIKTEMPORA RARE
CE
LARGE
SIKTEMPORA
CREATURE 12 TIME
Perception +25; darkvision Languages Aklo (can’t speak any language); telepathy 300 feet (page 308) Skills Acrobatics +23, Dimension of Time Lore +26, Intimidation +23, Occultism +22, Stealth +23 Str +7, Dex +5, Con +4, Int +4, Wis +7, Cha +5 Temporal Sense A siktempora can always roll Dimension of Time Lore for initiative. When it does, it gains a +2 circumstance bonus to the roll. AC 32; Fort +20, Ref +23, Will +25 HP 160, regeneration 40 (deactivated by positive, mental, or orichalcum; page 308); Immunities disease, emotion, poison Slash the Suffering Creatures with the confused or stupefied condition are flat-footed to the misery siktempora. Uncanny Pounce [free-action] Trigger The misery siktempora rolls Dimension of Time Lore for initiative; Effect The misery siktempora Strides once and makes a claw Strike, in either order. Speed 35 feet; air walk Melee [one-action] claw +26 (agile), Damage 3d8+13 slashing Occult Innate Spells DC 29; 6th blink; 4th dimension door (at will); 2nd invisibility (×3); Constant (6th) air walk Inflict Misery [one-action] (emotion, enchantment, mental, occult) Requirements The misery siktempora’s last action was a claw Strike that damaged the target; Effect The misery siktempora fills the target’s thoughts with abject despair. The target must attempt a DC 32 Will save. Regardless of outcome, the target is then immune to Inflict Misery for 1 minute. Success The target is unaffected. Failure The target is clumsy 2, enfeebled 2, and stupefied 2 for 1 round. Critical Failure As failure, but for 1 minute. Telepathic Wail [two-actions] (emotion, enchantment, mental, occult) The misery siktempora
232
S-T assails the mind of one creature within 100 feet with a wail of anguish and torment that deals 8d6 mental damage (DC 32 basic Will save). On a failed save, the target is also confused for the first action of its next turn (or for 1 round on a critical failure).
TRIUMPH SIKTEMPORA Triumph siktemporas embody the emotional satisfaction of overcoming a task that took up much of a creature’s mind, be it taking an apple seed from between one’s teeth or winning a war. They exult in every victory they attain; however, they value only those successes won fairly not only abiding by the established rules of a competition but also enforcing those rules mercilessly upon other competitors. These siktemporas appear as small humanoids with four muscular arms and digitigrade legs. They take great joy in draping themselves in golden clothes and medals that commemorate the countless victories which spawned them, and their faces bear proud, dazzling smiles and expressions of success—but these features never move.
TRIUMPH SIKTEMPORA RARE
LN
SMALL
SIKTEMPORA
CREATURE 14 TIME
Perception +24; darkvision Languages Aklo (can’t speak any language); telepathy 200 feet (page 308) Skills Acrobatics +24, Athletics +30, Dimension of Time Lore +24, Diplomacy +23, Intimidation +27, Medicine +22, Performance +25 Str +8, Dex +4, Con +5, Int +4, Wis +4, Cha +5 Temporal Sense As misery siktempora. AC 35; Fort +25, Ref +24, Will +26 HP 190, regeneration 40 (deactivated by chaos, mental, or orichalcum; page 308); Immunities disease, emotion, poison Cheaters Never Prosper (aura, divination, occult) 50 feet. A creature within the aura who uses or benefits from an effect with the fortune trait must succeed at a DC 34 Will save or become slowed 1 for 1 round (slowed 2 on a critical failure). Clinch Victory [reaction] Trigger A creature within the triumph siktempora’s reach uses an action that would restore Hit Points; Effect The triumph siktempora makes a glorious fist Strike against the triggering creature. On a critical success, this Strike also disrupts the triggering action. Uncanny Pounce [free-action] As misery siktempora. Speed 60 feet; air walk Melee [one-action] glorious fist +30, Damage 3d12+16 bludgeoning Occult Innate Spells DC 32; 7th blink; 4th dimension door (at will); Constant (7th) air walk Vie for Victory [two-actions] The triumph siktempora pushes themself beyond their limits to secure victory over a chosen foe. They choose one target they can see and reach with a single Stride action. They attempt to Demoralize that target, ignoring the typical limitations on distance and with no penalty for not sharing a language with the target. They then Stride and attempt one Athletics attack action (such as Grapple or Disarm) against the target. Winning Smile [two-actions] (emotion, enchantment, mental, occult) The triumph siktempora flashes their disarming grin at one creature within 15 feet. The target takes 10d8 mental damage (DC 34 basic Will save). On a failure, the target’s attacks against the triumph siktempora also become nonlethal until the end of the target’s next turn.
Introduction
TRIUMPHANT APPEARANCES Triumph siktemporas find purpose and a sense of self in winning and victory, so when a war rages across the land and one side struggles behind the rest, a triumph siktempora might venture to the Material Plane to join the side of the underdog and grasp victory—or die trying! The same can happen for a major sporting event or even an intense legal battle where a persuasive voice could turn the tide. All that matters to them is victory.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
LOVE SIKTEMPORA Acts of great and intense love spawn love siktemporas, kindly creatures bearing intense strength that start and end wars in the name of the love that birthed them. These adept combatants form crossbows and bolts out of their emotional bonds, though
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Bestiary 3
OTHER SIKTEMPORAS Almost any intense emotion that exists over time can give birth to a siktempora. What few reports exist of the Dimension of Time give references to siktemporas of anger, joy, and whimsy, while ancient tales tell of creatures similar to siktemporas that hold sway over dedication and discovery, awe and infatuation, or pity and panic. Some sages even discuss the existence of hybrid siktemporas, created by epoch events that inspired two different emotions in equal intensity.
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they typically fight only to protect that which they love. While unable to speak given their featureless faces, they’re nevertheless compassionate listeners and savvy communicators. Each love siktempora takes the form of two small humanoids conjoined at the hip with three legs, two arms, and two heads. Their faces are completely featureless except for a faint, ever present blush spread across their cheeks, and they always appear garbed in stylish garments from obscure civilizations.
LOVE SIKTEMPORA RARE
NG
MEDIUM
SIKTEMPORA
CREATURE 16 TIME
Perception +28; darkvision Languages Aklo (can’t speak any language); telepathy 500 feet (page 308) Skills Acrobatics +31, Dimension of Time Lore +28, Diplomacy +33, Intimidation +31, Occultism +26, Performance +33 Str +4, Dex +9, Con +5, Int +4, Wis +6, Cha +9 Telepathic Singer A love siktempora can provide verbal components and auditory performances for their composition spells even though they can’t speak. They do so without needing to make noise, as all creatures within range of their telepathy hear the components in their mind. However, the siktempora can do so only as long as at least one other creature with an Intelligence modifier of +0 or higher is within the range of their telepathy. Temporal Sense As misery siktempora. AC 38; Fort +25, Ref +31, Will +28 HP 210, regeneration 50 (deactivated by evil, mental, or orichalcum; page 308); Immunities disease, emotion, poison Deflect Aggression [reaction] (emotion, enchantment, mental, occult) Trigger The love siktempora is targeted by an attack; Effect The siktempora glows with compassion, deflecting the attacker’s aggression. The siktempora gains a +2 circumstance bonus to their AC and resistance 15 against the triggering attack, and the attacker must attempt a saving throw against the siktempora’s heartsong (see below). Uncanny Pounce [free-action] As misery siktempora. Speed 50 feet; air walk Ranged [one-action] emotional bolt +31 (agile, range increment 80 feet), Damage 3d10+10 piercing plus 1d10 mental and heartsong Occult Innate Spells DC 37; 8th blink; 4th dimension door (at will); Constant (8th) air walk Bard Composition Spells 3 Focus Points, DC 37; 8th lingering composition (Core Rulebook 387); Cantrips (8th level) inspire courage (Core Rulebook 386), inspire defense (Core Rulebook 386) Heartsong (emotion, enchantment, mental, occult) A creature that takes mental damage from the love siktempora’s emotional bolt must succeed at a DC 37 Will save or become fascinated by the siktempora until the end of the target’s next turn. Hostile actions don’t end this fascinated condition. Love’s Impunity The love siktempora’s emotional bolt Strike doesn’t trigger reactions that normally trigger based off making a ranged attack. Telepathic Ballad [one-action] (emotion, enchantment, mental, occult) The love siktempora casts inspire courage or inspire defense. It increases the area to a 200-foot emanation and increases the status bonuses the cantrip provides to +2.
S-T HATRED SIKTEMPORA Spawned by acts and legacies of cold-blooded spite, hatred siktemporas kill indiscriminately out of pure loathing, methodically hunting down and slaughtering anyone who catches their vile attention. Fortunately for mortals, they typically limit their predations to the Dimension of Time, where they hunt down creatures foreign to that realm—and some native to it. Hatred siktemporas appear roughly humanoid, but their gaunt forms resemble bone and tendon more than flesh and skin. Adding to their unnerving appearance, their legs have an additional segment between their shin and thigh, and likewise for their eerily long arms. Their featureless faces bear only a singular scar, which takes a different form on every hatred siktempora. They clad themselves in immaculate finery chosen from the most vitriolic empires that ever existed, in the past and the future, and they form a magical garrote as a manifestation of their cold malice.
HATRED SIKTEMPORA RARE
NE
MEDIUM
SIKTEMPORA
CREATURE 18 TIME
Perception +33; darkvision Languages Aklo (can’t speak any language); telepathy 500 feet (page 308) Skills Athletics +35, Deception +32, Dimension of Time Lore +32, Intimidation +32, Stealth +32 Str +9, Dex +6, Con +4, Int +4, Wis +7, Cha +6 Temporal Sense As misery siktempora. AC 42; Fort +28, Ref +30, Will +33 HP 240, regeneration 50 (deactivated by good, mental, or orichalcum; page 308); Immunities disease, emotion, poison Impending Dread (aura, emotion, fear, mental, occult) 150 feet. Creatures within the hatred siktempora’s aura don’t reduce the value of their frightened condition automatically at the end of their turns. Uncanny Pounce [free-action] As misery siktempora. Punish Flight [reaction] Trigger A creature attempts to Escape from the hatred siktempora; Effect The siktempora makes a loathing garotte Strike against the triggering creature. This Strike doesn’t have Improved Grab. Speed 80 feet; air walk Melee [one-action] loathing garotte +35 (cold, reach 10 feet), Damage 3d10+17 cold plus Improved Grab (page 305) Occult Innate Spells DC 40; 9th blink; 4th dimension door (at will); Constant (9th) air walk Contorted Clutch The hatred siktempora can have up to two creatures grabbed with their loathing garotte at once. Vindictive Crush [one-action] Frequency once per round; Requirements The hatred siktempora has a creature grabbed; Effect The hatred siktempora tightens their garrote, dealing 5d10 bludgeoning damage to each creature they’re Grabbing. Each creature grabbed by the siktempora must attempt a DC 40 Fortitude save. Critical Success The creature takes no damage. Success The creature takes half damage. Failure The creature takes full damage and can’t breathe or speak while it remains grabbed; it must hold its breath or begin suffocating. Critical Failure As failure, but double damage and the creature becomes restrained and can’t speak for 1 round after it’s no longer grabbed.
Introduction
SIKTEMPORA LAIRS While many siktemporas on the Material Plane seek out the emotions that built them with utmost fervor, after eons of emotional intensity, some claim an area for their respite. A love siktempora might live in the attic of a coffee shop whose employees are skilled matchmakers, while a hatred siktempora might dwell beneath the floorboards of a vindictive organization that seeks to spread injustice.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
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Bestiary 3
Skeletons SKELETON ORIGINS Necromancers occasionally add a little something extra to skeletons they animate, but sometimes skeletons can pick up aspects of their environment. Skeletons that spend centuries in an underground cavern with a lava lake often end up blazing. Corpses whose graves become overrun with briars and brambles sometimes rise with life-draining thorns, while skeletons in vermin-infested earth often take some of those vermin with them when animated.
Almost any creature that had bones in life and leaves them behind in death can become a shambling, undead skeleton—humanoids, beasts, aberrations, fey, and more.
SKELETON ABILITIES In addition to the special abilities on page 298 of Pathfinder Bestiary, you can add these abilities to a skeleton. If you give a skeleton more than one extra ability, you might want to increase its level and adjust its statistics. Blaze The skeleton is wreathed with fire, which doesn’t consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its Strikes deal additional persistent fire damage equal to half the skeleton’s level (minimum 1 damage). Bone Missile [two-actions] The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged Strike. This uses the attack bonus of whichever of the skeleton’s other Strikes has the highest attack bonus and deals piercing damage equal to that Strike’s damage plus the skeleton’s level (minimum 1). Bone Powder When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take 1d6 persistent poison damage (plus an additional 1d6 for every 6 levels the skeleton has). Skeleton of Roses Thick briars have grown through the skeleton’s bones, covering it in red roses with inch-long thorns. The skeleton’s unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton’s level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms.
HARPY SKELETON A live harpy’s song is compelling and captivating; a harpy skeleton’s is anything but, rending the target’s mind.
HARPY SKELETON NE
MEDIUM
MINDLESS
CREATURE 5 SKELETON
UNDEAD
Perception +9; darkvision Skills Acrobatics +11, Intimidation +13 Str +4, Dex +4, Con +2, Int –5, Wis +0, Cha +4 AC 22; Fort +11, Ref +15, Will +9 HP 60, negative healing (page 305); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5 Speed 20 feet, fly 40 feet Melee [one-action] talon +15 (agile), Damage 2d6+7 slashing Melee [one-action] club +15, Damage 1d6+7 bludgeoning Ranged [one-action] club +15 (thrown 10 feet), Damage 1d6+7 bludgeoning Shriek [two-actions] (auditory, concentrate, emotion, fear, mental) The harpy skeleton emits an unearthly, bone-chilling scream that deals 4d10 mental damage to all creatures in a 30-foot cone (DC 26 basic Will save). A creature that fails its save is frightened 1 (or frightened 2 on a critical failure). The harpy skeleton can’t Shriek again for 1d4 rounds.
TYRANNOSAURUS SKELETON A massive dinosaur predator makes for a fearsome skeleton.
TYRANNOSAURUS SKELETON NE
GARGANTUAN
MINDLESS
Perception +17; darkvision
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SKELETON
UNDEAD
CREATURE 9
S-T Skills Athletics +22 Str +7, Dex +0, Con +5, Int –5, Wis +2, Cha +0 AC 27; Fort +20, Ref +13, Will +17 HP 140, negative healing (page 305); Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 10, electricity 10, fire 10, piercing 10, slashing 10 Speed 40 feet Melee [one-action] jaws +20 (deadly d12, reach 20 feet), Damage 2d12+9 piercing plus Grab (page 305) Melee [one-action] foot +20 (reach 15 feet), Damage 2d10+9 bludgeoning Rib Skewer [one-action] The tyrannosaurus skeleton bends down, attempting to skewer one adjacent creature on one of its massive ribs. The creature takes 2d10+9 piercing damage (DC 28 basic Reflex save). If the creature fails its save and is Medium or smaller, it’s also impaled and stuck to the rib. It moves with the skeleton and takes 2d6 persistent bleed damage until it either Escapes or someone uses Force Open to break the rib (either is DC 28). Trample [three-actions] Huge or smaller, foot, DC 28 (page 306)
SKELETON INFANTRY
NE GARGANTUAN
MINDLESS
RADIANT REBIRTH When the powerful lich called the Whispering Tyrant returned from imprisonment, he unleashed the Radiant Fire that laid waste to several towns and cities around his prison of Gallowspire. Most of the fallen were left where they died, slowly steeping in necromantic energy. In the early days after these attacks, zombies commonly roamed the area, but as the years pass, skeletons have become more and more numerous.
A-C D E-G H-K L-N O-R S-T U-Z
This troop of skeletons was once a cohort of highly disciplined spear-and-shield infantry from an ancient empire.
SKELETON INFANTRY
Introduction
Appendix
CREATURE 11 SKELETON
TROOP
UNDEAD
Perception +17; darkvision Skills Athletics +18 Str +5, Dex +3, Con +4, Int –5, Wis +2, Cha +0 AC 31; Fort +21, Ref +18, Will +19 HP 180 (16 squares); Thresholds 120 (12 squares), 60 (8 squares); Resistances cold 5, electricity 5, fire 5, piercing 10, slashing 10; Weaknesses area damage 15, splash damage 8 Form a Phalanx [one-action] Many of the skeletons raise their shields to protect others. The infantry gain a +2 circumstance bonus to AC until the start of their next turn. Troop Defenses (page 306) Speed 25 feet; troop movement Lower Spears! [one-action] to [three-actions] Frequency once per round; Effect The skeletons engage in a coordinated longspear attack against each enemy within 10 feet (DC 27 basic Reflex save). The damage depends on the number of actions. [one-action] 2d8 piercing damage [two-actions] 3d8+8 piercing damage [three-actions] 4d8+8 piercing damage Hurl Javelins! [two-actions] The troop’s members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes 2d6+10 piercing damage (DC 26 basic Reflex save). When the troop is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up [one-action] (page 305) Phalanx Charge [two-actions] Requirements The infantry is in a phalanx; Effect The skeletons lower their longspears and charge. The troop Strides in a straight line until they’re adjacent to an enemy then use Lower Spears!, dealing 3d8+8 piercing damage. Any creature that fails its save is also knocked prone. Troop Movement Whenever the skeleton infantry Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the infantry enter difficult terrain, the extra movement cost applies to all the guards.
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Bestiary 3
Skelm MOCKERIES OF MASCULINITY Skelm women don’t appear to exist. The few researchers who have tracked skelm mating behavior have found skelms’ offspring are undifferentiated members of the mother’s ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.
Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy. An existing skelm can transform any evil humanoid who’s overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge. Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they’re more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don’t offer healthy ways to experience and process anger.
STREET SKELM Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community’s social order. These rantings can rally a mob to carry out the skelm’s violence against his target, some of whom even act out of fear against becoming the skelm’s next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force. Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.
STREET SKELM LE
MEDIUM
HUMANOID
CREATURE 3 SKELM
Perception +8; scent (imprecise) 30 feet Languages Aklo, Common Skills Athletics +9, Deception +9, Intimidation +11, Occultism +8, Stealth +9 Str +4, Dex +2, Con +3, Int +3, Wis +1, Cha +4 Items staff AC 18; Fort +10, Ref +9, Will +8; –1 to all saves vs. emotion effects HP 55; Weaknesses cold iron 3 Attack of Opportunity [reaction] (page 304) Speed 25 feet Melee [one-action] fist +12 (agile, magical), Damage 1d6+6 bludgeoning plus Grab (page 305) Melee [one-action] antler +12 (magical), Damage 1d10+6 piercing plus Knockdown (page 305) Melee [one-action] staff +13 (two-handed d8), Damage 1d4+7 bludgeoning Ranged [one-action] rock +9 (range increment 20 feet), Damage 1d6+6 bludgeoning Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The street skelm can take on the appearance of any Medium male humanoid (page 304). This doesn’t
238
S-T change his Speed or his attack and damage bonuses with his Strikes but might change the damage type his Strikes deal. Frightening Rant [one-action] (auditory, concentrate, emotion, enchantment, fear, linguistic, mental, occult) The skelm rants angrily, filling nearby creatures with shame, fear, and anger. Each creature within 30 feet must succeed at a DC 20 Will save or become frightened 1 (frightened 2 on a critical failure). While frightened by this rant, creatures take a –2 status penalty to Strength-based damage rolls against the skelm, but gain a +2 status bonus to those rolls against other creatures. Punishing Strike [one-action] The skelm unleashes his constant rage in a reckless attack that makes him flat-footed until the start of his next turn. He Strikes; if he hits, he increases the number of damage dice by one and adds Push to the effect. This counts as two attacks for his multiple attack penalty.
SHRINE SKELM The unquestioned authority that a priest wields, with influence over even the most intimate details of a congregation’s lives, is the ultimate prize for a shrine skelm. Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse. Shrine skelms wear the old-fashioned, traditional apparel of whatever faith they’ve infiltrated, brandishing religious symbols made of precious metals to better blend in and give an impression of age and power. No matter what religion they infiltrate, a shrine skelm is a master at taking established teachings out of context to justify elaborate, painful, and often humiliating punishments for his victims. He usually targets people with the audacity to question his position or teachings, but also relentlessly harasses anyone he envies. Shrine skelms are skilled listeners, especially in settings like group prayers where they can learn worshippers’ fears or hopes. They exploit whatever information they learn for their own prestige and power, but they also watch for jealousy and the seeds of rage that could be nurtured to make a new skelm. They can even intercept sincere prayers and steal their effects for themselves, and they command several spells to manipulate and control their unwitting, vulnerable victims.
SHRINE SKELM LE
MEDIUM
HUMANOID
Introduction
SKELM ANTLERS All skelms have branching antlers resembling those of a stag. Skelms with smaller antlers shame and bully skelms with larger antlers, although they always use some other excuse. However, skelms pretend they don’t have antlers at all when dealing with non-skelms, regardless of evidence or argument. Skelms will even gore enemies with their antlers in combat, even if afterwards they deny the action they obviously just took.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 5 SKELM
Perception +11; scent (imprecise) 30 feet Languages Aklo, Common; telepathy 30 feet (page 306) Skills Athletics +12, Deception +14, Intimidation +14, Occultism +11, Religion +11, Stealth +12, Thievery +12 Str +5, Dex +3, Con +4, Int +4, Wis +2, Cha +5 Items silver religious symbol AC 22; Fort +13, Ref +12, Will +11; –1 to all saves vs. emotion effects HP 80; Weaknesses cold iron 5 Seize Prayer [reaction] (abjuration, concentrate, occult); Trigger A creature the shrine skelm can hear within 30 feet Casts a divine Spell with a verbal component; Effect The shrine skelm utters an incantation and attempts to counteract the triggering spell (counteract modifier +14, counteract level 3rd). If he successfully counteracts the spell, the skelm and the caster each take 1d8 mental damage per level of the triggering spell, and if the spell had one or more targets, the skelm learns its effect and can allow the spell’s effects to continue with himself as the only target (any other effect is still counteracted). Speed 25 feet Melee [one-action] fist +15 (agile, magical), Damage 2d4+7 bludgeoning plus Grab (page 305) Melee [one-action] antler +15 (magical), Damage 2d8+7 piercing plus Knockdown (page 305) Occult Innate Spells DC 22; 3rd command, enthrall, mind reading (×3), soothe Change Shape [one-action] (concentrate, occult, polymorph, transmutation) As street skelm.
239
Bestiary 3
PALACE SKELM SKELM SOCIETY Alliances between skelms rarely last long, as it’s only a matter of time before one wounds another’s incredibly fragile ego, breaking the alliance. Many form hierarchical clubs with mortal members to delay such conflict while also identifying prospective new skelms.
Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station. Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power—especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others’ speech, sowing confusion and hatred that might explode into violence. A political upheaval is a palace skelm’s greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm.
PALACE SKELM LE
MEDIUM
HUMANOID
CREATURE 8 SKELM
Perception +15; scent (imprecise) 30 feet Languages Aklo, Common; tongues Skills Athletics +18, Deception +21, Diplomacy +17, Intimidation +17, Occultism +16, Society +16, Stealth +16, Thievery +16 Str +6, Dex +4, Con +3, Int +4, Wis +3, Cha +5 Items signet ring AC 27; Fort +17, Ref +16, Will +15; –2 to all saves vs. emotion effects HP 155; Weaknesses cold iron 10 Corrupt Speech [reaction] (auditory, illusion, linguistic, occult); Trigger The skelm hears a creature speak within 30 feet; Effect The skelm sows paranoia by putting treacherous words on another’s lips. The skelm whispers up to 12 words and attempts a Deception check against the Perception DC of a creature other than the triggering creature within 30 feet. Critical Success The target hears the skelm’s words as if they were spoken by the triggering creature. This can alter linguistic effects. The skelm also casts paranoia or suggestion on the target, if he likes. Success As critical success, except the skelm can’t cast paranoia or suggestion. Failure The target doesn’t hear the skelm’s words, and they have no effect. Critical Failure The target hears the skelm speak the words. Speed 25 feet Melee [one-action] fist +20 (agile, magical), Damage 2d8+9 bludgeoning plus Grab (page 305) Melee [one-action] antler +20 (magical), Damage 2d12+9 piercing plus Knockdown (page 305) Occult Innate Spells DC 26; 4th clairaudience, enthrall, outcast’s curse, paranoia (at will), private sanctum, suggestion; 2nd invisibility (×3); Cantrips (5th) daze, message; Constant (5th) tongues Rituals DC 26; inveigle Change Shape [one-action] (concentrate, occult, polymorph, transmutation) As street skelm. Incite Violence [two-actions] (emotion, enchantment, occult, mental) Frequency once per day; Effect The skelm gives an impassioned speech calling for his followers to act upon their convictions. Each creature within 30 feet must attempt a DC 24 Will save.
240
S-T Critical Success The creature can immediately Strike an adjacent creature of its choosing. Success The creature is unaffected. Failure The creature immediately Strikes an adjacent creature; if multiple creatures are adjacent, the skelm chooses the target. If no creatures are adjacent, the creature is flat-footed and fascinated with the skelm until the start of its next turn.
SOUL SKELM Soul skelms arise not from mortal men but from other skelms, as their long-held wrath slowly twists them and replaces lingering fragments of their mortality with even more fiendish aspects. These skelms bully and exploit the souls of the dead, binding souls and undead to keep themselves indefinitely young. They bully living victims as well, stoking regret and shame even from inconsequential minutiae or outright fabrications until these feelings become unbreakable ties that the skelm can leverage from beyond the grave. A soul skelm’s attentions can leave a victim isolated from friends and allies, making them all the more susceptible to the skelm’s manipulations. Ambitious soul skelms—often those who arise from palace skelms—search out powerful, high-strung mortals and trick them into bringing ridicule or shame on themselves. After their victim’s death, the skelms gleefully remind them of their mortal failings, feeding on their despair.
SOUL SKELM UNCOMMON
LE
Introduction
SKELM ORIGINS The transformation from man to skelm takes place over a remarkably short period of time—sometimes as little as a few hours—as the physical changes involved are relatively minor compared to the emotional devotion required.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 10 MEDIUM
FIEND
HUMANOID
SKELM
Perception +19; darkvision, scent (imprecise) 30 feet Languages Aklo, Common Skills Athletics +22, Deception +21, Occultism +19, Society +19, Stealth +17 Str +6, Dex +3, Con +5, Int +3, Wis +5, Cha +7 Items +1 striking ghost touch spiked chain AC 29; Fort +19, Ref +17, Will +21; –2 to all saves vs. emotion effects HP 170; Immunities possession; Weaknesses cold iron 10 Speed 30 feet Melee [one-action] fist +22 (agile, evil, magical), Damage 2d8+12 bludgeoning plus Grab (page 305) Melee [one-action] antler +22 (evil, magical), Damage 2d12+12 piercing plus Knockdown (page 305) Melee [one-action] spiked chain +23 (disarm, evil, magical, trip), Damage 2d8+12 slashing plus Knockdown (page 305) Occult Innate Spells DC 29; 7th plane shift (self only; Astral or Material Plane only); 5th harm, illusory creature, mind probe, modify memory; 4th dimension door (at will); 2nd invisibility (at will), silence (at will) Bully the Departed [one-action] (auditory, emotion, mental, occult, enchantment) The skelm draws upon the spirit of one of his deceased victims, tormenting their soul beyond the grave. Until the end of his next turn, the soul skelm gains regeneration 15 (deactivated by force or good; page 306), and he deals an extra 1d8 evil damage on his Strikes. Change Shape [one-action] (concentrate, occult, polymorph, transmutation) As street skelm. Isolating Lash [two-actions] (illusion, occult) The soul skelm makes a melee Strike trailing a wave of shadowy illusions. The skelm is flat-footed until the start of his next turn. If the Strike is successful, the skelm increases the number of damage dice by one, and the target must attempt a DC 29 Will save. On a failure, the target becomes invisible, inaudible, and otherwise imperceptible to its allies for 4 rounds, and it likewise can’t see, hear, or otherwise perceive those allies. Regardless of the outcome, the creature is temporarily immune to Isolating Lash for 24 hours.
241
Bestiary 3
Skinstitch SKITTERSTITCH Skitterstitches are eight-legged skinstitches crafted to resemble giant spiders. These elite skinstitch variants have different attacks from the standard skinstitch, including a deadly poison. Skitterstitches always house spider swarms within their bodies, which scuttle forth upon their host’s destruction.
Skinstitches’ hulking frames are made from flayed humanoid skin stuffed with straw and poisonous insects. The dark god Norgorber grants the secrets for creating these monstrosities in disturbing dreams he sends to select adherents, in which the dreamer imagines themself skinning a beloved pet, friend, or family member. Those that accept these teachings become skinstitchers. The creation of a skinstitch is a crude process compared to the making of a more advanced construct like a golem. Rough stitching, imprecise shapes, and shoddy materials give a skinstitch its patchwork appearance. While most skinstitches have vaguely humanoid shapes, they often appear monstrous due to various modifications their creators have made to their bodies. Some skinstitches’ arms, for instance, might bear jagged metal blades or blunt iron rods. The most talented skinstitchers rarely bother with the humanoid form at all and instead opt to craft skinstitches that resemble other creatures sacred to Norgorber, such as scorpions, centipedes, or spiders. Rumors lurk of skinstitchers who can use exotic materials like steel, daemon flesh, or even magical shadows for their creations. The rotting materials used to build skinstitches tend to attract vermin, which can in turn form a hive or nest within the creations’ bodies. Skinstitchers consider the presence of such tenants to be a sure sign of Norgorber’s approval.
SKINSTITCH UNCOMMON
CREATURE 5 N
LARGE
CONSTRUCT
MINDLESS
Perception +12; darkvision Skills Athletics +15 Str +6, Dex +3, Con +5, Int –5, Wis +0, Cha +0 AC 22; Fort +16, Ref +14, Will +7 HP 95; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses fire 5 Pest Haven The rotting hides and molding straw stuffing of skinstitches are ideal nesting grounds for vermin and insect swarms. Any animal swarm sharing a space with a skinstitch gains fast healing 3. Additionally, if a creature deals at least 10 piercing or slashing damage to the skinstitch at once, the swarm can use its swarming bites Strike (or similar attack) against the attacker as a reaction. Speed 25 feet Melee [one-action] blade +15 (agile, sweep), Damage 2d4+8 slashing Melee [one-action] cudgel +15 (forceful, reach 10 feet), Damage 2d8+8 bludgeoning Flay [two-actions] The skinstitch makes a blade Strike against an animal or humanoid. On a success, the skinstitch slices a long strip of flesh from the target; if the skinstitch dealt damage, it deals an additional 1d6 persistent bleed damage. Stitch Skin [one-action] (manipulate) Requirements The skinstitch hasn’t used this ability since the last time it successfully used its Flay ability; Effect The skinstitch sews flayed flesh to its body to seal tears and rents. The skinstitch regains 8 Hit Points.
242
S-T Skull Peeler
Skull peelers, despite their ferocious and well-deserved moniker, are considered by many to be downright adorable, especially when viewed from a safe distance. Their soft, dappled brown fur helps them hide in forest canopies, and they have shimmering insectile wings and big eyes that draw in the faintest beams of light. At first glance, a skull peeler looks like a cuddly pet or a wizard’s familiar. Any illusions of domesticating such a beast are quickly dismissed upon seeing how a skull peeler eats, however. Skull peelers have evolved to hang motionlessly in treetop canopies as they wait until appropriate prey appears, usually long-necked dinosaurs but also brachiating primates and large birds. The skull peeler then lashes out with its long tongue, severing the creature’s head from its body and pulling the detached cranium back into its hungry paws. It then uses its claws to crack open the cranial cavity—hence its name—before lapping up the tasty insides. Despite skull peelers’ gruesome eating habits, some enterprises and individuals can’t resist the urge to add these beasts to their menageries. Fey and other creatures with ties to the First World, such as gnomes, can occasionally coax a skull peeler into a form of domestication. While the adorable beasts can never be fully tamed due to their hyper-evolved hunting instincts, they can be bribed with food and, if kept satiated, displayed on a perch or indoor terrarium as an example of their master’s cunning and deadliness. As often as not, these pseudo-domesticated skull peelers end up devouring a guest, pet, or their would-be owner, but this possibility doesn’t stop up-and-coming crime lords from attempting to domesticate the little predators. Skull peelers kept in well-managed zoos fare somewhat better, but these clever creatures don’t always stay in their cages, which has led to wild skull peelers in places travelers might not expect.
SKULL PEELER N
SMALL
Introduction
A GRIM NATURE While explorers and adventurers who encounter skull peelers in the wild often assume the small beasts resulted from some ill-advised magical experiment by a foolish wizard, they’re actually a naturally occurring species. Though their unusual assembly of characteristics might carry some minor First World influence, skull peelers evolved from other tree-dwelling mammals over thousands of years. In their current form, they’re successful predators in their environment, mostly feeding on long-necked dinosaurs—prey that other, much larger carnivores still struggle to bring down!
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 6
BEAST
Perception +17; low-light vision Skills Acrobatics +12, Athletics +15, Stealth +16 Str +5, Dex +4, Con +3, Int –3, Wis +3, Cha +1 AC 24; Fort +13, Ref +16, Will +11 HP 75 Snatch Skull [reaction] Trigger The skull peeler is using Perfect Camouflage and a creature moves into a space within 15 feet of it; Effect The skull peeler Leaps toward the triggering creature and Strikes with its tongue. If this Strike is successful, the skull peeler automatically Grabs (page 305) the target with its tongue. Speed 20 feet, climb 15 feet, fly 10 feet Melee [one-action] tongue +17 (agile, fatal d12, reach 10 feet), Damage 2d4+8 slashing plus 1d8 persistent bleed Melee [one-action] claw +17, Damage 2d10+8 slashing Anticoagulant The skull peeler’s razor-sharp tongue is coated in an anticoagulant substance that makes wounds it inflicts particularly hard to close. The DC of the flat check to end the persistent bleed damage from a skull peeler’s tongue is 16, or 11 with appropriate assistance. Perfect Camouflage [one-action] (concentrate) Requirements The skull peeler is in a treetop or standing on a tree limb; Effect Until the next time it acts, the skull peeler hangs perfectly still, blending into the treetop surroundings. It has an automatic result of 36 on Stealth checks and DCs to Hide from any creature more than 10 feet away from it.
243
Bestiary 3
Skull Swarm SEA SKULLS Skull swarms are most commonly encountered amid ruins where vast and uncontrolled necromantic energies have erupted, but they can also appear in aquatic environments with clusters of clacking skulls from merfolk and sea devils, feral skulls of fish and cetaceans, or even disembodied shark jaws and cephalopod beaks. Such swarms have a swim Speed, rather than a fly Speed or land Speed.
A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.
CLACKING SKULL SWARM Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls’ onslaught drives their prey to distraction even while they try to flee in terror.
CLACKING SKULL SWARM NE
LARGE
MINDLESS
SWARM
CREATURE 10 UNDEAD
Perception +18; darkvision Skills Acrobatics +19 Str –3, Dex +3, Con +4, Int –5, Wis +2, Cha +4 AC 29; Fort +20, Ref +19, Will +16 HP 120, negative healing (page 305); Immunities death effects, disease, mental, paralyzed, poison, precision, unconscious; Weaknesses area damage 10, splash damage 10; Resistances bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10 Boneshard Burst When a clacking skull swarm is reduced to 0 Hit Points, it erupts in an explosion of foul energy and bone fragments in a 30-foot burst, dealing 2d12 piercing damage and 2d12 negative damage (DC 29 basic Reflex save). Chattering Teeth (arcane, auditory, aura, emotion, enchantment, incapacitation, mental) 60 feet. A clacking skull swarm emits a cacophony of chattering. A creature entering or beginning its turn within the area must succeed at a DC 29 Will save or become confused for 1 round. A creature that successfully saves is immune to that swarm’s chattering teeth for 24 hours. The swarm can stop or resume this ability as a free action. Speed 25 feet Shrieking Scream [two-actions] (auditory, emotion, enchantment, fear, mental) The clacking skull swarm emits a terrifying, painful scream that deals 10d6 sonic damage to all creatures in a 30-foot cone (DC 29 basic Will save). A creature that fails this save is also frightened 1 (frightened 2 on a critical failure). The swarm can’t use Frightening Scream again for 1d4 rounds. Swarming Gnaw [one-action] Each enemy in the swarm’s space takes 4d8 piercing damage (DC 29 basic Reflex save).
FERAL SKULL SWARM Some skull swarms are crafted from the heads of feral and dangerous beasts. These can include predatory cats, bears, dinosaurs, and the like, but just as often they’re made from bulls, horses, apes, and other creatures that were gentler in life. In death, a feral skull swarm is bloodthirsty regardless of its origins, with a keen scent for living flesh. Even herbivore skulls diligently chew on the flesh of their swarm’s victims.
FERAL SKULL SWARM UNCOMMON
NE
HUGE
MINDLESS
CREATURE 12 SWARM
UNDEAD
Perception +21; darkvision, scent (imprecise) 30 feet Skills Acrobatics +22, Survival +21 Str +0, Dex +4, Con +7, Int –5, Wis +3, Cha +4 Feral Trackers A feral skull swarm gains a +2 circumstance bonus to Perception checks to Seek and to Survival checks to Track, both against any creature that has taken damage from the swarm’s Feral Gnaw within the previous 24 hours. AC 32; Fort +25, Ref +22, Will +19
244
S-T HP 160, negative healing (page 305); Immunities death effects, disease, mental, paralyzed, poison, precision, unconscious; Weaknesses area damage 10, splash damage 10; Resistances bludgeoning 5, cold 10, electricity 10, fire 10, piercing 10, slashing 10 Boneshard Burst As clacking skull swarm, but 3d12 piercing and 2d12 negative, DC 32. Speed 40 feet Feral Gnaw [one-action] Each enemy in the swarm’s space takes 2d6 bludgeoning, 2d6 piercing, and 2d6 slashing damage (DC 32 basic Reflex save). A creature that fails its saving throw also takes 1d10 persistent bleed damage. Frightening Howl [one-action] (auditory, emotion, enchantment, fear, mental) The feral skull swarm emits a terrifying howl. Each creature within 60 feet must succeed at a DC 32 Will save or become frightened 2 (frightened 3 and fleeing for 1 round on a critical failure). Whether it succeeds or fails its save, a creature is temporarily immune to Frightening Howl for 24 hours.
SORCEROUS SKULL SWARM The act of creating a demilich (Bestiary 222) sometimes goes horribly awry, leaving behind a shattered remnant of a once-mighty spellcaster constantly leaking eldritch energies. The ruined spirit animates a cloud of debased copies of itself, glittering with cracked crystals in crude imitation, and it hungers constantly for the magical energies denied it in its corrupted immortality. Some of the spellcaster’s personality remains in the swarm, albeit usually unnaturally split between the skulls. As a consequence, the skulls argue among themselves as warring parts of the personality clamor to be heard, resulting in the swarm’s fractious, inconstant attitude.
SORCEROUS SKULL SWARM RARE
NE
LARGE
SWARM
Introduction
BEHEADED SWARMS Skull swarms are closely related to the undead creatures known as beheaded (page 30) and are fundamentally little more than a collection of independent beheaded acting in concert toward their shared goals. In addition to the skull swarms detailed here, swarms of other types of beheaded with corresponding abilities can be found in any region plagued by excessive decapitation.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 14
UNDEAD
Perception +24; darkvision, true seeing Skills Acrobatics +26, Arcana +28, Occultism +28 Str –3, Dex +6, Con +4, Int +8, Wis +4, Cha +5 AC 34; Fort +22, Ref +26, Will +26; +1 status to all saves vs. magic HP 190, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, precision, swarm mind (page 306), unconscious; Weaknesses area damage 12, splash damage 12; Resistances bludgeoning 6, cold 12, electricity 12, fire 12, piercing 12, slashing 12 Boneshard Burst As clacking skull swarm, but 3d12 piercing and 3d12 negative, DC 34. Consume Spell [reaction] Trigger The swarm is targeted with a spell; Effect The swarm casts dispel magic to counteract the triggering spell. If it successfully counteracts the spell, it gains temporary Hit Points equal to twice the level of the counteracted spell that last for 1 minute. Speed fly 40 feet Arcane Innate Spells DC 36, attack +26; 7th dispel magic (at will), spell turning; Cantrips (7th) detect magic, mage hand, telekinetic projectile; Constant (7th) true seeing Siphon Magic (arcane, illusion, mental) [two-actions] The sorcerous skull swarm saps magic from nearby creatures. Any creature with the ability to cast spells (including innate spells) in the swarm’s space takes 15d6 mental damage (DC 34 basic Will save); on a failure, the creature is also stupefied 2 (stupefied 3 on a critical failure). Swarming Gnaw [one-action] Each enemy in the swarm’s space takes 5d8 piercing damage (DC 34 basic Reflex save).
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Bestiary 3
Skunk SKUNK MUSK IN ALCHEMY In a quest to create less lethal bombs, some alchemists have turned to skunks for inspiration. Reputedly, the resulting stink bombs are vastly more powerful than naturally occurring skunk musk. Few adventuring groups, however, encourage their alchemists to deploy such devices.
With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.
SKUNK These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.
SKUNK N
TINY
CREATURE –1 ANIMAL
Perception +5; low-light vision, scent (imprecise) 40 feet Skills Acrobatics +5, Athletics +2, Stealth +5 Str +0, Dex +3, Con +2, Int –4, Wis +1, Cha +0 AC 15; Fort +4, Ref +7, Will +3 HP 7 Speed 20 feet Melee [one-action] jaws +7 (agile, finesse), Damage 1d8 piercing Spray Musk [two-actions] (poison) The skunk propels a stream of acrid musk in a 10-foot line. Each creature in the line must attempt a DC 16 Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 2. Critical Failure The target is sickened 2 and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.
SKUNK, GIANT Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can’t. With larger bodies come more powerful appetites, and giant skunks tend to be aggressive and territorial.
GIANT SKUNK N
LARGE
CREATURE 1
ANIMAL
Perception +6; low-light vision, scent (imprecise) 40 feet Skills Acrobatics +7, Athletics +6, Stealth +7 Str +3, Dex +4, Con +3, Int –4, Wis +1, Cha +0 AC 16; Fort +8, Ref +9, Will +4 HP 21 Speed 25 feet Melee [one-action] jaws +8, Damage 1d6+3 piercing Melee [one-action] claw +8 (agile), Damage 1d4+3 slashing Spray Blinding Musk [two-actions] (poison) The giant skunk propels potent, acrid musk in a 15-foot cone. Each creature in the line must attempt a DC 17 Fortitude save. Critical Success The target is unaffected. Success The target is sickened 1. Failure The target is sickened 3. Critical Failure The target is blinded for 1 round, becomes sickened 3, and takes a –2 penalty to Stealth checks from the horrific odor for 24 hours or until the musk is removed or neutralized, requiring 10 minutes of thorough scrubbing with soap.
246
S-T Slithering Pit
A slithering pit is a strange, nearly invisible ooze with an extradimensional space for its digestive system, which mimics the appearance of an acid-filled stone pit. It slowly dissolves its captives in stomach acid until they can be digested. A slithering pit can go weeks without feeding, affording it patience. Thriving in dilapidated areas, slithering pits take up positions among the plentiful potholes where they can easily pass for just another blemish. They crawl across ramshackle cobblestone streets and damp underground complexes, waiting for unwary prey to stumble by and fall in.
SLITHERING PIT RARE
N
MEDIUM
CREATURE 7 MINDLESS
OOZE
Perception +9; no vision, tremorsense (imprecise) 60 feet Skills Athletics +18, Stealth +10 Str +7, Dex –5, Con +7, Int –5, Wis +0, Cha –5 Transparent A slithering pit is so clear it’s difficult to spot. A successful DC 30 Perception check is required to notice a stationary slithering pit, and a creature must be Searching to attempt this check. A creature that walks into the pit’s space might fall into any pit currently in effect due to Dimensional Pit. AC 14 (10 from inside the Dimensional Pit); Fort +18, Ref +6, Will +11 HP 220; Immunities acid, critical hits, mental, precision, unconscious, visual Breach Vulnerability Ingesting an extradimensional space like that found in a bag of holding deals 6d8 force damage to the slithering pit and its occupants. The slithering pit then immediately uses Out You Go. Speed 10 feet Melee [one-action] pseudopod +18 (reach 10 feet), Damage 2d8+9 bludgeoning plus Improved Grab (page 305) Flurry of Pods [two-actions] The slithering pit makes a single pseudopod Strike against each target within range it doesn’t already have grabbed. These attacks count toward the slithering pit’s multiple attack penalty, but the penalty doesn’t increase until after all of these attacks. Dimensional Pit [two-actions] (conjuration, extradimensional, occult) The slithering pit opens an extradimensional, 20-foot-deep pit that covers its own space and all adjacent squares unless they’re walls or similar blocking terrain. Any other creature occupying or entering pit spaces must succeed at a DC 22 Reflex save or fall into the pit, taking damage from the fall (typically 10 bludgeoning damage). Any creature grabbed by the ooze falls in and is no longer grabbed, even if it was outside the pit squares. While a dimensional pit is open, the slithering pit is immobilized, can’t be forced to move, and can make pseudopod Strikes originating from the walls of the pit. A creature that starts its turn at the bottom of the pit takes 2d6 acid damage. Climbing the walls of the pit requires a DC 22 Athletics check. When the slithering pit dies, the dimensional pit closes and creatures inside are ejected, with the effects of Out You Go. Out You Go [one-action] The slithering pit closes all pit spaces it created using Dimensional Pit, ejecting all its occupants onto the ground into random free spaces where the pit opened. Each occupant takes 4d6 bludgeoning damage (DC 22 basic Reflex save).
Introduction
A LIVING PIT, REALLY? Slithering pit lore is as strange and confusing as the creature itself. Was it created by a wizard in need of a handy garbage disposal? Did it result from some unfortunate accident involving hungry oozes and one bag of holding too many? Why do its insides mimic the appearance of stone, but without the same toughness? Is it some form of camouflage, letting them pass for an oft-ignored hazard? So many questions…
A-C D E-G H-K L-N O-R S-T U-Z Appendix
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Bestiary 3
Sloth SLOTHS, MOTHS, AND MOSS Sloths tend to gain a green tinge to their fur as they age, a result of a peculiar strain of mossy algae that grows only on these arboreal creatures. This algae, in turn, feeds a unique species of moth that also makes its home exclusively in sloths’ fur—along with other parasites, such as beetles and cockroaches.
Despite their long, hooked claws being one of their most distinctive features, sloths are herbivorous creatures. Smaller sloths use their claws to climb from tree to tree, seeking fruits and young leaves among the canopy. Larger species can reach up to 20 feet tall and weigh more than 10,000 pounds.
THREE-TOED SLOTH The diminutive three-toed sloth is a solitary, tree-dwelling creature. Possessing a gentle nature and unassuming countenance, it has little to defend itself with other than its surprisingly fearsome climbing claws. These sloths are sometimes used as lookouts by secretive druid enclaves, as the symbiotic algae in their fur makes them difficult to spot in tree canopies, though their slow speed leaves them vulnerable on the ground.
THREE-TOED SLOTH N
TINY
CREATURE –1
ANIMAL
Perception +5; low-light vision, scent (imprecise) 30 feet Skills Athletics +5 (+7 to Climb), Stealth +5 (+7 to Hide and Sneak while in a tree), Survival +4 Str +2, Dex +1, Con +3, Int –4, Wis +2, Cha +0 AC 14; Fort +7, Ref +5, Will +3 HP 10 Speed 5 feet, climb 10 feet Melee [one-action] claw +6, Damage 1d6+2 slashing Rend [one-action] claw (page 306)
MEGATHERIUM Megatheriums dwell deep within ancient forests and humid jungles. Fiercely territorial, these immense creatures are often smelt before seen. Though they travel on all fours, megatheriums can reach foliage 20 feet above the forest floor by standing on their hind legs and short, thick tails. Their enormous foreclaws, used to bend tree limbs within reach of their mouths, can cleave a horse in two and crush its rider. The musk of the megatherium serves as a warning to potential predators and other megatheriums that they’re too close. Adult megatheriums are so territorial that most don’t reproduce more than twice in their lifetime. Though the creatures regularly patrol their territory for intruders, they tend to avoid settlements unless food has become scarce. When they do stray into towns, they’ve been known to devour entire orchards in a day.
MEGATHERIUM N
HUGE
CREATURE 5
ANIMAL
Perception +13; low-light vision, scent (imprecise) 60 feet Skills Athletics +16, Stealth +9, Survival +11 Str +7, Dex +2, Con +4, Int –4, Wis +2, Cha –1 AC 21; Fort +15, Ref +9, Will +11 HP 85 Musk (aura, olfactory) 20 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 19 Fortitude save or become sickened 1. While inside the aura, affected creatures take a –1 circumstance penalty to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Speed 30 feet, climb 10 feet Melee [one-action] claw +15 (reach 10 feet), Damage 2d8+8 slashing plus Knockdown (page 305) Melee [one-action] foot +15 (agile), Damage 2d6+8 bludgeoning Rend [one-action] claw (page 306)
248
S-T Snake
While normally solitary creatures, snakes sometimes congregate in large masses. Whether gathered in the depths of a cave for warmth, a craggy mountainside for breeding, or through magical means for inscrutable purposes, these slithering swarms shouldn’t be underestimated.
RAT SNAKE SWARM A solitary snake might be no cause for alarm, but a hissing mass of frenzied snakes can make even seasoned adventurers shudder. Rat snakes can reach lengths of up to 10 feet, and they gather en masse to hibernate as well as to breed. Though nonvenomous, these territorial snakes will strike anything that threatens them.
RAT SNAKE SWARM N
LARGE
ANIMAL
CREATURE 2
SWARM
Perception +8; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +10, Stealth +8 Str +0, Dex +4, Con +2, Int –4, Wis +2, Cha –3 AC 16; Fort +8, Ref +10, Will +6 HP 20; Immunities precision, swarm mind (page 306); Weaknesses area damage 3, splash damage 3; Resistances bludgeoning 3, piercing 5, slashing 5 Mass Wriggle [reaction] Trigger The rat snake swarm takes damage from a melee Strike; Effect Snakes slither up and around the creature’s weapon and limbs. The target must succeed at a DC 15 Will save or become frightened 1. Speed 20 feet, climb 20 feet, swim 20 feet Swarming Strikes [one-action] Each enemy in the swarm’s space takes 1d8 piercing damage (DC 17 basic Reflex save).
Introduction
SLITHERING PACKS Despite their solitary natures, snakes come together in swarms for purposes of hibernation or mating. However, a few species have learned to stick together and coordinate their hunting efforts, leading to slithering packs of predatory snakes.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
VIPER SWARM The frightening mass of shining scales, gleaming eyes, and fangs dripping with venom that comprise a viper swarm has brought an end to many an unlucky adventurer. Normally nocturnal, these notoriously aggressive snakes strike at anything that comes within reach, be it limb or weapon. Their venom is a potent toxin that leaves victims shaky and weak.
VIPER SWARM N
LARGE
ANIMAL
CREATURE 4 SWARM
Perception +12; low-light vision, scent (imprecise) 60 feet Skills Acrobatics +13, Stealth +11 Str +1, Dex +5, Con +3, Int –4, Wis +2, Cha –3 AC 18; Fort +11, Ref +13, Will +10 HP 50; Immunities precision, swarm mind (page 306); Weaknesses area damage 5, splash damage 5; Resistances bludgeoning 5, piercing 5, slashing 3 Speed 30 feet, climb 30 feet, swim 30 feet Venom Spritz [two-actions] The vipers spray venom from their fangs in a defensive display. Each creature in a 10-foot cone is exposed to viper swarm venom but gains a +2 circumstance bonus to its initial saving throw against the poison. Venomous Fangs [one-action] Each enemy in the swarm’s space takes 2d8 piercing damage (DC 21 basic Reflex save) plus viper swarm venom. Viper Swarm Venom (poison) Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and clumsy 1 (1 round); Stage 3 2d4 poison damage, clumsy 2, and enfeebled 1 (1 round)
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Bestiary 3
Sphinx JEALOUS PREDATORS Hieracosphinxes share none of the fondness for riddling talk and clever conversation typical of their more intelligent kin. They nonetheless envy their cousins’ power, wisdom, and grace, and sometimes gather in flocks to take down stronger rival sphinxes out of sheer spite and jealousy.
Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes (Bestiary 305) are famous on their own merits, the family includes other types of sphinxes as well.
HIERACOSPHINX Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.
HIERACOSPHINX CE
LARGE
CREATURE 5
BEAST
Perception +14; darkvision Languages Sphinx Skills Acrobatics +11, Athletics +13, Intimidation +9, Survival +12 Str +4, Dex +4, Con +3, Int –2, Wis +3, Cha +0 AC 22; Fort +12, Ref +15, Will +10 HP 70 Buck [reaction] DC 23 (page 304) Contingent Glyph (abjuration, occult) A hieracosphinx has an innate magical defense similar to a contingency. When they take a specific type of energy damage (varying by the individual sphinx), they can use their reaction to have the glyph cast haste on them. The glyph is then dormant for 1 week. A critical success to Recall Knowledge about a particular hieracosphinx (30 or higher on the check) reveals which damage type triggers the glyph. Speed 30 feet, fly 60 feet Melee [one-action] beak +15, Damage 2d10+4 slashing Melee [one-action] claw +15 (agile), Damage 2d8+4 slashing Pounce [one-action] The hieracosphinx Strides and makes a Strike at the end of that movement. If they began this action hidden, they remain hidden until after the attack. Shriek [one-action] (auditory, incapacitation) The hieracosphinx emits a shrill, ear-piercing shriek. Each non-sphinx in a 60-foot emanation must attempt a DC 22 Fortitude save. Any creature that attempts a save is temporarily immune for 24 hours. Critical Success The creature is temporarily immune to that hieracosphinx’s shriek for 24 hours. Success The creature is deafened for 1 round. Failure The creature is deafened for 1 minute and stunned 1.
ELDER SPHINX Towering over their kin, elder sphinxes are the pharaonic masters of their kind. They crave solitude in eternal vigil over sacred spaces, where they honor ancient pacts.
ELDER SPHINX RARE
N
HUGE
CREATURE 16
BEAST
Perception +31; darkvision, true seeing Languages Common, Draconic, Sphinx; tongues Skills Athletics +30, Bardic Lore +32, Deception +28, Diplomacy +30, Intimidation +28, Occultism +30 Str +8, Dex +5, Con +6, Int +8, Wis +9, Cha +6 Bardic Lore Sphinxes are naturally curious, and their love of puzzles and mysteries leads them to gather information on a broad range of topics. Sphinxes have the Bardic Lore bard feat, allowing them to Recall Knowledge on any topic. AC 38; Fort +28, Ref +25, Will +31 HP 300 Speed 40 feet, fly 60 feet Melee [one-action] claw +32 (agile), Damage 3d8+16 slashing Occult Innate Spells DC 37; 8th clairaudience (at will),
250
S-T clairvoyance (at will), dispel magic, hallucinatory terrain, locate, read omens (at will), remove curse (at will), shape stone (see idols of stone below), true seeing, ventriloquism (at will); Cantrips (8th) detect magic, read aura; Constant (6th) tongues, true seeing Rituals DC 37; commune, legend lore Guardian Monolith [two-actions] The elder sphinx transforms their body into stone or back to flesh. In stone form, the sphinx is paralyzed but has Hardness 14 and gains immunity to bleed, clumsy, disease, drained, enfeebled, fatigued, negative damage, petrified, poison, sickened, and wounded. They don’t age or require food, water, or sleep. They can perceive their surroundings and cast their innate spells. Stone to flesh turns the elder sphinx from stone form back to flesh, and flesh to stone turns it from flesh form to stone form. Idols of Stone When the sphinx casts shape stone, they can shape the stone into a magical duplicate of themself. When they cast clairaudience, clairvoyance, locate, or ventriloquism, they can make the effect come from any duplicate, instead of themself. The elder sphinx can concentrate for 1 minute to transfer their consciousness to any duplicate; the sphinx is then in their stone form from Guardian Monolith in that statue. The sphinx can have no more than four duplicate statues at a time. Casting shape stone at that point causes the oldest duplicate to crumble to dust. Pose a Riddle [two-actions] (enchantment, incapacitation, linguistic, mental, occult) Frequency once per 10 minutes; The sphinx recites a riddle and compels up to 10 creatures within 30 feet to answer (DC 37 Will save). The GM either runs the riddle out of character by timing the players’ attempts, or picks an appropriate associated skill for the riddle, such as Religion for a riddle involving divine mysteries. The sphinx gains a +2 circumstance bonus to attack rolls and damage rolls against any creature that answers incorrectly even once. This bonus lasts for 1 day. Critical Success The creature is unaffected, but it can choose to try to help solve the riddle.. Success The creature attempts to answer the riddle. Each round spending at least one action attempting a Recall Knowledge check with the chosen skill (or working on the answer, if using an out of game riddle). This lasts for 1 minute, until the creature successfully answers the riddle, or until an enemy takes a hostile action against the creature, whichever comes first. Failure As success but the creature must spend at least two actions each round attempting to answer. Critical Failure As failure, but up to 1 hour. Pounce [one-action] The elder sphinx Strides and makes a Strike at the end of that movement. If they began this action hidden, they remain hidden until after the attack. Warding Glyph Once per day, an elder sphinx can create a magical symbol as though casting a heightened glyph of warding. The sphinx usually shapes it to the form of a riddle and sets the password to the answer. A creature that doesn’t speak the password must succeed at a DC 37 Will save or be affected by one of the following spells, chosen by the sphinx when creating the symbol: visions of danger (7th), spirit blast (6th), synaptic pulse (5th), charm (4th), fear (3rd), phantom pain (3rd), or sleep (3rd). The sphinx learns the identity of any creature that answers the riddle and tends to be friendly to them.
Introduction
ANCIENT GUARDIANS Elder sphinxes were revered as semi-divine by ancient cultures, hailed as wise prophets sent by the gods and trusted guardians of temple and necropolis alike, especially the burial sites of high kings and their dynastic heirs. Those in need of impartial rulings and divine inspiration make pilgrimage to ruins of ancient civilizations seeking the counsel of an elder sphinx.
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Bestiary 3
Spirit Guide PERMANENT BONDS A spirit guide can form a permanent, close bond with a mortal, granting both new abilities. Such bonded pairs can see through one another’s eyes, coordinate their actions to an unparalleled degree, and come to one another’s aid in an instant. Stories tell that a pair thus linked shares even their life essence between them, growing and learning together throughout the mortal’s life.
Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure. Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them. Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It’s not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they’ve grown fond of or who do them a great service.
CUNNING GUIDE Spirit guides of cunning are often seen as the weakest of the spirit guides, but are also the most numerous and proactive, guiding families to safe paths or leaving food and water for warriors. Cunning guides often take the form of foxes.
CUNNING FOX N
SMALL
BEAST
CREATURE 1 INCORPOREAL
SPIRIT
Perception +9; darkvision Languages Common, Sylvan; tongues Skills Acrobatics +6, Deception +6, Stealth +8, Survival +5 Str +1, Dex +3, Con +0, Int +2, Wis +2, Cha +1 AC 16; Fort +5, Ref +8, Will +7 HP 14; Immunities disease, paralyzed, poison, precision; Resistances all damage 2 (except force, ghost touch, or positive; double resistance vs. non-magical) Speed 40 feet Melee [one-action] horn +6 (finesse, magical), Damage 1d8+1 force Melee [one-action] jaws +6 (agile, finesse, magical), Damage 1d4+1 force Primal Innate Spells DC 17; 3rd wanderer’s guide; 1st detect poison, purify food and drink; Cantrips (1st) guidance, read aura, stabilize; Constant (5th) tongues Bond with Mortal [two-actions] (mental, necromancy, primal) Frequency once per day; Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 10, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies. This bond strengthens the spirit guide’s connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances,
252
S-T and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage. Bonded Strike [two-actions] Requirements The spirit guide is currently Bonded with a Mortal; Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.
STRONG GUIDE Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their care. Most have a burning hatred for demons, devils, and other fiends who prey on mortal weaknesses. However, they also display care and consideration around mortal children, who in turn seem to instinctively recognize the beings as protectors. Strength takes many forms, some evident in their power—like the feathered bear—and some unassuming.
FEATHERED BEAR N
LARGE
BEAST
INCORPOREAL
CREATURE 10 SPIRIT
Perception +18; darkvision, scent (imprecise) 60 feet Languages Common, Sylvan; tongues Skills Athletics +23, Intimidation +20, Survival +16 Str +7, Dex +2, Con +5, Int +0, Wis +2, Cha +3 AC 29; Fort +21, Ref +16, Will +18 HP 160; Immunities disease, paralyzed, poison, precision; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical) Guardian’s Aegis (abjuration, aura, primal) 30 feet. All allies within 30 feet of the feathered bear gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from a demon or other chaotic evil fiend. Avenging Claws [reaction] Trigger A creature within 10 feet damages the feathered bear’s ally with a melee attack; Effect The feathered bear immediately Steps toward the triggering attacker and makes a claws Strike. Speed 35 feet Melee [one-action] jaws +21 (magical), Damage 3d10+9 force Melee [one-action] claw +21 (agile, magical), Damage 3d6+9 force plus Grab (page 305) Primal Innate Spells DC 27; 3rd barkskin, endure elements, haste, jump, longstrider; Constant (5th) tongues Bond with Mortal As cunning fox, except HP increases by 20. Feathered Charge [two-actions] The feathered bear Strides and makes a Strike at the end of that movement. During the Stride, the feathered bear ignores difficult terrain and greater difficult terrain, and they can move across air as easily as solid ground. If the feathered bear doesn’t end their movement on solid ground, they fall as soon as the Strike is completed. Bonded Strike [two-actions] As cunning fox. Mauler The feathered bear gains a +4 circumstance bonus to damage rolls against creatures they have grabbed.
Introduction
STRENGTH AND ADVERSITY In the region of the Broken Lands known as the Sarkoris Scar, spirit guides are active participants in the fight against the demons who infest that poisoned land. Battle-tested knights and Sarkorian reclaimers alike have countless stories of being rescued from certain doom by a charging bear cloaked in feathers and tearing wrath demons out of the skies, or ghostly eagles with dragon scales swooping in to snatch warriors clear of a pride demon’s descending blades. Others speak of discovering caches of safe food, clean water, and other supplies left by ghostly foxes or martens.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
253
Bestiary 3
Sprite MINIATURE DESSERTS While most melixies gobble up any sweets they find, those who can resist eating the raw ingredients for long enough learn to use them create incredibly small desserts in a startling variety of styles and flavors. Some members of larger ancestries even enjoy the way that a tray of melixie desserts allows them to experience so many different flavors before becoming full.
Tiny winged fey with intense curiosity and adventurous spirits, sprites often find themselves in risky situations and shenanigans belying their stature. While their pixie and grig cousins are most common, numerous additional types of sprites were born from the faerie realm of the First World. These include draxies, melixies, and nykteras, each of which shares commonalities with a different animal or magical creature.
NYKTERA Nykteras, or bat sprites, are gentle sprites known for their affectionate nature and incredible hospitality. Nykteras share features with bats, but the type of bat varies by location, as nykteras tend to form small colonies in locations with bats similar to their own nature. A nyktera’s sense of hospitality is such that they’re willing to share with any who need it, even bitter foes. However, violating a nyktera’s hospitality is one of their greatest taboos, inviting rare anger and retribution from the nyktera who was wronged, as well as their large extended family.
NYKTERA NG
TINY
CREATURE –1 FEY
SPRITE
Perception +6 (+8 to Seek creatures using hearing); low-light vision Languages Common, Sylvan; speak with bats Skills Acrobatics +5, Diplomacy +5, Stealth +5 Str –3, Dex +3, Con +0, Int +0, Wis +2, Cha +3 Speak with Bats A nyktera can communicate with bats and use Diplomacy to Make an Impression on bats and Request things from bats. Wrath of Spurned Hospitality A nyktera whose hospitality is betrayed becomes enraged at the violation of a fundamental aspect of their fey nature. They must succeed at a DC 20 Will save or begin involuntarily attacking the traitor. At the end of each of their turns, if they choose, they can attempt another Will save to end the effect; otherwise, the effect lasts until the traitor is subdued or leaves the nyktera’s presence. As long as their righteous fury lasts, the nyktera gains a +2 status bonus to attack and damage rolls for their fist Strikes. AC 15; Fort +2, Ref +7, Will +6 HP 10; Weaknesses cold iron 2 Speed 10 feet, fly 40 feet Melee [one-action] fist +7 (agile, finesse, magical), Damage 1d6–3 bludgeoning damage Ranged [one-action] ultrasonic pulse +7 (evocation, magical, range 20 feet), Damage 1d4 sonic Primal Innate Spells DC 17; 1st heal; Cantrips (1st) dancing lights, ghost sound
MELIXIE Melixies are hyperactive insect sprites with legendary sweet tooths, capable of drinking down honey, nectar, sugar, and other sweets in alarming quantities. Melixies take the insectile wings common among winged fey and up the ante with antennae and additional insect features, typically shared with bees but sometimes with butterflies, moths, ladybugs, or other beetles. Melixies live in a pattern of rapid consumption of sweets, incredible productivity in tasks of all sorts, and then a crash to sleep it all off and start again. Melixies in their productive state even engage happily in large-scale repetitive tasks that most sprites find dreadfully dull. In their spare time, melixies love to dance, and some of them learn a dancelike sign language called Melisylvan, allowing them to communicate a full range of information through movement.
254
S-T MELIXIE CN
TINY
CREATURE 0 FEY
Perception +4; low-light vision Languages Common, Sylvan; speak with arthropods Skills Acrobatics +6, Confectionery Lore +6, Crafting +6, Stealth +6 Str –1, Dex +4, Con +2, Int +2, Wis +0, Cha +3 Speak with Arthropods A melixie can communicate with arthropods, such as insects, spiders, scorpions, crabs, and similar invertebrate animals. They can use Diplomacy to Make an Impression on arthropods and Request things from arthropods. AC 16; Fort +6, Ref +8, Will +4 HP 17; Weaknesses cold iron 2 Speed 10 feet, fly 40 feet Melee [one-action] stinger +8 (agile, finesse, magical), Damage 1d6–1 bludgeoning damage Ranged [one-action] sting shot +8 (evocation, magical, range 20 feet), Damage 1d6 poison Primal Innate Spells DC 17; 1st ant haul; Cantrips (1st) dancing lights, ghost sound Sugar Rush [one-action] (manipulate) The melixie consumes a large quantity of sugar, honey, nectar, or similar sweets and goes into a frenzied state. The melixie immediately Strides or Flies. For the next 1d4+1 rounds, the melixie is quickened, and can use the additional action only to Stride or Fly. As soon as the rush ends, the melixie is fatigued for 1 minute.
DRAXIE The mischievous dragon sprites known as draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. Possessed of draconic features and brilliant colorations, draxies descend from a mighty faerie dragon, reincarnated into multiple draxies after her death in the mercurial fashion of the fey realm. Draxies exercise patience and planning to create the perfect pranks, spending months, or even years, on their efforts.
DRAXIE CG
TINY
Introduction
SPRITE
ELUCREA One exception to the flighty nature of draxies is the elucrea, a lifelong bond formed between a draxie and a creature or creatures the draxie is particularly fond of, typically those with a good sense of humor. According to draxie legend, a little piece of a draxie’s spirit still remembers being united together as the ancient faerie dragon Elucredassa, and that causes draxies to yearn for such connections with others.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 3 FEY
SPRITE
Perception +8; low-light vision Languages Common, Sylvan; telepathy (touch, page 306) Skills Acrobatics +9, Deception +10, Diplomacy +8, Nature +6, Stealth +11 Str –1, Dex +4, Con +1, Int +3, Wis +1, Cha +3 AC 19; Fort +6, Ref +11, Will +8 HP 45; Weaknesses cold iron 5 Speed 15 feet, fly 40 feet Melee [one-action] jaws +11 (agile, finesse, magical), Damage 1d8+3 bludgeoning damage Ranged [one-action] euphoric spark +7 (enchantment, magical, range 20 feet), Damage 2d4+3 mental Primal Innate Spells DC 20; 2nd faerie fire, invisibility; 1st illusory disguise (×3); Cantrips (1st) dancing lights, ghost sound, prestidigitation Breath Weapon [two-actions] (emotion, enchantment, incapacitation, mental, primal) The draxie breathes pixie dust in a 15-foot cone, with a random effect determined each time they use their Breath Weapon. Each creature in the area must succeed at a DC 17 Will save or be affected. Roll 1d4 to determine the effect. The draxie can’t use Breath Weapon again for 1d4 rounds. 1 The target takes the effects of the charm spell. 2 The target loses its last 5 minutes of memory. 3 The target takes the effects of a sleep spell. 4 The target becomes stupefied 2 and slowed 1 from euphoria.
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Bestiary 3
Squirming Swill ON THE MENU Despite being undead, a squirming swill remains edible—barely. It might appear in the form of a specific dish rather than the blob-like form presented here. A hag who fancies herself a gourmet might serve her guest a steaming pie with the swill inside, a kebab of wriggling corpses, a stew with swimming ingredients, a casserole with a layer of burnt swill, or simply swill layered within a giant piece of crusty bread.
Grotesque pieces of cast-off animal carcasses slowly stew into an overcooked mass at the bottom of a witch or hag’s cauldron. The animals’ magical organs— the eyes of the newt, the tongue of the frog—have already been removed, leaving only these sad remains. Nevertheless, animated by long exposure to magic, they sometimes peel free from the sides of the cauldron and wriggle out to freedom. The refuse moves in one giant mass, its skin blackened and crispy, leaving a trail of dripping grease and gravy. Its body is perpetually steaming hot, as though fresh from the pot, fat popping and sizzling. Squirming swills wander kitchens, sewers, swamps, midden pits, and grimy city canals. With little intelligence and no agenda, they come after any creature that remotely resembles the one who stewed them—usually, anything humanoid will do. Most swills try immediately to kill the creature, but some approach longingly, as though reuniting with a lost parent. They also seem to show sympathy or fellowship to other small animals. Unfortunately, their grotesque scent or the heat of their touch tends to scare away the living. Handily, the squirming swill is just as happy to befriend a small animal’s corpse, unconcerned about its level of decay.
SQUIRMING SWILL CE
SMALL
CREATURE 2
UNDEAD
Perception +6; motion sense 60 feet, no vision Skills Acrobatics +7, Stealth +9 Str –1, Dex +3, Con +3, Int –5, Wis +0, Cha –4 Magical Broth (magical, necromancy) The squirming swill retains some residue from the magical broth it was stewed in. A creature can salvage the portion of a destroyed squirming swill that contains the greatest amount of this liquid by squeezing its remains. This liquid can be used as an oil or potion of the swill’s level or lower, typically a minor healing potion, nectar of purification, or oil of potency. This consumable follows the normal rules for Activating an oil or potion. Motion Sense Squirming swill can sense nearby creatures through vibration and air or water movement. AC 17; Fort +11, Ref +9, Will +6; +2 status to all saves vs. curses HP 28, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious, visual; Resistances fire 2 Malodorous Smoke (aura, conjuration, curse, magical, olfactory) 15 feet. The squirming swill reeks of food that is simultaneously burned and spoiled. A creature that enters or starts its turn in the emanation must succeed at a DC 17 Fortitude save or become sickened 1 (sickened 2 on a critical failure). A creature that succeeds at its save is temporarily immune for 1 minute. When a creature succeeds at a Fortitude save to recover from this sickness, it regurgitates a chunk of food that immediately slithers away to join the swill, restoring 3 Hit Points to the swill. Speed 20 feet, swim 15 feet Melee [one-action] offal +9 (finesse, magical), Damage 1d10–1 plus 1d6 fire and slippery grease Ranged [one-action] scalding oil +9 (fire, magical, range increment 30 feet), Damage 2d6 fire Slippery Grease The first time on its turn that the squirming swill hits a creature with its offal Strike, hot grease from its body splatters the ground in the target’s space. The target must succeed at a DC 17 Reflex save or Acrobatics check, falling prone on a failure.
256
S-T Squirrel
Squirrels’ ability to dart into sticky situations, extract berries or nuts from the most precarious of circumstances, and then hide their loot from prying eyes make them nature’s thieves in trees. Their cute appearance—soft fur, big eyes, and fluffy tails—makes them inconspicuous and endearing, at least to some. Their reputation among humanoids is split between those who consider them cute little creatures and others who believe they’re vermin. Usually no more than a nuisance on their own, they can become a dangerous annoyance under the command of a druid, fey, or other creature that practices nature magic or is otherwise tied to the natural world. With their ability to reach remote places, excellent eyesight, and adept problem-solving, squirrels can perform effective reconnaissance for druids.
SQUIRREL SWARM Descending with a shriek, a swarm of squirrels is a menace to foes, crawling in and out of pockets and clothing, biting and scratching as it goes. Though squirrels are usually independent, they might form into swarms when cornered or if a predator creates enough of a recurring threat that the little creatures need to gang up.
SQUIRREL SWARM N
LARGE
ANIMAL
CREATURE 1
SWARM
Perception +6; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +7, Stealth +7, Survival +4 Str –1, Dex +3, Con +2, Int –4, Wis +1, Cha +0 AC 16; Fort +5, Ref +8, Will +4 HP 16; Immunities precision, swarm mind; Weaknesses area damage 3, splash damage 3; Resistances piercing 3, slashing 3 Speed 25 feet, climb 15 feet Nibble [one-action] Each enemy in the squirrel swarm’s space takes 1d6 piercing damage (DC 15 basic Reflex save). Scrabbling Swarm [one-action] The squirrels clamber over the creatures in their space. Each such creature must succeed at a DC 17 Reflex save or become clumsy 1 as long as it remains in the swarm’s space.
Introduction
SQUIRRELED AWAY Squirrels make a great deal of effort to conceal their hiding places. Running in erratic paths, they stop and pretend to bury their prize in one place before scampering to another location and burying their treat. Sometimes they’ll even drop a part of their find to trick followers into thinking they’ve won so they cease their pursuit.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
GIANT FLYING SQUIRREL Though other squirrels can fall from a great height safely, flying squirrels can soar through the air. Flaps of loose skin between their limbs catch the air to keep them aloft as they leap from greater heights. They can use this technique to escape prey or reach places that would be difficult to climb up to. The giant variety of flying squirrels dwell in the highest treetops. They’re more likely to be in danger from airborne enemies than predators on the ground.
GIANT FLYING SQUIRREL N
SMALL
CREATURE 2
ANIMAL
Perception +8; low-light vision, scent (imprecise) 30 feet Skills Acrobatics +8, Athletics +6, Stealth +8 Str +2, Dex +4, Con +3, Int –4, Wis +2, Cha +0 AC 18; Fort +7, Ref +10, Will +6 HP 30 Speed 25 feet, climb 25 feet Melee [one-action] jaws +11, Damage 1d8+4 piercing Melee [one-action] claw +11 (agile, finesse), Damage 1d6+4 slashing Glide [one-action] The giant flying squirrel glides through the air. It moves up to 40 feet horizontally and descends an equal distance. If it’s still in the air and takes an action other than Gliding or ends its turn, it falls.
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Bestiary 3
Stheno STHENO OUTLOOKS Most sthenos are passionate and loyal. Many worship Shelyn, the goddess of the arts, for her role in the genesis of their ancestry, but their outlooks and faiths vary as widely as those of humans. Sthenos have spent the past century eagerly developing arts and cultures all their own, and most have some sort of artistic passion, even if mundane or based in violence.
With living snakes for hair, sthenos, who are descended from medusas, are a curious and independent ancestry. A newly emergent people, sthenos have existed for just barely over a century. Only a few generations have passed since their genesis, and some adult sthenos remember members of the original generation. Indeed, since sthenos can live about as long as humans, a few of the original sthenos might yet live somewhere. As a people without a traditional homeland, sthenos seek to find societies that welcome them, which can be a challenging endeavor. With more than a passing resemblance to medusas, given their ophidian hair and striking features, they find most places are wary if not outright hostile to their presence. All sthenos descend from a single woman of the same name. Stheno rebelled against the poisoned gift of nightmares that the goddess Lamashtu granted her sisters, the powerful medusa matriarchs known as euryales. Stheno prayed to Shelyn, goddess of art and love, for help in overcoming her twisted birthright. Eventually, Lamashtu’s power struck Stheno down, but Stheno’s remaining faith and will imbued each of the hundred snakes from her hair with a mind and will of its own. Each snake grew into an individual stheno, and a new ancestry was born that day. Sthenos have been slowly spreading across the land, their numbers growing as they can have children with humans. In these families, children of all genders are born either fully human or fully stheno, seemingly at random. Sthenos with a welcoming community to call home tend toward large families with many children, perhaps from some survival instinct as early members of a new ancestry. Sthenos, unsurprisingly, have a great love for snakes, and they tend to keep other snakes as pets and companions to their hair. Stheno hair snakes are non-venomous and love to eat insects within their reach. They are semi-autonomous, though their behaviors are colored by the stheno’s emotions. An angry stheno might find their snakes lashing out at the subject of their wrath, while an amorous stheno’s snakes might just want to snuggle instead.
STHENO HARPIST RARE
N
HUMANOID
CREATURE 1
STHENO
Perception +4 Languages Common; speak with snakes Skills Crafting +4, Diplomacy +7, Performance +7 (+8 for stringed instruments), Stealth +5 Str +0, Dex +2, Con +3, Int +1, Wis –1, Cha +4 Snake Search When the stheno harpist Searches or Seeks, their snakes try to help too, rolling a separate Perception check with a modifier of –1 instead of +4. If the snakes notice something, they try to notify the stheno, though they are no more intelligent than normal snakes and might find different things interesting than the stheno does. Speak With Snakes The stheno harpist can communicate with snakes, including the ones in their hair, and can use Diplomacy to Make an Impression on snakes and Request things from snakes. Items harp, leather armor, rapier, shortbow AC 16; Fort +8, Ref +7, Will +4 HP 19 Speed 25 feet Melee [one-action] rapier +7 (deadly d8, disarm, finesse), Damage 1d6 piercing Melee [one-action] snake fangs +7 (agile, finesse), Damage 1d4 piercing Ranged [one-action] shortbow +7 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 piercing Occult Spontaneous Spells DC 17; 1st (2 slots) phantom pain, soothe; Cantrips (1st) dancing lights, detect magic, ghost sound, inspire courage, prestidigitation, shield
258
S-T Strix
Strix are avian humanoids with sprawling, dark-feathered wings and large talons. Strix possess angular features and piercing eyes that are fixed facing forward. Their lurching head movements and vertical eyelids give an unnerving quality to their humanoid appearances. Strix, called itarii in their own language, live in tightly bonded roosts nestled into the cliffs and treetops of Golarion’s highest elevations. Their societies mostly share a communalist, tribal structure, each led by a female leader called a rokoa. Their dwindling population, combined with the adversity they face, promotes interconnectedness and empathy, even between different tribes. By contrast, strix face an ageless conflict with the human populations that surround their home at Devil’s Perch, forced to fiercely defend their ancestral territories against human incursion. As a result, strix distrust humans on sight, though these grudges typically don’t extend to human offshoots, such as half-orcs and half-elves. Oral tradition tells that the strix who live among the spires of Devil’s Perch, an area in the southwest region of Cheliax’s Menador Mountains, were banished there by a massive storm as punishment for an ancient, forgotten transgression. Strix communities debate whether this curse still haunts their people. Those that believe so cite the endless bloody conflict between the strix tribes and the nearby humans, who regard the strix as winged devils to be purged from their territories. Due to strix’s deep emotional connection to each member of their tribe, any strix life taken by human hands leads to swift retaliation, which humans use to paint strix as monsters. This cycle of retribution, along with continuous loss of strix land, has bred generations of hatred.
STRIX KINMATE UNCOMMON
LN
MEDIUM
Introduction
STRIX STORYTELLING Strix history and mythology is passed down through a verbal tradition. Every strix, even those from different tribes, knows nearly identical tales of their ancestral history and spiritual sermons. Always performing the tales in their own language, strix share their ancestral stories only with those they consider kin. Even among outsiders, strix hold the skill of storytelling in high regard and are fond of finely performed verbal narratives.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 2 HUMANOID
STRIX
Perception +9; low-light vision Languages Common, Strix Skills Acrobatics +8, Nature +7, Survival +9 Str +2, Dex +4, Con +0, Int +0, Wis +3, Cha +0 Items leather armor, shortbow (20 arrows), shortsword AC 18; Fort +6, Ref +10, Will +7 HP 24 Speed 25 feet, fly 25 feet Melee [one-action] shortsword +10 (agile, finesse, versatile S), Damage 1d6+4 piercing Melee [one-action] talon +10 (agile, finesse), Damage 1d6+4 slashing Ranged [one-action] shortbow +10 (deadly d10, range increment 60 feet), Damage 1d6+2 piercing Strix Camaraderie Strix kinmates are tightly bonded to one another, adept at teamwork and supporting each other’s attacks. If an enemy is within reach of both the kinmate and one other strix, that enemy is flat-footed to all strix. Strix Vengeance [free-action] (emotion, mental) Frequency once per 10 minutes; Trigger The kinmate or a strix ally they can see is damaged by an enemy’s critical hit; Effect Until the end of their next turn, the kinmate gains a +1d6 status bonus to damage rolls on Strikes they make against the triggering enemy.
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Bestiary 3
Sumbreiva SUPERIOR SUMBREIVAS As sumbreiva hunters attain souls, they grow in power and physically transform. They might increase in stature, grow more limbs or great leathery wings, or form advanced armaments suited to their personalities and hunting methods. These outward signs make it easy for other sumbreivas to distinguish superior sumbreivas from the less masterful hunters among their kind. The greatest sumbreivas are said to be inexorable giants suited to hunting only kaiju, demigods, and the spawn of Rovagug.
260
Sumbreivas are the Negative Energy Plane’s unstoppable hunters, tracking down and destroying other creatures on their plane for sport and practice. Occasionally they pass through a rift or are brought to the Material Plane via planar binding, where they collect living souls to display as trophies. Sumbreivas gather at Night Lodges, where they train and display their soul trophies, which appear as floating wisps of blue energy. The more formidable the soul, the more intense the blue glow that emanates from it. Sumbreivas in lodges periodically raid the Material Plane on a Night Hunt. Over the course of one night, the sumbreivas from that lodge split up and compete to see who can capture the most brilliant souls as trophies. The winner of the Night Hunt leads the lodge until the next hunt. Night Lodges are ranked against each other by the accomplishments of the hunters within. All sumbreivas have the ultimate goal of capturing a soul worthy of being placed in the Twilight Lodge, reserved for the truly elite souls and hunters.
SUMBREIVA LE
LARGE
HUMANOID
CREATURE 16 NEGATIVE
Perception +29; greater darkvision, scent (imprecise) 30 feet Languages Aklo, Necril Skills Athletics +32, Intimidation +30, Stealth +35, Survival +29 Str +8, Dex +9, Con +3, Int +6, Wis +5, Cha +4 AC 39; Fort +25, Ref +33, Will +27 HP 290, negative healing; Immunities death effects, drained Attack of Opportunity [reaction] (page 304) Hunter’s Triumph [reaction] (auditory, emotion, fear, mental) Trigger The sumbreiva kills a creature; Effect The sumbreiva lets out a triumphant, bone-chilling howl. Every enemy in a 30-foot emanation must succeed at a DC 36 Will save or become frightened 3 (and fleeing as long as it’s frightened on a critical failure). Speed 50 feet Melee [one-action] sumbreiva huntblade +33 (agile, death, finesse, magical, versatile S), Damage 3d8+16 piercing plus huntblade brutality Melee [one-action] shadow whip +33 (agile, death, disarm, finesse, magical, reach 10 feet, trip), Damage 3d4+16 bludgeoning plus Improved Grab Ranged [one-action] sumbreiva huntblade +33 (agile, death, magical, thrown 30 feet, versatile S), Damage 3d8+16 piercing plus huntblade brutality Arcane Innate Spells DC 36; 4th darkness, earthbind Claim Trophy [one-action] The sumbreiva claims the soul of a creature they killed within the last minute. This works like bind soul, except that no black sapphire is required and the soul is turned into a glowing blue light called a soul trophy. Anyone who kills the sumbreiva can then free the soul from any soul trophy by touching it and speaking the word for “freedom” in any language. Huntblade Brutality The sumbreiva’s huntblade deals an additional 2d8 damage to drained, flat-footed, or frightened creatures. Whip Drain [one-action] (arcane, death, necromancy) Requirements The sumbreiva has a creature grabbed with their shadow whip; Effect The grabbed creature must succeed at a DC 38 Fortitude save or become drained 2 (drained 3 on a critical failure). If the creature is already drained, this increases its drained value instead, to a maximum of drained 4.
S-T Swordkeeper
Collectors who want to guard their magical arsenals procure or build swordkeepers. These constructs are equal parts display case and security system, each holding a single weapon within its body and projecting copies of the weapon it stores to deter would-be thieves.
SWORDKEEPER UNCOMMON
LN
LARGE
CREATURE 10 CONSTRUCT
MINDLESS
Perception +20 Languages Common Skills Acrobatics +21, Athletics +23 Str +7, Dex +5, Con +5, Int –5, Wis +2, Cha –5 Items +1 striking disrupting longsword Central Weapon A swordkeeper’s torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful DC 32 Thievery checks to Disable a Device to open; on a critical failure, the backlash deals 6d6 force damage (DC 30 basic Reflex save) to the creature attempting the check. If the swordkeeper is immobilized, grabbed, prone, or stunned, both DCs are reduced by 2. If the weapon is removed, the swordkeeper’s echoblades vanish. AC 29 (31 with guard raised); Fort +21, Ref +19, Will +14 HP 285; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison Attack of Opportunity [reaction] (page 304) Speed 20 feet Melee [one-action] echoblade +23 (magical, reach 10 feet, versatile P), Damage 2d8+13 slashing plus 1d8 force Melee [one-action] fist +23 (agile, reach 10 feet), Damage 2d8+13 bludgeoning Ranged [one-action] echoblade +23 (agile, magical, thrown 30 feet), Damage 2d8+13 slashing plus 1d8 force Echoblade Flurry [one-action] Frequency once per round; Effect The swordkeeper makes two melee echoblade Strikes. If both Strikes hit the same creature, combine their damage for the purpose of resistances and weakness. Apply the swordkeeper’s multiple attack penalty normally. Project Echoblade [free-action] Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects an echoblade—a force copy of its central weapon that deals 1d8 additional force damage and gains thrown 30 feet. Echoblades inherit the weapon damage dice, weapon traits, and runes of the central weapon, but no other abilities or activations. The swordkeeper gains access to their critical specialization effects. The swordkeeper can have up to four echoblades at once; unattended echoblades vanish at the end of the swordkeeper’s turn. Colossal Echo [two-actions] (force) Requirements The swordkeeper has a central weapon; Effect The swordkeeper projects a massive echoblade held in all four hands, dealing 9d8 force damage to all creatures in a 30-foot line (DC 30 basic Reflex save). It can’t use Colossal Echo again for 1d4 rounds. Raise Guard [one-action] Effect The swordkeeper raises an echoblade to protect itself, gaining a +2 circumstance bonus to AC until the start of its next turn.
Introduction
TREASURE GUARDIANS While the sample swordkeeper awards treasure based on its level, you can use a swordkeeper to provide PCs with a powerful or significant weapon—particularly an artifact or relic. To create a swordkeeper with a different weapon, replace the versatile P trait from its echoblade Strikes with those of the new weapon, change the weapon damage dice to match, and apply any runes. Unless you want to significantly change the swordkeeper’s level, you should also adjust the Strike damage to make sure it’s not too high or too low.
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Bestiary 3
Tattoo Guardian ETERNAL PROTECTORS Tattoo guardians are typically destroyed upon the death of their wards, but in rare cases, a tattoo guardian remains intact long after its ward’s death. This is sometimes due to the magic that animated the guardian, as a particularly potent ritual can keep the guardian active. At other times, a portion of the ward’s spirit animates the tattoo. Regardless of the reason, active tattoo guardians defend the corpses of their wards just as if their wards were still alive. If the corpse decomposes entirely, the guardian might begin wandering the world on its own, searching for a new individual worthy of the tattoo’s protection.
262
Tattoo guardians are vigilant protectors drawn onto the skin of the individuals they are meant to protect. The creators of tattoo guardians typically animate them as they apply the tattoo using specific rituals and specialized inks, though more obscure rituals can animate a tattoo that’s already been applied. Regardless of their animating method, tattoo guardians can temporarily remove themselves from their ward’s skin and attack or even interpose themselves between their ward and any dangers. Most tattoo guardians remain on their ward and attack without separating. Tattoo guardians come in a variety of forms, taking the shape of religious symbols, powerful creatures, or more abstract shapes. Magic reinforces the bond between a tattoo guardian and its ward, and the death of the ward also brings about the tattoo guardian’s destruction. A guardian that is destroyed while its ward lives reverts to a mundane tattoo—often scarred or otherwise marred. Familial or cultural traditions contribute to the meaning of a tattoo guardian’s appearance. In many dwarven cultures, a given family or clan develops their own tattoo patterns and uses these in any tattoo guardians they make. It’s especially common for members getting tattooed to ask for a tattoo patterned after one worn by a parent or other ancestor they greatly respect.
TATTOO GUARDIAN UNCOMMON
N
SMALL
CREATURE 3 CONSTRUCT
MINDLESS
Perception +8; darkvision Skills Acrobatics +11 Str +3, Dex +4, Con +1, Int –5, Wis +1, Cha +2 AC 19; Fort +8, Ref +11, Will +6 HP 50; Immunities critical hits, death effects, disease, doomed, drained, fatigued, grabbed, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, precision, prone, sickened, unconscious Retaliate [reaction] Trigger A creature within the tattoo guardian’s reach attacks the guardian’s ward; Effect The tattoo guardian makes an ink blade Strike against the triggering creature. Speed fly 10 feet Melee [one-action] ink blade +10, Damage 1d12+5 slashing Bond with Ward [one-action] (concentrate, move) Requirements The tattoo guardian is adjacent to its ward; Effect The tattoo guardian enters its ward’s space and applies itself to the creature’s flesh or another suitable surface on the creature. The tattoo guardian occupies the same space as its ward and moves with its ward. While worn, the tattoo guardian establishes a constant shield other effect with its ward. Attacks that target the tattoo guardian target the ward instead, but use the higher AC or saving throw values between the tattoo guardian and the ward. Area effects apply to both the tattoo guardian and the ward, as normal for an area effect. Fly Free [one-action] (concentrate, move) Requirements The tattoo guardian is Bonded with its Ward; Effect The tattoo guardian removes itself from the ward and enters an adjacent space. Interpose [one-action] Requirements The tattoo guardian is Bonded with or adjacent to its ward; Effect The tattoo guardian interposes itself between the ward and its foes, granting its ward a +2 circumstance bonus to AC until the start of the guardian’s next turn.
S-T Terra-Cotta Warrior
Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.
TERRA-COTTA SOLDIER A single terra-cotta warrior stands 6 feet tall and weighs 600 pounds.
TERRA-COTTA SOLDIER N
MEDIUM
CREATURE 6
CONSTRUCT
Perception +14 Languages Common (can’t speak any language) Skills Athletics +15, Intimidation +15 Str +5, Dex +4, Con +5, Int +1, Wis +2, Cha +3 Items composite longbow (10 arrows), longsword, steel shield (Hardness 5, HP 20, BT 10) AC 24 (26 with shield raised); Fort +17, Ref +14, Will +10 HP 120; Immunities death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses bludgeoning 10 Attack of Opportunity [reaction] (page 304) Shield Block [reaction] (page 306) Speed 25 feet Melee [one-action] longsword +17 (versatile P), Damage 2d8+8 slashing Ranged [one-action] composite longbow +16 (deadly d10, propulsive, range increment 100 feet, volley 30 feet), Damage 2d8+6 piercing
Introduction
RUNIC IMPRESSIONS At its creation, a terra-cotta warrior can be engraved with runes as if it were a weapon with an item level equal to its creature level, applying these runes to the weapons it wields. Such runes can’t be removed and engraved on items. The soldier here has only a +1 weapon potency rune and a striking rune, but more powerful versions with more powerful potency and property runes have been known to exist.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
TERRA-COTTA GARRISON These constructed warriors can work together as a trained group to repel intruders.
TERRA-COTTA GARRISON N
GARGANTUAN
CONSTRUCT
CREATURE 13
TROOP
Perception +22 Languages Common (can’t speak any language) Skills Athletics +26, Intimidation +23 Str +7, Dex +2, Con +6, Int +2, Wis +3, Cha +4 AC 27 (29 with shields raised); Fort +25, Ref +19, Will +20 HP 240 (16 squares); Thresholds 160 (12 squares), 80 (8 squares); Immunities as terra-cotta soldier; Weaknesses area damage 15, bludgeoning 10, splash damage 8 Attack of Opportunity [reaction] (page 304) Shield Block [reaction] (page 306) Troop Defenses (page 306) Speed 25 feet; troop movement Aim as One [two-actions] The troop launches a ranged attack in the form of a 10-foot burst within 100 feet that deals 3d8+11 damage (DC 25 basic Reflex save). When the garrison is reduced to 8 or fewer squares, this area decreases to a 5-foot burst. Form Up [one-action] (page 305) Raise Shields [one-action] The troop raises steel shields, with the effects of Raise a Shield. Strike as One [one-action] to [three-actions] Frequency once per round; Effect The garrison makes a melee attack against each enemy within 5 feet (DC 30 basic Reflex save). The damage depends on the number of actions. [one-action] 2d8 slashing damage [two-actions] 3d8+10 slashing damage [three-actions] 4d8+13 slashing damage Troop Movement Whenever a troop Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square enters difficult terrain, the extra movement cost applies to the whole troop.
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Bestiary 3
Terror Bird DIATRYMA These smaller kin of terror birds sport dark feathers and stand around 6 to 7 feet tall—smaller than terror birds, but no less ferocious. Diatrymas are mostly found in drier regions, where their small, orange beaks have earned them the nickname “dagger beaks.” Diatrymas are 1st-level creatures akin to terror birds with the weak adjustment (page 6).
Terror birds aren’t one species but rather a family of deadly, flightless avian predators. All terror birds are capable of bursts of great speed and have powerful beaks that can tear apart the flesh of their prey. Most stalk large, open prairies and steppes, competing directly with other sizable predators such as large cats and wolves.
TERROR BIRD Common terror birds, also known as axe beaks, are notable hunters. On their own, they use their great speed to catch prey unawares. In a flock, they can swarm larger beasts like aurochs and take them down with overwhelming numbers.
TERROR BIRD N
LARGE
CREATURE 2
ANIMAL
Perception +6; low-light vision Skills Acrobatics +9, Athletics +10 Str +4, Dex +3, Con +3, Int –4, Wis +0, Cha +0 AC 17; Fort +11, Ref +9, Will +4 HP 30 Speed 50 feet Melee [one-action] beak +10 (reach 10 feet), Damage 1d8+4 piercing plus tearing clutch Melee [one-action] talon +10 (agile), Damage 1d6+4 piercing plus Knockdown (page 305) Sprint [two-actions] Frequency once per minute; Effect The terror bird Strides three times in a straight line. Tearing Clutch The terror bird’s powerful beak can tear through flesh. On a successful beak Strike, the target takes 1 persistent bleed damage. This bleed damage increases to 1d4 on a critical hit.
TERROR SHRIKE The terror shrike, also known as the scythe beak, is a more powerful species of terror bird. Large terror bird flocks typically have one or two terror shrikes as leaders.
TERROR SHRIKE N
LARGE
CREATURE 4
ANIMAL
Perception +11; low-light vision Skills Acrobatics +12, Athletics +13 Str +5, Dex +4, Con +3, Int –4, Wis +1, Cha +0 AC 20; Fort +13, Ref +12, Will +7 HP 60 Speed 60 feet Melee [one-action] beak +13 (reach 10 feet), Damage 2d8+5 piercing plus tearing clutch Melee [one-action] talon +13 (agile), Damage 2d6+5 piercing plus Knockdown Sprint [two-actions] As terror bird. Stunning Screech [one-action] (auditory, emotion, fear, mental) The terror shrike unleashes a haunting screech that causes prey to freeze in fear. Each creature in a 30-foot emanation other than terror birds must attempt a DC 19 Will save. Regardless of the result, creatures are then temporarily immune for 1 minute. Critical Success The creature is unaffected. Success The creature is flat-footed until the start of its turn. Failure The creature is stunned 1. Critical Failure The creature is stunned 2. Sudden Charge [two-actions] The terror shrike Strides twice. If it ends its movement within melee reach of one creature, it can make a melee Strike against that creature. Tearing Clutch As terror bird, except 1d8 persistent bleed damage on a critical hit.
264
S-T Tiddalik
Tiddaliks are giant, drought-causing monstrosities resembling grossly swollen frogs. They travel through the land, sniffing out water to gorge themselves on. Upon finding a source, the tiddalik submerges itself and begins to drink, and drink, and drink. Over time, it slurps the water down to the very last drop and balloons in size, becoming unable to move at more than an amble. The water sustains the tiddalik for years, while the land suffers a great drought. In fact, the only moisture to be found in any quantity might be the damp divot the tiddalik’s great, sloshing body leaves behind as it travels. Desperate locals trying to undo a tiddalik’s work are met with the creature’s gullet or torrents of water. A tiddalik is lazy and unlikely to start a fight of its own volition or even to chase a fleeing attacker, having little interest in anything but slaking its immense thirst. In its death throes, the tiddalik divulges its water stores, breaking free in a final tide of mass destruction that swamps the surrounding area. Woe betide any unlucky enough to find themselves beset by a tiddalik’s gluttony!
TIDDALIK NE
HUGE
CREATURE 7 AMPHIBIOUS
BEAST
Perception +15; low-light vision Languages Common Skills Athletics +19, Stealth +11 Str +6, Dex +2, Con +6, Int –2, Wis +4, Cha +0 AC 22; Fort +19, Ref +11, Will +15 HP 155 Deluge A creature can provoke a waterlogged tiddalik (see Drink Abundance below) into laughing and releasing its stored water with a successful DC 25 check to Perform a joke or funny story. The tiddalik also disgorges its water automatically if it dies while waterlogged, or can voluntarily Deluge as a three-action activity that has the concentrate trait. The mass of stored water swamps a 10-foot emanation, dealing 8d6 bludgeoning damage to creatures in the area (DC 25 basic Reflex save) and making the area difficult terrain for 1 day. The tiddalik can’t use its spit Strike or Expel Wave until it next Drinks in Abundance. Speed 25 feet, or 10 feet while waterlogged Melee [one-action] bite +19 (reach 10 feet), Damage 2d10+9 piercing plus Grab (page 305) Ranged [one-action] spit +15 (range increment 30 feet), Damage 2d10+9 bludgeoning Drink Abundance (downtime) The tiddalik spends a day or more drinking from a water source. If the water source is equal to or greater in volume than itself, the tiddalik consumes 5,000 gallons of water per day and becomes waterlogged. While waterlogged, it can use its spit Strike, Expel Wave, and its deluge ability, but its Speed is reduced to 10 feet. If the water source is smaller than the tiddalik, it consumes the water but does not become waterlogged. Expel Wave [two-actions] Requirements The tiddalik is waterlogged; Effect The tiddalik expels a wave of water in a 60-foot cone that deals 6d6 bludgeoning damage (DC 25 basic Reflex save). Creatures that fail the save are pushed back 5 feet (10 feet on a critical failure). The tiddalik can’t use Expel Wave again for 1d4 rounds.
Introduction
MYTHOLOGICAL ORIGINS Tales told around open-air campfires speak of Tiddalik, a greedy frog who gulped all the land’s water in blatant disregard of the needs of the other animals or the land. No matter how he was entreated, he wouldn’t share the water. So the animals instead tried to make him laugh—to no avail. Routine by routine passed, but nothing worked. Finally, the snake couldn’t take it any longer and began to berate Tiddalik, tying himself in knots in his anger. These contortions were what finally caused Tiddalik to laugh. He laughed for days and days—a big, deep belly laugh—spewing the precious water everywhere and flooding the lands. To this day Tiddalik is an emblem of greed in many stories, often petty when others have an abundance since his was taken away.
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Bestiary 3
Tidehawk WIND AND WAVE As dwellers of both water and air, tidehawks are viewed by many to be favored creatures of Gozreh, deity of wind and wave. Sailors argue whether a tidehawk sighting is a good or ill omen, as Gozreh can turn quickly from calm to wrathful. Tidehawks themselves rarely attack vessels on the water, but when they do, they leave few survivors.
266
Tidehawks, avian embodiments of the sea and rain, nest in deep underwater crevasses and glide among waves. They feed mostly on large sea life and rise above the surface during or in the aftermath of a rainstorm to bask in the fresh moisture of the air. Though tidehawks hail from the same mystical family as the legendary phoenix, the two rarely interact due to their different outlooks and elemental affiliations. Phoenixes see tidehawks as flighty and unreliable, while tidehawks view their fiery kin as self-righteous do-gooders who can’t resist meddling in mortal affairs. Only particularly evil threats to natural environments can bring them together.
TIDEHAWK RARE
N
HUGE
CREATURE 12 AMPHIBIOUS
BEAST
WATER
Perception +24; darkvision, wavesense (imprecise) 120 feet (page 307) Languages Aquan, Auran, Common Skills Acrobatics +23, Athletics +21, Nature +24 Str +5, Dex +7, Con +5, Int +4, Wis +6, Cha +4 AC 32; Fort +21, Ref +25, Will +22 HP 213, regeneration 20 (deactivated by fire; page 306), self-resurrection; Weaknesses fire 15; Resistances cold 10 Self-Resurrection (healing, necromancy, primal) When a tidehawk dies, it melts into a torrent of rainwater. If this rain falls into a body of water, such as an ocean or lake, the tidehawk returns to life fully healed 1d4 rounds later, as if subject to a 6th-level resurrect ritual. Self-resurrection happens only if there are remains to resurrect; for instance, a tidehawk killed by a disintegrate spell can’t use this ability. A tidehawk that dies while above land must wait until its rainwater runs or seeps into an appropriate body of water to self-resurrect. A tidehawk can self-resurrect only once per year. Speed 25 feet, fly 50 feet, swim 50 feet Melee [one-action] beak +26 (finesse, magical, reach 15 feet), Damage 3d12+11 piercing Melee [one-action] talon +26 (agile, finesse, magical, reach 15 feet), Damage 3d8+11 slashing Ranged [one-action] break swell +26 (range increment 30 feet), Damage 3d8+11 bludgeoning plus Knockdown (page 305) Primal Innate Spells DC 32; 6th cone of cold, control water, heal (×2), hydraulic torrent, mariner’s curse; Cantrips (6th) detect magic Oceanic Armor [one-action] (abjuration, primal, water) Requirements The tidehawk is within 120 feet of a body of water at least as large as it is; Effect The tidehawk draws water to itself, wrapping its feathers like a suit of armor. The tidehawk gains a +2 circumstance bonus to AC until the start of its next turn. If the tidehawk takes damage from a melee Strike while under this effect, this water armor explodes outward, dealing 4d8 bludgeoning damage (DC 32 basic Reflex save) to the attacking creature and ending the circumstance bonus to AC. Typhoon Dive [two-actions] (evocation, primal, water) Requirements The tidehawk is Flying; Effect The tidehawk Flies up to its Speed, diving below the surface of deep water (such as a sea or ocean), causing a surging wave that deals 6d6 bludgeoning damage (DC 32 basic Reflex save) to each creature within a 60-foot emanation of where the tidehawk entered the water. The area becomes difficult terrain until the start of the tidehawk’s next turn while the water surges and runs off.
S-T Tikbalang
Tikbalangs are forest creatures that delight in leading travelers astray. They deceive and mislead with their formidable magic, leaping from tree to tree while laughing, or neighing, uncontrollably. While not malicious, neither are they empathetic to the plight of their victims. They would sooner forget about those whom they have played tricks on and leave them to die than lead them back to their intended path through guilty altruism. A tikbalang’s occult magic stems from the esoteric mystery of believing the lie. In the moment of crafting illusions or conjuring extradimensional spaces, the tikbalang themself believes that what they are creating is real. This makes their spells harder to resist, and this same principle also makes them very effective liars. But this readiness to believe also makes them susceptible to deceptions and illusions in turn, and they are particularly vulnerable to mind games. Lone travelers without magic of their own often learn riddles, sleight of hand, or other tricks to defend against a tikbalang’s oft-deadly entertainment. Other whispers suggest wearing one’s shirt inside-out to confuse the creatures, or passing by a tikbalang’s forest quietly to avoid drawing their attention. Unlike most illusionists, tikbalangs can also rely on their physical prowess should the need arise. They have unusually long legs that end in cloven hooves, and they stand as tall as ogres when upright. Skilled climbers and leapers, they are also well known for being master wrestlers, where their long limbs put them at a distinct advantage over their foes. They have elongated faces that, when combined with their well-kempt hair, suggest an equine appearance—although some tikbalangs have saurian or birdlike faces instead.
TIKBALANG UNCOMMON
CN
Introduction
GOLDEN STRAND Why do adventurers go through the trouble of wrestling a tikbalang? Hidden among the luxurious, ebony mane of the creature is a single strand of golden hair. Anyone who successfully Grabs the tikbalang can Seek (DC 29) the strand and Interact to pluck it from their head. Made of actual gold, this strand (worth 150 gp) holds magic particularly well and is highly sought after for creating magic items. A tikbalang regrows their plucked golden strand in a year.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 9 LARGE
BEAST
Perception +16; low-light vision Languages Common, Sylvan Skills Athletics +20 (+22 to Grapple), Deception +21, Nature +14, Stealth +17, Survival +16 Str +5, Dex +4, Con +4, Int –1, Wis +3, Cha +6 AC 27; Fort +19, Ref +17, Will +14 HP 197; Weaknesses mental 10 Believe the Lie The tikbalang takes a –2 circumstance penalty to saves against illusion spells, and to their Will DC against checks to Lie to them. Speed 30 feet Melee [one-action] fist +20 (agile), Damage 2d6+8 bludgeoning Melee [one-action] hoof +20 (reach 10 feet), Damage 2d10+8 bludgeoning Occult Innate Spells DC 29; 8th maze (once per week); 4th hallucinatory terrain, hypnotic pattern Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The tikbalang takes on the appearance of any Medium or Large humanoid (page 304). This doesn’t change the tikbalang’s Speed or their attack and damage modifiers with their Strikes. Flailing Thrash [two-actions] The tikbalang makes two fist Strikes, with each Strike dealing an extra 1d6 damage against creatures grabbing or grabbed by the tikbalang. The multiple attack penalty doesn’t increase until after both attacks. Unnatural Leap [one-action] The tikbalang jumps up to their Speed horizontally, or half that vertically.
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Bestiary 3
Titan TITAN WEAPONS Some titans carry a fabled mattock of the titans. Good titans use it to build, while evil titans use it to destroy. Similar weapons include the felling axe of the titans, a greataxe that can be whirled to create a punishing winds effect.
Created by ancient deities long before the rise of mortal ancestries, titans united and attempted to overthrow their deific progenitors. The resulting war still figures prominently throughout mortal myths, in which most titans were cast down and imprisoned for eons.
ELYSIAN TITAN Those titans who remained true to their creators, refusing to participate in their peers’ rebellion, earned their freedom while the others were imprisoned. Many Elysian titans train aspiring champions of freedom, sacrifice, and selflessness.
ELYSIAN TITAN RARE
CG
CREATURE 21
GARGANTUAN HUMANOID
TITAN
Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Common; telepathy 100 feet (page 306) Skills Acrobatics +36, Athletics +43, Crafting +37, Diplomacy +37, Intimidation +35, Religion +37, Survival +37 Str +10, Dex +7, Con +8, Int +6, Wis +8, Cha +6 Items +2 greater resilient breastplate, +3 greater striking greatpick AC 46; Fort +37, Ref +34, Will +35; +4 status to all saves vs. mental HP 400; Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. Titans warp perception and distance around them to seem even larger and more imposing. A creature that enters or begins its turn within the emanation must succeed at a DC 44 Will save or its movement toward the titan is movement over difficult terrain (greater difficult terrain on a critical failure) for 1 round. Speed 40 feet; air walk Melee [one-action] greatpick +41 (fatal d12, magical, reach 30 feet), Damage 4d10+20 piercing Melee [one-action] fist +38 (agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged [one-action] rock +38 (brutal, range increment 200 feet), Damage 3d12+20 bludgeoning Divine Innate Spells DC 44; 10th meteor swarm, revival; 8th dispel magic (at will), freedom of movement (at will); 7th plane shift (at will); 6th scrying (×3); 5th sending (×3); Constant (10th) air walk, true seeing Divine Rituals DC 44; freedom Throw Rock [one-action] (page 306) Titanic Grasp [one-action] The titan makes a fist Strike against a creature affected by their Impossible Stature, even if it’s outside of the titan’s normal reach. On a hit, the titan automatically Grabs the creature and, if out of their reach, pulls it within reach. Wide Cleave [two-actions] The titan makes a melee weapon Strike against each foe within their reach. This counts as three attacks for the titan’s multiple attack penalty.
THANATOTIC TITAN Thanatotic titans served as assassins in the war against the deities. They learned to sever their targets’ divine connections, murdering mortal priests and divine heralds alike. Thanatotic titans were locked away in the Abyss, but some have freed themselves and crept out from the Abyss so they might continue their sprees of murder and mayhem. To this day, they seek out the faithful for slaughter.
268
S-T THANATOTIC TITAN RARE
CE
GARGANTUAN HUMANOID
CREATURE 22
Introduction
TITAN
Perception +36; darkvision, true seeing Languages Abyssal, Celestial, Common; telepathy 100 feet (page 306) Skills Athletics +45, Crafting +41, Deception +36, Intimidation +38, Religion +38, Stealth +36 Str +10, Dex +4, Con +9, Int +8, Wis +6, Cha +8 Items +2 greater resilient full plate, +3 greater striking halberd AC 46; Fort +37, Ref +34, Will +35; +4 status to all saves vs. mental or divine HP 540; Immunities death effects, disease Impossible Stature (aura, divine, illusion, mental) 100 feet. As Elysian titan, but DC 45. Attack of Opportunity [reaction] (page 304) The titan can use their Attack of Opportunity when a creature within their reach uses a concentrate action, in additional to its normal trigger. They disrupt actions on any hit, not just a critical hit— including triggering concentrate actions. Speed 40 feet; air walk Melee [one-action] halberd +42 (magical, reach 40 feet, versatile S), Damage 4d10+25 piercing Melee [one-action] foot +39 (agile, reach 30 feet), Damage 4d8+20 bludgeoning Ranged [one-action] rock +39 (brutal, range increment 200 feet), Damage 3d12+20 bludgeoning Divine Innate Spells DC 45; 10th massacre, meteor swarm; 8th dispel magic (at will), spiritual epidemic (at will), suggestion (at will); 7th spell turning; 6th scrying (×3); 5th sending; Constant (10th) air walk, true seeing Divine Rituals DC 45; planar ally, resurrect Godslayer [free-action] (divine) Trigger The titan damages a creature capable of using divine spells or abilities; Effect The creature must attempt a DC 45 Will save. Critical Success The creature is unaffected. Success The creature can’t use divine spells or abilities for 1 round and is frightened 2. Only powerful non-divine magic, such as wish, can undo this effect. Failure As success, but the duration is 1 minute. Critical Failure As success, but the duration is unlimited. Throw Rock [one-action] (divine, transmutation; page 306) If a titan’s rock Strike isn’t a critical failure, the rock explodes, dealing 10d6 damage of a damage type of the titan’s choice to all creatures in a 20-foot burst (DC 45 basic Reflex save). Titanic Charge [two-actions] The titan Strides twice and makes a melee Strike. If the Strike hits, the titan can cast earthquake centered on the target as a free action. Trample [three-actions] Huge or smaller, foot, DC 45 (page 306) Wide Cleave [two-actions] As Elysian titan.
OTHER TITANS Titans vary widely, depending on what function the deities intended them to serve or their methods of waging war. They include inflexible danava titans, warmongering hekatonkheires, armored fomorian titans, shapeshifting sashenji titans, and cunning citevi titans.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
DANAVA TITAN Danava titans once regulated the foundational forces that shaped reality. Rebuked by the gods for being harsh and inflexible overseers, these spurned titans joined their siblings in their failed war against their creators. Defeated, the danavas were cast into
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Bestiary 3
DANAVA PILLARS Some danavas, known as danava pillars, are custodians of a fundamental concept like life or knowledge—a crux of the universe. Destroying a danava pillar forcibly shreds their bonds and risks unraveling a portion of reality, with potentially disastrous effects.
the paralyzing depths of the cosmos’s seas. The few danava titans who have escaped now wield the cold, darkness, and crushing pressure of their prisons in pursuit of their ancient visions of reality. Danavas split mountains, wake primordial beasts, or level whole civilizations in accordance with grand designs they forged at the dawn of time. Others hunt and harvest the balance-enforcing aeons, who they see as usurpers of their divine responsibility.
DANAVA TITAN RARE
LN
GARGANTUAN
CREATURE 23 HUMANOID
TITAN
WATER
Perception +41; darkvision, true seeing, wavesense (imprecise) 100 feet (page 307) Languages Abyssal, Aquan, Celestial; telepathy 100 feet (page 306) Skills Acrobatics +39, Arcana +43, Athletics +46, Crafting +43, Nature +41, Occultism +43, Religion +41, Society +43 Str +11, Dex +8, Con +10, Int +10, Wis +8, Cha +6 Items +3 major striking greatclub AC 49; Fort +41, Ref +37, Will +37; +4 status to all saves vs. mental or divine HP 470; Immunities death effects, disease Hadalic Presence (divine, illusion, mental, water) Creatures that fail their Will save against the titan’s Impossible Stature aura also experience the crushing depths and darkness of the ocean floor. Such creatures see as if in an area of darkness (10th level), and the titan can use their wavesense to detect such creatures as a precise sense, even if neither are in water. On a critical failure, the creature is also immobilized. Impossible Stature (aura, divine, illusion, mental) 100 feet. As Elysian titan, but DC 46. Relentless The titan is as ever-moving as ocean waves. They’re permanently quickened 1, and the extra action can only be used to Stride, Strike, or Sustain a Spell, or as one of the actions necessary to Cast dispel magic. Roiling Rebuke [reaction] Trigger A creature within 200 feet targets the titan with or includes the titan in the area of an attack, spell, or other effect; Effect The titan makes a benthic wave Strike against the triggering creature. If the Strike hits, the titan disrupts the triggering action. Speed 50 feet, swim 40 feet; air walk, water walk Melee [one-action] greatclub +43 (backswing, magical, reach 40 feet, shove), Damage 4d10+20 bludgeoning plus 2d12 cold Melee [one-action] foot +40 (agile, reach 30 feet), Damage 4d8+20 bludgeoning plus 2d12 cold Ranged [one-action] benthic wave +40 (brutal, magical, range 200 feet, water), Damage 4d6+20 bludgeoning plus 2d12 cold Divine Innate Spells DC 46, attack +38; 10th implosion; 9th control water (at will), dispel magic (at will), eclipse burst (×3), heal (×3), hydraulic push (×3), hydraulic torrent (×3); Constant (10th) air walk, true seeing, water walk Rituals DC 46; control weather, planar binding, resurrect; doesn’t require secondary casters Trample [three-actions] Huge or smaller, foot, DC 46 (page 306) Wide Cleave [two-actions] As Elysian titan.
HEKATONKHEIRES TITAN The first three hekatonkheires were meant to guard the gates to the Abyss, but they proved too terrifying and rebellious— and so, in disgust, the gods cast them into the gulfs between the planes. Hekatonkheires titans are incomplete, monstrous progeny of the original three, from whom these titans calved like icebergs. Hekatonkheires wield interstellar darkness as a weapon and spurn the limits of physical reality, literally reaching through space with their countless arms. Filled with a drive to either discover their lost identity or create their own, they metaphysically disembowel ancient beings
270
S-T and cosmic magics—using the entrails to find clues regarding their own nature and parentage or to serve as raw materials for fueling some alien apotheosis.
HEKATONKHEIRES TITAN RARE
CE
GARGANTUAN
ABERRATION
CREATURE 24 TITAN
Perception +43; darkvision, true seeing Languages Abyssal, Aklo, Celestial, Common; telepathy 100 feet (page 306) Skills Acrobatics +42, Athletics +48, Intimidation +45, Occultism +41, Survival +39 Str +12, Dex +10, Con +12, Int +7, Wis +7, Cha +9 AC 52, all-around vision (page 304); Fort +44, Ref +40, Will +37; +4 status to all saves vs. mental or divine HP 500; Immunities death effects, disease Impossible Stature (aura, illusion, occult, mental) 120 feet. As Elysian titan, except DC 48. Attack of Opportunity [reaction] (page 304) The hekatonkheires gains 99 extra reactions on their turn that they can only use to make Attacks of Opportunity. Speed 60 feet; air walk, freedom of movement Melee [one-action] void weapon +45 (magical, reach 50 feet, versatile P, versatile S), Damage 4d12+18 bludgeoning plus 2d12 force Ranged [one-action] void weapon +43 (magical, thrown 200 feet, versatile P, versatile S), Damage 4d12+18 bludgeoning plus 2d12 force Occult Innate Spells DC 48; 9th bind soul, dimension door, plane shift, weird; Constant (10th) air walk, freedom of movement, true seeing Demolish Veil [free-action] Frequency once per month; Trigger The titan casts plane shift; Effect The titan arrives in a storm of shattered planar barriers. This has the effects of a 10th-level storm of vengeance. Hundred-Dimension Grasp [one-action] The titan reaches between realities to drag foes closer. They attempt an Athletics check and compare the result to the Fortitude DCs of all foes within 120 feet. On a success, a foe is teleported to any square the titan chooses within 120 feet; on a critical success, it’s also paralyzed for 1 round. The titan can Grab any foe brought within 30 feet as a free action. Hundred-Handed Whirlwind [two-actions] The titan overwhelms opponents with blows both conventional and interplanar. They make one void weapon Strike against each foe within reach. Even on a failed attack (but not a critical failure), the titan deals 24 force damage to the target. This counts as three attacks for the titan’s multiple attack penalty. Send Beyond [one-action] Requirements The titan has a creature grabbed; Effect The titan thrusts the creature into a nightmare realm full of lightless hands and eyes. This has the effects of maze (DC 48), but the creature can use Occultism to escape in addition to Perception or Survival. The titan can’t use Send Beyond for 1d4 rounds. Shape Void [free-action] The titan molds a weapon from interstellar darkness. This is a +3 major striking weapon in any form. It can’t be disarmed and deals an additional 2d12 force damage. If Released, a void weapon vanishes.
Introduction
HEKATONKHEIRES ANATOMY Crafters with exceptional skill can harvest a hekatonkheires’s black bones before they dissolve upon the titan’s death. These bones can be forged into shapeshifting weapons or refined into tuning forks that allow travel to esoteric planes.
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271
Bestiary 3
Tolokand WALKERS AND HORSEMEN Though tolokands slowly push the world toward destruction, they don’t follow deities of destruction, such as Rovagug or the Four Horsemen. Priests of Rovagug tend to see tolokands as kindred spirits, but opinion differs among the Horsemen’s followers. Some approve of any force accelerating destruction, but others believe the apocalypse must come at the Horsemen’s direction.
Streams run dry. The earth cracks. Green leaves brown and shatter. And the creature walks on. The faceless, unknowable tolokands wander the land, bringing desolation with every footfall—belching poisonous smoke, blighting plant life, cracking the earth asunder, and even staining the ground with their foul blood. They turn habitable places into wastelands, which has earned tolokands the name “waste walkers.” These walking forces of destruction don’t make their motives known. They remain unmoved by any pleas or threats levied at them, and they fight off attacks only so that they can return to their grim business. However, they have one consistent tendency: they travel to environments on the brink. A tolokand appears in a land wracked by famine or a natural disaster to give it the last push into oblivion. Tolokands are mercifully few in number. Since they appear so rarely, it’s unclear whether there are just a few individuals or several dozen. Clearly, more than one exists, though, because their patterned soles are as distinctive as fingerprints. Often, these smoking footprints are all that remain in a blighted land.
TOLOKAND RARE
NE
LARGE
CREATURE 15 ABERRATION
Perception +27; darkvision, smoke vision Languages no voice; tongues Skills Acrobatics +25, Athletics +29, Intimidation +22, Survival +31 Str +8, Dex +6, Con +7, Int +5, Wis +6, Cha –3 Smoke Vision Smoke doesn’t impair a tolokand’s vision; it ignores the concealed condition from smoke. AC 36; Fort +30, Ref +25, Will +25; +2 status to all saves vs. primal magic HP 245; Immunities disease, immobilized, poison; Resistances acid 15, negative 15 Heartless Furnace (aura, conjuration, occult) 50 feet, 2d6 poison damage (DC 34 basic Fortitude save). The poisonous smoke that bellows from a tolokand makes all creatures inside it concealed, and all creatures outside the smoke are concealed to creatures within it. Inexorable The tolokand recovers from the paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to penalties to its Speeds and ignores difficult terrain and greater difficult terrain. Toxic Blood When a creature scores a critical hit against the tolokand with a piercing or slashing Strike, the tolokand’s poisonous, oily blood sprays forth. Any creature within 5 feet of the tolokand takes 3d6 poison damage (DC 34 basic Reflex save). Any non-creature plants the blood spills on die. Speed 120 feet; air walk Melee [one-action] hand +31 (reach 10 feet), Damage 2d12+16 slashing plus 2d6 persistent poison Occult Spontaneous Spells DC 37; 8th (3 slots) cloudkill, earthquake, horrid wilting, volcanic eruption Occult Innate Spells DC 37; 4th earthbind (at will), haste (at will, self only); 2nd sudden blightAPG (at will); Constant (5th) air walk, endure elements, tongues Blighted Footfalls Whenever the tolokand ends a move action during which it moved 30 feet or farther, it automatically casts one of its innate spells as a free action. Sudden Destruction [one-action] Requirements The tolokand hasn’t cast any of its spontaneous spells this turn; Effect The tolokand casts one of its spontaneous spells, using up the spell slot normally. The tolokand can’t cast any further spontaneous spells this turn and can’t use this ability again for 1d4 rounds.
272
S-T Tooth Fairy
Tooth fairies spawn when a child’s tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried teeth like larvae from an egg, tooth fairies build crude pliers from whatever they can find, then go hunting for more teeth—regardless of the owners’ willingness.
TOOTH FAIRY Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth.
TOOTH FAIRY CE
TINY
CREATURE –1
FEY
Perception +6; darkvision Languages Sylvan Skills Acrobatics +5, Stealth +5, Thievery +6 Str –2, Dex +3, Con +0, Int –1, Wis +2, Cha +1 Items pliers AC 15; Fort +2, Ref +7, Will +4 HP 8; Weaknesses cold iron 2 Plaque Burst When killed, a tooth fairy bursts into sticky, foul-smelling white dust. Each creature with 5 feet must succeed at a DC 16 Fortitude save or become sickened 1 (sickened 2 on a critical failure). Speed 10 feet, fly 25 feet Melee [one-action] pliers +7 (disarm, finesse), Damage 1d6 bludgeoning plus Tooth Tug Primal Innate Spells DC 13; 1st sleep; Cantrips (1st) mage hand Tooth Tug (manipulate) [one-action] Requirements The tooth fairy’s last action was a successful pliers Strike against a creature with teeth; Effect The tooth fairy tugs on the creature’s teeth, dealing 2 persistent bleed damage to the creature.
Introduction
FOLK TRADITIONS Tooth fairies fear cats and flee from even newborn kittens. The antipathy is mutual, as all cats hunt and kill tooth fairies with relish. In some towns, adults leave a small coin under a child’s pillow as a bribe for the tooth fairies so that they don’t hurt anyone in the house, which sometimes works.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
TOOTH FAIRY SWARM A mob of tooth fairies working together can conduct forced dentistry in seconds.
TOOTH FAIRY SWARM CE
LARGE
FEY
CREATURE 3
SWARM
Perception +8; darkvision Skills Acrobatics +10, Stealth +10, Thievery +12 Str –2, Dex +3, Con +0, Int –1, Wis +2, Cha +2 AC 18; Fort +5, Ref +10, Will +7 HP 28; Immunities precision, swarm mind; Resistances bludgeoning 2, piercing 5, slashing 5; Weaknesses area damage 5, cold iron 5, splash damage 5 Plaque Burst As tooth fairy, but 15 feet and DC 20. Speed 10 feet, fly 40 feet Pinch [one-action] Tooth fairies pinch their victims’ fingers, noses, ears, or similar protruding body parts. Each enemy in the swarm’s space takes 2d6 bludgeoning damage (DC 20 basic Reflex save). Creatures that critically fail this save are sickened 1 from the pain. Pry [three-actions] The tooth fairies try to pry out one of their target’s teeth. One enemy in the swarm’s space takes 4d6 bludgeoning damage (DC 20 basic Reflex save). On a failed save, the target takes 2 persistent bleed damage and a –1 status penalty to Charisma-based skill checks, and they must succeed at a DC 5 flat check to Cast a Spell with a verbal component or the spell is disrupted. The penalty and spellcasting condition last for 1 day, or until the stolen tooth is returned and the target regains at least 1 Hit Point.
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Bestiary 3
Trailgaunt KEEP TO THE ROADS Folk tales and nursery rhymes about trailgaunts abound among villagers, homesteaders, and Varisian caravans, leading to a common phrase of farewell among those communities. “Keep to the roads,” they warn, “and we’ll see you again.”
Legends warn of trailgaunts—the twitching, rotting corpses of seasoned travelers who became lost on their journeys and died of starvation, thirst, or exposure to the elements. These troubled souls, the tales say, rise at the next sunset as tormented undead, doomed to forever search for the road they lost in life. Always wandering, the trailgaunt treads the ground over and over until its legs wear down to bloodied stumps. Even then, it staggers on, groaning in constant pain. Consumed with agony and a hatred for travelers of all kinds, they prey on those who—like they once did—stray from their path. Lacking feet, a trailgaunt is slow but largely impervious to obstacles in its path, shambling at an equal pace through boggy mires, thick brambles, and desert sands. Yet, these horrors come to a halt at the edge of any well-maintained road, which are the only barriers to their endless wanderings, since they can’t willingly tread upon the roads that betrayed them. Because so much of Varisian culture centers around travel, trailgaunts often turn up in their legends. Most depictions of trailgaunts include Varisian clothing, tattoos, or jewelry, but these undead arise around the world, each bearing the trappings of the cultures they lost. Further north, along the Crown of the World, trailgaunts wail amid howling winds, shivering as they shamble through the snow. Along Garund’s Golden Road, trailgaunts are common sights in the trackless desert wastes, where even an experienced traveler can easily lose their way. To the south, travelers lost in the Mwangi Expanse who starve before being eaten themselves become damp, mossy trailgaunts. While most travelers who hear a trailgaunt’s wail know to run fast and far, some adventurers intentionally seek out these undead. Few trailgaunts perish with no belongings at all, and many poor souls doomed to this fate were once merchants or adventurers who carried substantial wealth and magical treasure—some of which still might be on their person. It never occurs to these treasure seekers that in their pursuit of such riches they might become trailgaunts themselves.
TRAILGAUNT NE
MEDIUM
CREATURE 3
UNDEAD
Perception +10; darkvision, tremorsense (imprecise) 60 feet (page 306) Languages Common Skills Climb +9, Stealth +8, Survival +10 Str +4, Dex +1, Con +3, Int +1, Wis +3, Cha –1 AC 19; Fort +12, Ref +6, Will +8 HP 45, negative healing (page 305); Immunities death effects, disease, paralyzed, poison, unconscious Pained Muttering (auditory, aura, emotion, fear) 10 feet. The trailgaunt’s constant mutters and groans of pain are deeply unsettling. Each creature that starts its turn in the aura must succeed at a DC 20 Fortitude save or become frightened 1 (frightened 2 on a critical failure). The creature is then temporarily immune for 1 minute. Speed 10 feet, burrow 10 feet Melee [one-action] jaws +12, Damage 1d8+6 piercing plus share pain Create Spawn (divine, necromancy) Any humanoid creature killed by a trailgaunt and left unburied out of sight of a well-maintained road rises as a free-willed trailgaunt at the next sunset. Dromophobia The trailgaunt can’t willingly walk on or across a well-maintained road, though it can Burrow under one. If forced onto the surface of such a road, the trailgaunt is fleeing until it’s no longer on the road. Share Pain A living creature hit by a trailgaunt’s jaws Strike must succeed at a DC 20 Fortitude save or suffer intense pain in its legs and feet, taking a –10-foot status penalty to its Speeds, or a –20-foot status penalty on a critical failure. Sure Stride A trailgaunt ignores the effects of difficult terrain and greater difficult terrain.
274
S-T Trilobite
Often overlooked as little more than water-dwelling pests, trilobites are a varied species of arthropods found throughout the seas and oceans of Golarion. So ancient and widespread are these critters that trilobite fossils are as commonly found as living specimens.
TRILOBITE Trilobites have segmented, chitinous bodies that armor them but provide enough flexibility for them to roll up and protect their vulnerable undersides from attack. Instead of jaws, trilobites have specialized structures called gnathobases at the base of some of their legs. These serrated and jagged structures grind and masticate any prey the trilobite latches onto, enabling the creatures to feed on anything from hard-shelled clams to soft-bodied creatures. While not particularly fast on their own, they can employ scuttling bursts of speed to dart into ocean silt or seaweed beds to escape predators. Oceanic wizards of many types employ trilobites as familiars. In addition to trilobites’ durability, their ubiquity means they make capable spies for their masters as they travel unnoticed throughout the depths.
TRILOBITE N
TINY
CREATURE –1
ANIMAL
AQUATIC
Perception +8; darkvision, wavesense (imprecise) 30 feet (page 307) Skills Athletics +4, Stealth +5, Survival +4 Str +1, Dex +3, Con +2, Int –5, Wis +2, Cha +0 AC 15; Fort +4, Ref +7, Will +4 HP 7 Curl Up [reaction] Trigger The trilobite takes damage; Effect The trilobite gains a +2 circumstance bonus to AC until the start of its next turn. Speed swim 25 feet Melee [one-action] gnathobase +7 (agile, finesse), Damage 1d4+1 slashing Quick Escape [two-actions] The trilobite swims up to double its Speed and attempts to Hide.
Introduction
TREMENDOUS VARIETY Scholars of the sea have identified thousands of varieties of trilobites, each distinguished by appearance, habitat, size, and diet. The smallest trilobites are an inch or two long, while individuals measuring almost two feet long have been found in the depths of the ocean. Some hide in silt, using tall eyestalks to spot prey, while others have wide, sweeping, wing-like heads; certain kinds are even covered in spines. This variety in appearance has led to distinctive jewelry in seaside villages that imitates local trilobite populations.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
TRILOBITE SWARM Trilobites typically live in close proximity to others of their kind. On rare occasions, particularly when the most common prey around is larger than what a single trilobite can take down, they form swarms that seem to actively cooperate with each other. These swarms latch onto their prey, and the combined efforts of so many trilobites at once make escape difficult.
TRILOBITE SWARM N
LARGE
ANIMAL
AQUATIC
CREATURE 3 SWARM
Perception +9; darkvision, wavesense (imprecise) 60 feet (page 307) Skills Athletics +8, Stealth +9, Survival +7 Str +1, Dex +4, Con +3, Int –5, Wis +2, Cha +0 AC 18; Fort +10, Ref +9, Will +7 HP 30; Immunities precision, swarm mind (page 306); Weaknesses area damage 5, splash damage 5; Resistances bludgeoning 3, piercing 3, slashing 5 Speed swim 25 feet Clinging Bites [one-action] The trilobites in the swarm latch onto creatures and gnaw at them. Each enemy in the swarm’s space takes 2d6 slashing damage (DC 18 basic Reflex save).
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Bestiary 3
Tsukumogami THE RED SCARF While generally mischievous, a tsukumogami might form a protective attachment to a person or family. A famous legend speaks of an ittan-momen born from a scarf that was inseparable from the great granddaughter of the woman who wove it. When she departed home to become a soldier, it’s said the ittan-momen protected her for many years, even holding her wounds closed in the midst of battle. This legend serves as the reason why a red scarf is seen as a symbol of luck, especially as a gift for those going into battle.
Tsukumogami are intelligent, mobile objects formed from the union between a 100-year-old object and a kami (page 142). Tsukumogami range from harmless to malicious, each individual personality a result of how the object was treated before its awakening. Well-cared-for objects tend to birth helpful, friendly tsukumogami, while mistreated or abandoned objects twist into malevolent and violent beings. Most tsukumogami are, by nature, mischievous, and oftentimes want nothing more than to occupy the attention of living creatures. Tsukumogami can commonly be found in areas with a strong cultural belief in the value of caring for objects, which helps items survive long enough to become tsukumogami. Towns and villages with large tsukumogami populations are referred to as “sleepless towns” due to the nightly tsukumogami celebrations, which can become so raucous that they prevent the living residents from sleeping peacefully.
ITTAN-MOMEN Born from large pieces of cloth, ittan-momen flutter in the air, catching the last rays of the setting sun. Ittan-momen can awaken from any sufficiently large cloth, and many beautiful but cruelly-treated tapestries have lured unsuspecting victims to an untimely end.
ITTAN-MOMEN N
MEDIUM
CREATURE 2
KAMI
Perception +7; darkvision, tremorsense (imprecise) 30 feet (page 306) Languages Common Skills Acrobatics +8, Deception +6, Stealth +8 Str +2, Dex +4, Con +2, Int +0, Wis +1, Cha +0 Mundane Appearance When not moving, such as during the day, the ittan-momen is nearly indistinguishable from normal cloth. They have an automatic result of 26 on Deception checks and DCs to pass as normal cloth. AC 20; Fort +8, Ref +10, Will +5 HP 20; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious; Weaknesses slashing 5; Resistances bludgeoning 5 Speed fly 30 feet Melee [one-action] body +10 (finesse), Damage 1d8+2 bludgeoning plus Grab (page 305) Constrict [one-action] Damage 1d8 bludgeoning, DC 18 (page 304) Engulf [two-actions] DC 18, 1d8+2 bludgeoning, Escape DC 18, Rupture 5 (page 305). The ittan-momen can Engulf only one creature. They can Engulf a creature of a larger size so long as the creature’s head can feasibly be covered by the ittan-momen’s body.
KASA-OBAKE The jerky stomping outside in the middle of the night belongs to the kasa-obake. Though their appearances vary, most kasa-obake resemble an umbrella with a humanoid leg or two protruding where one might expect a handle. It has one or two eyes and can have up to two arms, or no arms at all. Kasa-obake adore wordplay and puns and delight in learning new ones, especially as language evolves over time. Though they enjoy giving living creatures the occasional scare, kasa-obake rarely, if ever, attack.
276
S-T KASA-OBAKE NG
MEDIUM
CREATURE 4
Perception +13 Languages Common Skills Diplomacy +11, Intimidation +11, Occultism +11, Religion +11, Society +11, Stealth +12 Str +2, Dex +4, Con +1, Int +3, Wis +5, Cha +3 AC 20; Fort +9, Ref +12, Will +13 HP 65; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious Fade Away [reaction] Trigger A creature damages the kasa-obake, and the kasa-obake is in dim light or darkness; Effect The kasa-obake fades from view and becomes concealed to the triggering creature until the end of that creature’s turn; if the kasaobake was already concealed to the triggering creature due to the light level, they become hidden instead. Speed 25 feet Melee [one-action] foot +14 (agile, finesse), Damage 2d6+5 bludgeoning Jump Scare (emotion, fear, incapacitation, mental) If a kasa-obake successfully Demoralizes a creature and they were hidden to the creature before the attempt to Demoralize, the creature must succeed at a DC 21 Will save or be stunned for 1 round.
CHOUCHIN-OBAKE A chouchin-obake takes the shape of a paper lantern with a horizontal split near the bottom from which a long tongue protrudes. Upon closer inspection, two eyes appear above the split mouth. Chouchin-obake are anomalous in that they don’t awaken in the same way other tsukumogami do. Paper lanterns are nearly impossible to maintain for long enough to spawn tsukumogami. Instead, a chouchin-obake is a kind of fire kami that takes the form of a lantern’s flame and inhabits a paper lantern when they manifest.
CHOUCHIN-OBAKE NE
MEDIUM
Introduction
KAMI
WATCHFUL SENTRY Curious though typically benign, kasa-obake almost always watch for activity. They often attempt to engage lone travelers at night in conversation but are shy in the presence of more than one living creature. Investigators privy to this information often seek out kasa-obake when investigating nighttime incidents. In exchange for a new pun or amusing story, the kasa-obake might reveal what they’ve witnessed.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
CREATURE 6
KAMI
Perception +15 Languages Common Skills Acrobatics +12, Deception +10, Stealth +16 Str +2, Dex +4, Con +4, Int +3, Wis +5, Cha +0 AC 24; Fort +12, Ref +16, Will +15 HP 75; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, paralyzed, poison, unconscious; Resistances physical 5 Lifewick Candle (aura, divine, necromancy, negative) 15 feet. A ghostly blue flame within the chouchin-obake draws upon the life-force of the living to sustain themself. At the start of the chouchin-obake’s turn, each creature in the aura takes 2d6 negative damage (DC 26 basic Fortitude save). The chouchinobake regains an amount of Hit Points equal to the amount of damage taken by the single creature that took the most damage. Shadowbind [reaction] Trigger A creature attempts to leave the chouchinobake’s Lifewick Candle aura during a move action; Effect The chouchin-obake attempts to bind the creature using their own shadow. The triggering creature must succeed at a DC 26 Reflex save or become immobilized until its next turn. Speed fly 20 feet Melee [one-action] tendril +16 (finesse, reach 15 feet), Damage 2d8 negative plus 2d6 fire plus Grab (page 305) Ranged [one-action] flame +16 (range increment 30 feet), Damage 2d4 negative plus 2d6 fire Constrict [one-action] 2d8 negative plus 1d6 fire, DC 26 (page 304)
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Bestiary 3
Tupilaq RELICS OF THE PAST A tupilaq can last indefinitely once created, and it’s not uncommon for a tupilaq to be unearthed years, decades, or even centuries after its creator has passed away. Archaeologists working northern dig sites might accidentally stumble across the fierce constructs, inadvertently awakening their vengeful curse.
A tupilaq is an artistically crafted construct carved from animal bones (typically whale or walrus) and imbued with the express purpose of eviscerating its creator’s enemies. A tupilaq manifests from hateful magic—a thing that can be created only by someone who believes they were grievously wronged. When a terrible, unforgivable crime is committed against someone with great skill at carving and who has knowledge of the proper ritual, the aggrieved can channel their grief and hate through whispered incantations to bring a tupilaq to life. Sadly, the same emotions used to create a tupilaq often lead to even greater tragedies. Functionally immortal but built for vengeance a tupilaq lacks the reason or discernment to do anything other than pursue the goal imbued by its creator. A wish to utterly destroy an enemy can lead a tupilaq to slaughter an entire clan or settlement, killing until it has slain everyone even remotely related to the original offender. There are many stories where a tupilaq ends up causing more tragedy for its creator than the crime that precipitated its creation. The most common tales feature the tupilaq eventually murdering its creator’s spouse or family members due to a distant relationship to the original target that no one knew about. Tupilaqs’ animating energies aren’t tied to their original functions, and the creatures typically long outlast their creators, their victims, and often any who recall the reason for their creation. They might fall into a sort of hibernation once they’ve achieved immediate vengeance, but they frequently reawaken to continue their rampage against unsuspecting targets ignorant of their involvement. Spellcasters might occasionally summon these constructs. Summoned tupilaqs, hauled unceremoniously from their vengeance, become near-frenzied combatants, unleashing every offensive ability in their arsenal to break free. These reactions aren’t strategic or considered, but an instinctual, almost programmed need to return to their true purpose. Conjurers should be wary about tupilaqs employing spells that might be turned against their summoners, such as a fireball spell “accidentally” placed such that it incinerates the spellcaster and returns these creatures from whence they came.
TUPILAQ N
SMALL
CREATURE 7 CONSTRUCT
Perception +16; darkvision Skills Athletics +15 Str +2, Dex +6, Con +4, Int –5, Wis +3, Cha –5 AC 26; Fort +17, Ref +15, Will +12 HP 87; Hardness 8; Immunities death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Construct Armor Like normal objects, a tupilaq has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a tupilaq is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks, it loses its Hardness, and its Armor Class is reduced to 22. Speed 40 feet, swim 40 feet Melee [one-action] jaws +19 (agile, finesse), Damage 2d8+5 slashing plus Grab (page 305) Primal Innate Spells DC 24; 3rd fireball (×3) Carver’s Curse When a tupilaq is created, the curse imparted by its creator manifests in the form of a single 3rd-level primal spell the tupilaq can cast three times per day. The particular spell is a reflection of the creator’s wish for vengeance. By default, and for a found or summoned tupilaq, this spell is fireball.
278
S-T Tzitzimitl
Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrivals, and they draw strange powers of darkness and electricity from these phenomena. Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they’re the undead remains of stranded exiles from a far-off civilization of spacefaring giants. The legends that include them are ancient and fragmented, but some tell of tzitzimitls being defeated by great heroes and sealed away—though these tales imply that the enormous undead now lie buried and waiting, soon to rampage again should their tombs be breached.
TZITZIMITL UNCOMMON
NE
CREATURE 19 GARGANTUAN
ELECTRICITY
UNDEAD
Perception +32; darkvision, true seeing Languages Abyssal, Aklo, Celestial, Common Skills Acrobatics +33, Arcana +37, Athletics +33, Nature +37, Occultism +37, Religion +40 Str +10, Dex +8, Con +6, Int +5, Wis +7, Cha +8 AC 43; Fort +29, Ref +32, Will +35 HP 390, fast healing 15 (page 305), negative healing (page 305); Immunities death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious; Weaknesses good 15; Resistances cold 15, physical 15 (except bludgeoning) Light to Dark [reaction] (divine, negative) Trigger A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl; Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability’s description to negative energy. Speed 50 feet, fly 60 feet Melee [one-action] claw +34 (agile, magical, reach 20 feet), Damage 4d12+10 slashing plus 3d8 electricity and drain life Ranged [one-action] eye beam +34 (range 100 feet), Damage 4d12 electricity plus 10d6 force Occult Innate Spells DC 38; 9th darkness (×3), teleport, wail of the banshee; 7th eclipse burst, teleport (×3); 5th Abyssal plague; 4th darkness (×3); 3rd haste (×3); Cantrips (9th) detect magic; Constant (6th) true seeing Rituals DC 38; create undead (9th), imprisonment (9th) Drain Life When a tzitzimitl’s claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 Fortitude save or become drained 2. Further damage dealt by a tzitzimitl’s claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4. Eclipse [two-actions] (cold, occult) Effect The tzitzimitl casts darkness and drains the heat and warmth from the darkness spell’s area, and each creature within the spell’s area must attempt a DC 41 Fortitude save. Critical Success The creature takes 4d8 cold damage. Success The creature takes 8d8 cold damage and is slowed 1 for 1 round. Failure The creature takes 16d8 cold damage and is slowed 1 for 1 minute. Critical Failure The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1.
Introduction
HARBINGERS OF THE END A tzitzimitl’s arrival in a region often precedes a deadly disaster or apocalyptic event. It isn’t known whether the tzitzimitl accompanies an event already fated to occur or if the undead causes such events through their own strange magic.
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279
Bestiary 3
Umasi FLESH GRAFTING An umasi can spend 10 minutes grafting the flesh of other living or recently dead humanoids onto their body, attempting a DC 20 Medicine check with the effects of Treat Wounds. This process is the only way an umasi can recover Hit Points.
Tales tell of strange humanoids who harvest appendages and organs from other creatures to graft onto their own perpetually decaying bodies. These stories are encountered more often than their subject, however. A reclusive people, umasi live deep in remote jungles, largely isolated from other societies. Despite not being undead, umasi can’t heal naturally or via magic. Instead, they must harvest appendages and organs from the living to perpetuate their own lives. These modifications require special techniques, obscure rituals, and often the assistance of other umasi. Shorter rituals make quick repairs to wounded flesh— even consuming a nutrient-rich organ of a recently slain creature can provide quick rejuvenation—while more extensive changes require a full day’s work. Because of the nature of their existences, no one single form remains common to umasi. Many graft any number of arms or legs of various sizes on their bodies, while others are conglomerations of exotic beasts, other humanoids, and whatever creatures they’ve hunted or scavenged. However, all umasi remain vaguely humanoid in shape. An umasi with additional arms can hold or wield more items at once, while additional legs or other limbs might grant increased Speed or new types of Speed. Concepts such as gender, ethnicity, and even recognizing someone based on their appearance are irrelevant to umasi. Instead, they value age and experience and identify themselves with iconic adornments or speech patterns. Despite their morbid nature, umasi are rarely at odds with living creatures. These opportunistic hunters value their self-preservation, but use fast-acting nonlethal poisons to subdue their targets for safe and minimally destructive harvesting. Few umasi harbor malice toward the living, but some possess a streak of self-loathing and search for powerful magics that might break whatever curse binds them to their current state. Rarely, an umasi finds some strange form of acceptance on the fringes of a remote community where their skills at medicine carry more weight than fear of their strange appearances.
UMASI UNCOMMON
CREATURE 6 CN
MEDIUM
ABERRATION
HUMANOID
Perception +12; darkvision Languages Common Skills Athletics +15, Intimidation +9, Medicine +14, Stealth +13, Survival +10 Str +5, Dex +3, Con +4, Int +1, Wis +2, Cha +1 Items +1 blowgun (10 darts with harvester poison), wooden shield (Hardness 5, HP 12, BT 6) with shield spikes AC 23 (25 with shield raised); Fort +16, Ref +11, Will +12; +2 status to all saves vs. poison HP 99, immortal flesh; Immunities disease Immortal Flesh Umasi can’t heal or recover HP in any way except their flesh grafting techniques (see sidebar). However, despite being living creatures, they don’t take damage from either positive or negative damage. Shield Block [reaction] (page 306) Speed 35 feet Melee [one-action] claw +17 (agile), Damage 2d6+8 slashing Melee [one-action] shield spikes +17, Damage 1d6+8 piercing Ranged [one-action] blowgun +16 (magical, range increment 20 feet, reload 1), Damage 1 piercing plus harvester poison Consume Organ [one-action] (manipulate) Requirements The umasi is adjacent to the corpse of a Small or larger creature that died within the last minute; Effect The umasi harvests and consumes a vital organ from the corpse, gaining 15 temporary Hit Points and a +1 status bonus to attack and damage rolls for 10 minutes. They can gain this benefit only once from any given corpse. Harvester Poison (nonlethal, poison) Saving Throw DC 24 Fortitude; Maximum Duration 4 rounds; Stage 1 2d6 poison damage (1 round); Stage 2 3d6 poison damage (1 round)
280
U-Z Valkyrie
Choosers of the slain and so-called angels of battle, the song of the valkyries plays wherever steel rings against steel. Valkyries are humanoid individuals of impressive physical stature who seek the most epic battles and legendary conflicts so that they can lay claim to the souls of the world’s greatest warriors. The valkyries transform these souls into the implacable immortals known as einherjar. Valkyries most often serve gods of battle and war, though a valkyrie might pledge their service to any deity they consider worthy. Gorum is particularly well known for having valkyrie and einherjar servants, though he isn’t the only such deity. Besmara also has valkyrie servitors, and many stories of “ghost ships” actually reference accounts of encounters with ships manned by einherjar crews devoted to the Pirate Queen.
VALKYRIE CN
MEDIUM
CREATURE 12 AESIR
MONITOR
Perception +22; darkvision Languages Common, Jotun; ravenspeaker, tongues Skills Acrobatics +25, Athletics +25, Diplomacy +23, Intimidation +23, Religion +22 Str +7, Dex +5, Con +5, Int +3, Wis +4, Cha +5 Items +1 resilient breastplate, +1 striking returning spear Claimer of the Slain (divine, necromancy) Valkyries can detect the souls of those recently slain in combat. A valkyrie spends 10 minutes praying over the body of a creature who has been dead for no more than 12 hours; if that creature is worthy of becoming an einherji and of the appropriate alignment, the valkyrie transforms that creature into an einherji. Ravenspeaker (divination, divine) Valkyries use ravens as servants and spies. They can speak with ravens, and they can have up to three raven servitors who follow their commands. Valkyries can constantly observe whatever their commanded ravens sense. AC 33; Fort +24, Ref +20, Will +23 HP 215; Resistances electricity 15 Attack of Opportunity [reaction] (page 304) Recall the Fallen [reaction] (divine, healing, necromancy) Frequency once per day; Trigger An allied creature within 60 feet who isn’t a construct or undead is reduced to 0 Hit Points and their dying value is 2 or less; Effect The valkyrie restores 5d10 Hit Points to the target. Speed 25 feet, fly 60 feet Melee [one-action] spear +28 (magical), Damage 2d6+15 piercing plus 1d12 electricity Ranged [one-action] spear +26 (magical, thrown 20 feet), Damage 2d6+15 piercing plus 1d12 electricity Divine Innate Spells DC 29; 7th plane shift (self and mount only); 6th disrupting weapons, heal, heroism; 3rd augury, sanctified ground, status, wanderer’s guide; Constant (5th) tongues Storm of Battle [two-actions] (divine, electricity, evocation) The valkyrie hurls her spear into the air, creating a massive storm in a 100-foot burst. Spears of lightning rain down upon enemies in the area, dealing 4d12 electricity damage (DC 32 basic Reflex save).
Introduction
BONEYARD ADVOCATES While praying to claim a slain warrior, a valkyrie fractures their own consciousness into two parts: mind and soul. They send their mind spinning along the River of Souls to collect and advocate on behalf of the slain warrior’s soul. When the prayer ends, the valkyrie reunites their mind and body, and they join the warrior’s body and soul into a single form as a new einherji.
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281
Bestiary 3
Vampire, Nosferatu BUILDING A NOSFERATU Though nosferatus can’t create more of their kind, many of these ancient vampires lurk in the world’s various shadows, taking a variety of forms. If you have time, it’s more effective to build a new nosferatu from the ground up using the standard monster creation rules, which were used to create the nosferatu thrall, nosferatu malefactor, and nosferatu overlord, but you can also use the guidelines presented under Creating a Nosferatu to turn an existing creature into a nosferatu, adjusting the monster as you see fit. In either case, specific nosferatu abilities like negative healing, Feral Corruption, and Drink Blood work the same.
Among the most ancient of vampires are the nosferatus, twisted remnants of mortals who died in great plagues of old. Perhaps because of their age, nosferatus can no longer create more of their kind. Yet they still lurk among the living, manipulating the hearts and minds of their prey to either serve them beyond the limits of natural life or to become sustenance for the nosferatu like so many others before.
CREATING A NOSFERATU You can turn an existing living creature into a nosferatu using the following steps. A creature below 8th level isn’t significant enough to be a nosferatu and should likely be a regular vampire instead (Bestiary 318). Increase the creature’s level by 1 and change its statistics as follows. • It gains the undead and vampire traits, and it becomes evil. • Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. • Increase Speed by 5 feet or to 30 feet, whichever results in a higher Speed. • Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon’s Breath Weapon), increase the damage by 2 instead. • Reduce HP by the amount listed on the table. • The nosferatu gains fast healing and resistance to physical damage (except magical wood) as indicated in the table. These abilities are the reason the nosferatu has fewer HP. Starting Level 8–14 15+
HP Decrease –40 –60
Fast Healing/Resistance 10 15
Basic Nosferatu aBilities If the base creature becoming a nosferatu has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the nosferatu’s theme. All nosferatus gain the following abilities. Darkvision Negative Healing (page 305) Immunities death effects, disease, paralyze, poison, sleep Nosferatu Vulnerabilities • Revulsion A nosferatu can’t voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). • Stake A magical wooden stake (such as one affected by a weapon potency rune, magic weapon, or similar magic) driven through the nosferatu’s heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they’re in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu’s head is severed and anointed with holy water while the stake is in place, the nosferatu is destroyed. • Sunlight If exposed to direct sunlight, a nosferatu immediately becomes slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they’re no longer in sunlight. If the nosferatu loses all their actions in this way, they’re destroyed.
282
U-Z Plagued Coffin Restoration (divine, necromancy, negative) Unlike other undead, a nosferatu isn’t destroyed at 0 HP. Instead, they disperse into an immense number of individual rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature who died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn’t contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing. Change Shape [one-action] (concentrate, divine, polymorph, transmutation) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. Each enemy in the swarm’s space takes 2d10 piercing damage and must attempt a basic Reflex save with a high DC for the creature’s level (Gamemastery Guide 66). A creature that fails its save is exposed to plague of ancients (see below). Command Thrall [free-action] (auditory, divine, mental) Requirements One of the nosferatu’s thralls is present and can hear the nosferatu; Effect The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn. Divine Innate Spells The nosferatu can cast telekinetic haul (heightened to half their level rounded up) three times per day as a divine innate spell. They use a high DC for their level (Gamemastery Guide 66). Plague of Ancients (disease, virulent) Saving Throw Fortitude (use a high DC for the nosferatu’s level [Gamemastery Guide 66]); Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and enfeebled 2 (1 day); Stage 3 doomed 1, drained 3, and enfeebled 3 (1 day); Stage 4 doomed 2, drained 3, and enfeebled 3 (1 day); Stage 5 unconscious (1 day); Stage 6 death Dominate [two-actions] (divine, enchantment, incapacitation, mental, visual) The nosferatu can cast dominate at will as a divine innate spell. Casting it requires staring into the target’s eyes, giving the spell the visual trait. The save DC uses a high DC for the nosferatu’s level (Gamemastery Guide 66), and a creature that succeeds is temporarily immune to that nosferatu’s Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell. Drink Blood [one-action] (divine, necromancy) Requirements The nosferatu’s last action was a successful fangs Strike; Effect The nosferatu sinks their fangs into the targeted creature to drink its blood. This requires an Athletics check against the creature’s Fortitude DC. On a success, the creature becomes drained 1, and the nosferatu regains HP equal to 10% of their maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that’s already drained doesn’t restore any HP to the nosferatu, but increases the creature’s drained condition value by 1. A nosferatu can also consume blood that’s been emptied into a vessel for sustenance, but they gain no HP from doing so. The target creature’s drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20 Medicine check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
Introduction
BUILDING A NOSFERATU THRALL While a nosferatu can’t turn a living creature into another nosferatu, they can create a thrall through a 1-day ritual. They can maintain a number of thralls up to their Charisma modifier; creating new thralls beyond this limit releases earlier thralls from service. You can convert any non-mindless living creature into a nosferatu thrall by applying the nosferatu thrall abilities and increasing its level by 1. A creature that’s immune to mental effects can’t become a nosferatu thrall. You can also build a nosferatu thrall from scratch using the monster creation rules in the Gamemastery Guide and applying the above modifications.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
Nosferatu overlord aBilities A truly primeval nosferatu can gain extraordinary powers over their foes. Creatures must have lived for millennia and be 14th level or higher to become a nosferatu overlord. Air of Sickness (aura) 30 feet. A creature entering or starting its turn in the aura must attempt a Fortitude save with a moderate DC for the nosferatu’s level (Gamemastery Guide 66). On a failure, the creature is sickened 1 and takes a –2 status penalty to saves made to resist diseases and remove the sickened condition for 1 hour. Divine Innate Spells As nosferatu, but they can also cast vampiric exsanguination twice per day as a divine innate spell.
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MONSTER OF LEGEND The word nosferatu has appeared in print since the mid-18th century, purported by Western Europeans to be a Romanian word for vampire, inspiring some of horror fiction’s best writers. No clear etymology exists, and while it’s unknown whether the word’s roots are actually Romanian, the vampire itself is an enduring element of Romanian folklore.
Paralytic Fear [one-action] (divine, emotion, fear, incapacitation, mental) Requirements The nosferatu overlord’s last action was a successful claw Strike; Effect The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a Will save with a moderate DC for the nosferatu’s level (Gamemastery Guide 66). Critical Success The target is unaffected. Success The target is immobilized by fear until the end of the nosferatu’s next turn. Failure The target is restrained and takes a –2 circumstance penalty to its Fortitude DC against the nosferatu’s Drink Blood ability until the end of the nosferatu’s next turn. Critical Failure As failure, and the target is frightened 2.
Nosferatu thrall aBilities Any creature under a nosferatu’s thrall gains the following abilities. Fast Healing A nosferatu thrall gains fast healing 5 from being sustained by their master’s blood. Weaknesses The strain of being controlled wears on the nosferatu thrall’s mind, giving them weakness 10 to mental damage. Mindbound (divine, enchantment) A nosferatu master exerts a fierce hold over their thrall’s mind. If any creature other than the thrall’s master targets them with an effect that would give them the controlled condition, the thrall’s master rolls a counteract check against it using their Dominate DC - 10 as the counteract check modifier. Mortal Shield [reaction] Trigger The thrall’s master would take damage from a Strike or spell attack and is in an adjacent square; Effect The thrall throws themself in front of their master, taking half the damage of the attack (before applying any weaknesses or resistances). The thrall’s master takes the remaining damage, applying any weaknesses or resistances as normal. Rally [reaction] Trigger The thrall ends their turn more than 30 feet away from their master; Effect The thrall Strides up to their Speed toward their master.
NOSFERATU THRALL Nosferatu thralls are mortals bound to a nosferatu’s will. While thralls aren’t undead, they stay alive through unnatural means: feeding on the blood of their masters.
NOSFERATU THRALL UNCOMMON
NE
MEDIUM
CREATURE 8 HUMAN
HUMANOID
Perception +16 Languages Common Skills Acrobatics +13, Athletics +14, Deception +15, Religion +14 Str +4, Dex +3, Con +2, Int +2, Wis +2, Cha +1 Items +1 striking greatclub AC 27; Fort +16, Ref +17, Will +14 HP 135, fast healing 5; Weaknesses mental 10 Mindbound Mortal Shield [reaction] Rally [reaction] Speed 25 feet Melee [one-action] greatclub +19 (backswing, magical, shove), Damage 2d10+10 bludgeoning Melee [one-action] fist +18 (agile, nonlethal), Damage 2d6+10 bludgeoning Swing Back [one-action] Frequency once per round; Requirements The nosferatu thrall’s last action was a greatclub Strike that missed; Effect The nosferatu thrall makes another greatclub Strike against the same target, using the previous Strike’s multiple attack penalty.
NOSFERATU MALEFACTOR Twisted by age and eternal hunger, nosferatu malefactors spread plague in their wake and yearn for mortal blood.
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U-Z NOSFERATU MALEFACTOR UNCOMMON
NE
MEDIUM
UNDEAD
CREATURE 10
Introduction
VAMPIRE
Perception +19; darkvision Languages Aklo, Common, Necril; telepathy 60 feet (page 306) Skills Acrobatics +21, Arcana +21, Athletics +19, Deception +17, Intimidation +19, Stealth +23 Str +5, Dex +7, Con +3, Int +7, Wis +5, Cha +3 AC 30; Fort +17, Ref +21, Will +19 HP 135, fast healing 10 (page 305), negative healing (page 305), plagued coffin restoration; Immunities death effects, disease, paralyzed, poison, sleep; Resistances physical 10 (except magical wood) Nosferatu Vulnerabilities Speed 30 feet, climb 25 feet Melee [one-action] fangs +23 (finesse), Damage 2d12+11 piercing plus Drink Blood Melee [one-action] claw +23 (agile, finesse), Damage 2d10+11 piercing plus plague of ancients Divine Innate Spells DC 29; 5th telekinetic haul (×3) Change Shape [one-action] (concentrate, divine, polymorph, transmutation) DC 29 Command Thrall [free-action] (auditory, divine, mental) Dominate [two-actions] (divine, enchantment, incapacitation, mental, visual) DC 29 Drink Blood [one-action] (divine, necromancy) When Drinking Blood, the nosferatu malefactor regains 13 HP. Plague of Ancients (disease, virulent) DC 29
AMONG THE LIVING Though terrifying in appearance, nosferatus typically dwell among mortals. They might reside in a decrepit manor nestled in a quiet neighborhood. They may also occupy an abandoned castle, preying on weary travelers who mistake their lair as a haven from the elements.
A-C D E-G H-K L-N O-R S-T U-Z Appendix
NOSFERATU OVERLORD Millennia of feeding on the living can turn the most powerful nosferatus into creatures of indomitable will and walking terror.
NOSFERATU OVERLORD RARE
NE
MEDIUM
UNDEAD
CREATURE 15 VAMPIRE
Perception +27; darkvision Languages Aklo, Common, Necril; telepathy 60 feet (page 306) Skills Acrobatics +29, Arcana +31, Athletics +27, Deception +25, Intimidation +27, Stealth +31 Str +6, Dex +8, Con +4, Int +8, Wis +6, Cha +4 AC 37; Fort +23, Ref +27, Will +29 HP 216, fast healing 15 (page 305), negative healing (page 305), plagued coffin restoration; Immunities death effects, disease, paralyzed, poison, sleep; Resistances physical 15 (except magical wood) Air of Sickness (aura) 30 feet, DC 33 Nosferatu Vulnerabilities Speed 30 feet, climb 25 feet Melee [one-action] fangs +30 (finesse), Damage 3d12+12 piercing plus Drink Blood Melee [one-action] claw +30 (agile, finesse), Damage 3d10+12 piercing plus plague of ancients Divine Innate Spells DC 36; 8th telekinetic haul (×3), vampiric exsanguination (×2) Change Shape [one-action] (concentrate, divine, polymorph, transmutation) DC 36 Command Thrall [free-action] (auditory, divine, mental) Dominate [two-actions] (divine, enchantment, incapacitation, mental, visual) DC 36 Drink Blood [one-action] (divine, necromancy) When Drinking Blood, the nosferatu regains 21 HP. Paralytic Fear (divine, incapacitation, mental) DC 33 Plague of Ancients (disease, virulent) DC 36
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Vanara THE HERO AND THE KING Legend says a human hero beseeched a vanara army to help defeat an immortal rakshasa. After the enemy fell, the hero made a pact with the vanaras’ king that should either of their peoples ever be threatened again by rakshasas, the other would come to their aid.
Vanaras are monkey-like humanoids who dwell in treetop villages high in the canopies of lush jungles and verdant forests. Like the monkeys they resemble, vanaras manifest a wide variety of different fur colors, body types, and facial features, but they all have in common long, dexterous fingers and toes, as well as nimble and curious minds. Many of them learn to use their tails to capably manipulate objects. Vanaras are a friendly people, but their boundless curiosity and love of pranks has a tendency to strain their relationships with other humanoids, and thus they usually make their homes far from urban areas. The majority of vanara settlements are found in southeastern Casmaron, among the lush jungles where they first originated. Devotion to monastic training and magical study has led to secondary popu