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Published by Ithiria, 2021-10-14 04:32:24

Bestiary 5

Bestiary 5

300 class (such as a spirit naga’s ability to learn cleric spells with rolling 1d6 and adding it to the result. Using this ability is an
her sorcerer spells known). immediate action taken after the original roll is made and the
results are revealed. The bonus die gained by using this ability
Split (Ex) The creature splits into two identical copies of increases to 1d8 at 4th mythic rank, 1d10 at 7th mythic rank,
itself if subject to certain attacks or effects. Each copy has half and 1d12 at 10th mythic rank. The monster can use this ability
the original’s current hit points (rounded down). A creature even if it’s mindless or of animal-level intelligence.
reduced below the listed hit points cannot be further split and
can be killed normally. Surge doesn’t have a separate entry in the monster stat
block—the surge die is listed in the mythic power ability.
Format: split (piercing and slashing, 10 hp); Location:
Defensive Abilities. Swallow Whole (Ex) If a creature with this special attack
begins its turn with an opponent grappled in its mouth, it can
Steal (Ex) The creature can attempt a steal combat attempt a new combat maneuver check (as though attempting
maneuver check (Pathfinder RPG Advanced Player’s Guide 322) to pin the opponent). If it succeeds, it swallows its prey, and
against its opponent as a free action without provoking the opponent takes bite damage. Unless otherwise noted, the
attacks of opportunity if it hits with the specified attack. opponent can be up to one size category smaller than the
swallowing creature. Being swallowed causes a creature to take
Format: steal; Location: individual attacks. damage each round. The amount and type of damage varies
Stench (Ex) A creature with the stench special ability and is given in the creature’s statistics. A swallowed creature
secretes an oily chemical that other creatures find offensive. keeps the grappled condition, while the creature that did the
All living creatures (except those with the stench special swallowing does not. A swallowed creature can try to cut its way
ability) within 30 feet must succeed at a Fortitude save (DC = 10 free with any light slashing or piercing weapon (the amount of
+ 1/2 the racial HD of the creature with stench + that creature’s damage required for the creature to cut itself free is equal to
Constitution modifier; the exact DC is given in the creature’s 1/10 the creature’s total hit points), or it can just try to escape
descriptive text) or be sickened. The duration of the sickened the grapple. The Armor Class of the interior of a creature that
condition is given in the creature’s descriptive text. Creatures swallows whole is normally 10 + 1/2 its natural armor bonus,
that successfully save cannot be affected by the same creature’s with no modifiers for size or Dexterity. If a swallowed creature
stench for 24 hours. A delay poison or neutralize poison spell cuts its way out, the swallowing creature cannot use swallow
removes the effect from the sickened creature. Creatures with whole again until the damage is healed. If the swallowed
immunity to poison are unaffected, and creatures resistant to creature escapes the grapple, success puts it back in the
poison receive their normal bonus on their saving throws. attacker’s mouth, where it may be bitten or swallowed again.
Format: stench (DC 15, 10 rounds); Location: Aura.
Strangle (Ex) An opponent grappled by the creature can’t Format: swallow whole (5d6 acid damage, AC 15, 18 hp);
speak or cast spells with verbal components. Location: Special Attacks.
Format: strangle; Location: Special Attacks.
Summon (Sp) A creature with the summon ability can Telepathy (Su) The creature can mentally communicate
summon other specific creatures of its kind much as though with any other creature within a certain range (specified in
casting a summon monster spell,butitusuallyhas onlya limited the creature’s entry, usually 100 feet) that has a language. It is
chance of success (as specified in the creature’s entry). Roll d%: possible to address multiple creatures at once telepathically,
On a failure, no creature answers the summons. Summoned although maintaining a telepathic conversation with more
creatures automatically return whence they came after 1 hour. A than one creature at a time is just as difficult as simultaneously
creature summoned in this way cannot use any spells or spell- speaking and listening to multiple people at the same time.
like abilities that require material components costing more
than 1 gp unless those components are supplied, nor can it use Format: telepathy 100 ft.; Location: Languages.
its own summon ability for 1 hour. An appropriate spell level Thoughtsense (Su) Creatures with this ability
is given for each summoning ability for purposes of Will saves, automatically detect and locate conscious creatures within
caster level checks, and concentration checks. No experience the specified range (usually 60 feet). This ability functions
points are awarded for defeating summoned monsters. similarly to blindsight. Nondetection, mind blankOA, and
Format: 1/day—summon (level 4, 1 hezrou 35%); Location: similar effects can block thoughtsense. Thoughtsense can
Spell-Like Abilities. distinguish between sentient (Intelligence 3 or greater)
Sunlight Powerlessness (Ex) If the creature is in sunlight and nonsentient (Intelligence 1–2) creatures, but otherwise
(but not in an area of daylight or similar spells), it cannot provides no information about the creatures it detects.
attack and is staggered. Format: thoughtsense 60 ft.; Location: Senses.
Format: sunlight powerlessness; Location: Weaknesses. Trample (Ex) As a full-round action, a creature with the
SurgeMA (Su) The monster can call upon its mythic power trample ability can attempt to overrun any creature that is at
to overcome difficult challenges. It can expend one use least one size category smaller than itself. This works just like
of mythic power to increase any d20 roll it just made by the overrun combat maneuver, but the trampling creature
does not need to attempt a check; it merely has to move over

Appendices

opponents in its path. Targets of a trample take an amount of Water Dependency (Ex) A creature with this special
damage equal to the trampling creature’s slam damage + 1-1/2 ability can survive out of water for 1 minute per point of
times its Strength modifier. Targets of a trample can make an Constitution. Beyond this limit, this creature runs the risk
attack of opportunity, but at a –4 penalty. If targets forgo an of suffocation, as if it were drowning.
attack of opportunity, they can attempt to avoid the trampling
creature and receive a Reflex save to take half damage. The Format: water dependency; Location: SQ.
save DC against a creature’s trample attack is equal to 10 + 1/2 Web (Ex) Creatures with the web ability can use webs to
the creature’s HD + the creature’s Strength modifier (the exact support themselves and up to one additional creature of the
DC is given in the creature’s descriptive text). A trampling same size. In addition, such creatures can throw a web up to
creature can only deal trampling damage to each target once eight times per day. This is similar to an attack with a net but
per round, no matter how many times its movement takes it has a maximum range of 50 feet, with a range increment of
over a target creature. 10 feet, and is effective against targets up to one size category
larger than the web spinner. An entangled creature can escape
Format: trample (2d6+9, DC 20); Location: Special Attacks. with a successful Escape Artist check or burst the web with
Tremorsense (Ex) A creature with tremorsense is a successful Strength check. Both are standard actions with
sensitive to vibrations in the ground and can automatically a DC equal to 10 + 1/2 the creature’s HD + the creature’s
pinpoint the location of anything that is in contact with Constitution modifier. Attempts to burst a web by those
the ground. Aquatic creatures with tremorsense can also caught in it take a –4 penalty.
sense the location of creatures moving through water. The Web spinners can create sheets of sticky webbing up to three
ability’s range is specified in the creature’s descriptive text. times their size. They usually position these sheets to snare
Format: tremorsense 60 ft.; Location: Senses. flying creatures but can also try to trap prey on the ground.
Trip (Ex) A creature with the trip special attack can attempt Approaching creatures must succeed at a DC 20 Perception
to trip its opponent as a free action without provoking an check to notice a web; otherwise, they stumble into it and
attack of opportunity if it hits with the specified attack. If become trapped as though by a successful web attack. A trapped
the attempt fails, the creature is not tripped in return. creature gains a +5 bonus on attempts to escape or burst the
Format: trip; Location: individual attacks. webbing if it can walk on or grab something while pulling free.
Undead Traits (Ex) Undead are immune to death effects, Each 5-foot-square section of web has a number of hit points
disease, mind-affecting effects (charms, compulsions, morale equal to the Hit Dice of the creature that created it and DR 5/—.
effects, phantasms, and patterns), paralysis, poison, sleep, A creature can move across its own web at its climb speed
stun, and any effect that requires a Fortitude save (unless the and can pinpoint the location of any creature touching its web.
effect also works on objects or is harmless). Undead are not Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.
subject to ability drain, energy drain, or nonlethal damage. X-Ray Vision (Su) The monster can see through solid
Undead are immune to damage or penalties to their physical matter as if wearing a ring of x-ray vision. This is as exhausting
ability scores (Strength, Dexterity, and Constitution), as well as if the monster were actually using the ring.
as to fatigue and exhaustion effects. Undead are not at risk Format: x-ray vision; Location: Senses.
of death from massive damage.
Format: undead traits; Location: Immune. CREATURE TYPES
Undersized Weapons (Ex) The creature uses
manufactured weapons as if it were one size category Each creature has one type (such as “dragon” or “undead”),
smaller than the creature’s actual size. which broadly defines its abilities. Some creatures also
Format: undersized weapons; Location: SQ. have one or more subtypes, as described on pages 303–310.
Unnatural Aura (Su) Animals do not willingly approach A creature cannot violate the rules of its subtype without
the creature unless the animal’s master succeeds at a DC 25 a special ability or quality to explain the difference—
Handle Animal, Ride, or wild empathy check. templates can often change a creature’s type drastically.
Format: unnatural aura (30 ft.); Location: Aura.
Vulnerability (Ex or Su) A creature with a vulnerability takes For full information on creature types and subtypes (such
half again as much damage (+50%) from a specific energy type, as for the purpose of advancing or creating new monsters),
regardless of whether a saving throw is allowed or if the save see the Pathfinder RPG Bestiary.
is a success or failure. Creatures with a vulnerability that is not
an energy type instead take a –4 penalty on saves against spells ABERRATION
and effects that cause or use the listed vulnerability (such as An aberration has bizarre anatomy, strange abilities, an
spells with the light descriptor). Some creatures might suffer alien mindset, or any combination of the three.
additional effects, as noted in their descriptions.
Format: vulnerable to fire; Location: Weaknesses. ANIMAL 301
An animal is a living, nonhuman creature, usually a
vertebrate with no magical abilities and no innate capacity for

language or culture. Animals usually have additional information MAGICAL BEAST
on how they can serve as companions. An animal has an Magical beasts are similar to animals but can have
Intelligence score of 1 or 2 (no creature with an Intelligence Intelligence scores higher than 2 (in which case the creature
score of 3 or higher can be an animal). knows at least one language, but can’t necessarily speak). Magical
beasts usually have supernatural or extraordinary abilities, but are
CONSTRUCT sometimes merely bizarre in their appearance or habits.
A construct is an animated object or artificially created
creature. A construct has the following traits. MONSTROUS HUMANOID
• No Constitution score. Any DCs or other statistics that rely on a Monstrous humanoids are similar to humanoids, but with
Constitution score treat a construct as having a score of 10 (no monstrous or animalistic features. They often have magical
bonus or penalty). abilities as well.
• Immunity to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms). OOZE
• Immunity to bleed, disease, death effects, necromancy effects, An ooze is an amorphous or mutable creature, usually
paralysis, poison, sleep effects, and stunning. mindless. An ooze has the following traits.
• Cannot heal damage on its own, but often can be repaired • Mindless: No Intelligence score, and immunity to all mind-
via exposure to a certain kind of effect (see the creature’s affecting effects (charms, compulsions, phantasms, patterns,
description for details) or through the use of the Craft and morale effects). Mindless creatures have no skills or feats.
Construct feat. Constructs can also be healed through spells An ooze with an Intelligence score loses this trait.
such as make whole. A construct with the fast healing special • Blind (but have the blindsight special quality), with immunity
quality still benefits from that quality. to gaze attacks, illusions, visual effects, and other attack forms
• Not subject to ability damage, ability drain, energy drain, that rely on sight.
exhaustion, fatigue, or nonlethal damage. • Immunity to paralysis, poison, polymorph, sleep effects,
• Immunity to any effect that requires a Fortitude save (unless and stunning.
the effect also works on objects, or is harmless). • Oozes eat and breathe, but do not sleep.
• Not at risk of death from massive damage, but is immediately
destroyed when reduced to 0 hit points or fewer. OUTSIDER
• A construct cannot be raised or resurrected. An outsider is at least partially composed of the essence
• A construct is hard to destroy, and gains bonus hit points (but not necessarily the material) of some plane other than the
based on its size (included in its stat block). Material Plane. An outsider has the following traits.
• Constructs do not breathe, eat, or sleep. • Unlike most living creatures, an outsider does not have a dual
nature—its soul and body form one unit. When an outsider
DRAGON is slain, no soul is set loose. Spells that restore souls to their
A dragon is a reptile-like creature, usually winged, with bodies, such as raise dead, reincarnate, and resurrection, don’t
magical or unusual abilities. work on an outsider. A different magical effect, such as limited
wish, wish, miracle, or true resurrection, is required to restore
FEY it to life. An outsider with the native subtype can be raised,
A fey is a creature with supernatural abilities and reincarnated, or resurrected just as other living creatures can be.
connections to nature or to some other force or place. Fey are • Outsiders breathe, but do not need to eat or sleep (although
usually human-shaped. they can do so if they wish). Native outsiders breathe, eat,
and sleep.
302 HUMANOID
A humanoid usually has two arms, two legs, and one head, PLANT
or a humanlike torso, arms, and a head. Humanoids have few This type comprises vegetable creatures. Note that regular
or no supernatural or extraordinary abilities, but most can speak plants, such as one finds growing in gardens and fields, lack
and they usually have well-developed societies. They are usually Intelligence, Wisdom, and Charisma scores; even though such
Small or Medium (with the exception of giants). Every humanoid plants are alive, they are objects, not creatures. A plant creature
creature also has a specific subtype to match its race, such as has the following traits.
human, dark folk, or goblinoid. • Immunity to all mind-affecting effects (charms, compulsions,
Humanoids with 1 Hit Die exchange the features of their morale effects, patterns, and phantasms).
humanoid Hit Die for the class features of a PC or NPC class. • Immunity to paralysis, poison, polymorph, sleep effects,
Humanoids with more than 1 Hit Die (such as giants) are the only and stunning.
humanoids who make use of the features of the humanoid type. • Plants breathe and eat, but do not sleep.

Appendices

UNDEAD flashes of psychic projections that emit a single concept
Undead are once-living creatures animated by spiritual or in response to whatever the other being was thinking.
supernatural forces. An undead creature has the following traits. The flash is usually a combination of a visual and aural
• No Constitution score. Undead use their Charisma scores stimulation, which displays how the aeon perceives future
in place of their Constitution scores when calculating hit events might work out. For instance, an aeon seeking to
points, Fortitude saves, and any special ability that relies on raze a city communicates this concept to non-aeons by
Constitution (such as when calculating a breath weapon’s DC). sending them a vivid image of the city crumbling to ash.
• Immunity to all mind-affecting effects (charms, compulsions, An aeon’s envisaging functions as a nonverbal form of
morale effects, patterns, and phantasms). telepathy. Aeons cannot read the thoughts of any creature
• Immunity to bleed, death effects, disease, paralysis, poison, immune to mind-affecting effects.
sleep effects, and stunning. • Extension of All (Ex): Through an aeon’s connection to
• Not subject to nonlethal damage, ability drain, or energy the multiverse, it gains access to strange and abstruse
drain. Immunity to damage to its physical ability scores knowledge that filters through all existence. Much of
(Constitution, Dexterity, and Strength), as well as to the knowledge is timeless, comprising events long past,
exhaustion and fatigue effects. present, and potentially even those yet to come. Aeons
• Cannot heal damage on its own (over time) if it has no gain a racial bonus equal to 1/2 their racial Hit Dice on
Intelligence score, although it can be healed by others (such all Knowledge checks. This same connection also binds
as with inflict spells). Negative energy (such as an inflict spell) them to other aeons. As a result, they can communicate
can heal undead creatures. The fast healing special quality with each other freely over great distances as if using
works regardless of the creature’s Intelligence score. telepathy. This ability also works across planes, albeit
• Immunity to any effect that requires a Fortitude save (unless less effectively, allowing the communication of vague
the effect also works on objects or is harmless). impressions or feelings, not specific details or sights. Due
• Not at risk of death from massive damage, but is immediately to the vast scope of the aeon race’s multiplanar concerns,
destroyed when reduced to 0 hit points. though, even the most dire reports of a single aeon rarely
• Not affected by raise dead and reincarnate spells or abilities. inspire dramatic or immediate action.
Resurrection and true resurrection can affect undead • Void Form (Su): Though aeons aren’t incorporeal, their
creatures. These spells turn undead creatures back into the forms are only a semi-tangible manifestation of something
living creatures they were before becoming undead. greater. An aeon’s void form grants it a deflection bonus
• Undead do not breathe, eat, or sleep. equal to 1/4 its Hit Dice (rounded down).
Aether Subtype: This subtype is usually used for outsiders
VERMIN with a connection to aether, a “fifth element” formed from a
This type includes insects, arachnids, other arthropods, blend between the substance of the Ethereal Plane and the
worms, and similar invertebrates. Vermin have the following traits. energy of the Elemental Planes.
• Mindless: No Intelligence score, and immunity to all mind- Agathion Subtype: Agathions are beast-aspect outsiders
affecting effects (charms, compulsions, morale effects, patterns, native to Nirvana. They have the following traits.
and phantasms). Mindless creatures have no feats or skills. A • Low-light vision
verminlike creature with an Intelligence score is usually either • +4 racial bonus on saving throws against poison.
an animal or a magical beast, depending on its other abilities. • Immunity to electricity and petrification.
• Vermin breathe, eat, and sleep. • Resistance to cold 10 and sonic 10.
• Except where otherwise noted, agathions speak Celestial,
CREATURE SUBTYPES Infernal, and Draconic.
• Lay on hands as a paladin whose level equals the agathion’s
Some creatures have one or more subtypes. Subtypes add Hit Dice.
additional abilities and qualities to a creature. • Speak with Animals (Sp): An agathion gains speak with
animals as a constant spell-like ability (caster level equal
Aeon Subtype: Aeons are a race of neutral outsiders who to the agathion’s Hit Dice), except using it is a free action
roam the planes maintaining the balance of reality. Aeons that does not require sound.
have the following traits. • Truespeech (Su): All agathions can speak with any creature
• Immunity to cold, poison, and critical hits. that has a language, as though using a tongues spell (caster
• Resistance to electricity 10 and fire 10. level equal to the agathion’s Hit Dice). This ability is
• Envisaging (Su): Aeons communicate wordlessly, almost always active.
Air Subtype: This subtype is usually used for outsiders
incomprehensibly. Caring little for the wants and desires
of other creatures, they have no need to engage in 303that have a connection to the Elemental Plane of Air.
exchanges of dialogue. Instead, aeons mentally scan beings
for their thoughts and intentions, and then retaliate with

304 Air creatures always have fly speeds and usually have perfect Augmented Subtype: A creature receives this subtype when
maneuverability. Air creatures treat Fly as a class skill. something (usually a template) changes its original type.
Some creatures (those with an inherited template) are born
Android Subtype: This subtype is applied to the synthetic with this subtype; others acquire it when they take on an
humanoids called androids. acquired template. The augmented subtype is always paired
with the creature’s original type.
Angel Subtype: Angels are a race of celestials, or good
outsiders, native to the good-aligned Outer Planes. An Azata Subtype: Azatas are a race of celestials, or good
angel has the following traits (unless otherwise noted in a outsiders, native to chaotic good-aligned Outer Planes. An
creature’s entry). azata has the following traits (unless otherwise noted in a
• Darkvision 60 feet and low-light vision. creature’s entry).
• +4 racial bonus on saves against poison. • Darkvision 60 feet and low-light vision.
• Immunity to acid, cold, and petrification. • Immunity to electricity and petrification.
• Resistance to electricity 10 and fire 10. • Resistance to cold 10 and fire 10.
• Protective Aura (Su): Against attacks made or effects created • Truespeech (Su): All azatas can speak with any creature that

by evil creatures, this ability provides a +4 deflection bonus has a language, as though using a tongues spell (caster level
to AC and a +4 resistance bonus on saving throws to anyone 14th). This ability is always active.
within 20 feet of the angel. Otherwise, it functions as a magic Chaotic Subtype: This subtype is usually applied to outsiders
circle against evil effect and a lesser globe of invulnerability, both native to the chaotically aligned Outer Planes. Most creatures
with a radius of 20 feet (caster level equals the angel’s HD). that have this subtype also have chaotic alignments; however,
The defensive benefits from the circle are not included in if their alignments change, they still retain the subtype. Any
an angel’s stat block. effect that depends on alignment affects a creature with
• Truespeech (Su): All angels can speak with any creature that this subtype as if the creature had a chaotic alignment, no
has a language, as though using a tongues spell (caster level matter what its alignment actually is. The creature also suffers
equal to the angel’s Hit Dice). This ability is always active. effects according to its actual alignment. A creature with the
Aquatic Subtype: These creatures always have swim chaotic subtype overcomes damage reduction as if its natural
speeds and can move in water without making Swim checks. weapons and any weapons it wields were chaotically aligned
An aquatic creature can breathe water. It cannot breathe (see Damage Reduction on page 291).
air unless it has the amphibious special quality. Aquatic Clockwork Subtype: Clockworks are constructs created
creatures always treat Swim as a class skill. through a fusion of magic and technology. A clockwork has
Archon Subtype: Archons are a race of celestials, or good the following traits unless otherwise noted.
outsiders, native to lawful good-aligned Outer Planes. An • Difficult to Create (Ex): The time and gp cost required to
archon has the following traits (unless otherwise noted in create a clockwork is 150% of normal. Construction
a creature’s entry). requirements in individual clockwork monster entries
• Darkvision 60 feet and low-light vision. are already increased.
• Immunity to electricity and petrification. • Swift Reactions (Ex): Clockwork constructs generally react
• +4 racial bonus on saves against poison. much more swiftly than other constructs. They gain
• Aura of Menace (Su): A righteous aura surrounds archons Improved Initiative and Lightning Reflexes as bonus
that fight or get angry. Any hostile creature within a feats, and gain a +2 dodge bonus to AC.
20-foot radius of an archon must succeed at a Will save • Vulnerable to Electricity: Clockwork constructs take 150% as
to resist its effects. The save DC varies with the type of much damage as normal from electricity attacks.
archon, is Charisma-based, and includes a +2 racial bonus. • Winding (Ex): Clockwork constructs must be wound
Those who fail take a –2 penalty on attacks, AC, and saves with special keys in order to function. As a general rule,
for 24 hours or until they successfully hit the archon that a fully wound clockwork can remain active for 1 day per
generated the aura. A creature that has resisted or broken Hit Die, but shorter or longer durations are possible.
the effect cannot be affected again by the same archon’s Cold Subtype: A creature with the cold subtype has
aura for 24 hours. immunity to cold and vulnerability to fire.
• Teleport (Sp): Archons can use greater teleport at will, as the Colossus Subtype: Colossi are mythic constructs of
spell (caster level 14th), except the creature can transport Gargantuan size or larger. Unless otherwise noted in a
only itself and up to 50 pounds of carried objects. creature’s entry, colossi have the following traits.
• Truespeech (Su): All archons can speak with any creature • Alternate Form (Ex): Colossi have the ability to transform
that has a language, as though using a tongues spell (caster themselves into some other shape. This transformation
level 14th). This ability is always active. is nonmagical, and is not revealed by true seeing or
Astomoi Subtype: This subtype is applied to astomois and similar magic.
creatures related to astomois.

Appendices

• Mythic Creation (Ex): A colossus can be created only by save, it is immune to further faith-stealing strikes from
a creator with a mythic tier or rank equal to or greater
than that of the colossus it is attempting to create. that particular demodand for 24 hours. The save DC is

• Mythic Quickening (Sp): As a swift action, a colossus can Charisma-based.
expend one use of mythic power to cast or activate one of
its spell-like abilities as a free action. • Heretical Soul (Ex): All demodands gain a +4 bonus on saving

• Mythic Resilience (Ex): A colossus can expend one use throws against divine spells. In addition, any attempts to
of mythic power as swift action to double its damage
resistance for 1 round. scry on a demodand using divine magic automatically

• Pinning Stomp (Ex): When a colossus is in its normal form, fail. The caster can see the scried area normally, but the
as a swift action it can make a single melee attack at its
highest base attack against a target three or more size demodand simply does not appear.
categories smaller than the colossus. This attack deals
an amount of damage equal to twice that of its slam • Summon (Sp): Demodands share the ability to summon
attack + 1-1/2 times the colossus’s Strength bonus. If the
colossus hits with this attack, it can attempt a grapple others of their kind, typically another of their type or a
check as a free action. This grapple doesn’t provoke
attacks of opportunity. If the grapple is successful, the small number of less powerful demodands.
target is pinned and takes an amount of damage equal to
that of the colossus’s slam attack each round at the start Demon Subtype: Demons are chaotic evil outsiders that
of the colossus’s turn until either the pinned creature
frees itself or the colossus moves out of the pinned call the Abyss their home. Demons have a particular suite
creature’s space. The colossus doesn’t need to attempt
grapple checks to continue the pin, nor can it attempt of traits (unless otherwise noted in a creature’s entry), as
a check to move, further damage, or tie up the grappled
creature. A colossus can have at most two creatures summarized here.
pinned with this attack at one time.
• Immunity to electricity and poison.
• Selective Antimagic Aura (Su): A colossus exudes a constant
antimagic field, as the spell, with a radius equal to its reach. • Resistance to acid 10, cold 10, and fire 10.
Typically, this field ignores specified schools of magic or
spell descriptors. A colossus’s own spell-like abilities and • A demon’s natural weapons, as well as any weapon it
supernatural abilities are not affected by this aura.
Dark Folk Subtype: Dark folk are reclusive subterranean wields, is treated as chaotic and evil for the purpose of

humanoids with an aversion to light. resolving damage reduction.
Deep One Subtype: This subtype is applied to deep
• Except where otherwise noted, demons speak Abyssal,
ones and creatures related to deep ones, such as deep one
hybrids. Creatures with the deep one subtype have low- Celestial, and Draconic.
light vision.
• Telepathy.
Demodand Subtype: Demodands are chaotic evil
outsiders who stalk the Abyss. Unless otherwise noted in the • Summon (Sp): Demons share the ability to summon others
creature’s entry, a demodand has the following traits.
• Immunity to acid and poison. of their kind, typically another of their type or a small
• Resistance to fire 10 and cold 10.
• A demodand’s natural weapons, as well as any weapons it number of less powerful demons.

wields, are treated as chaotic and evil for the purpose of Devil Subtype: Devils are lawful evil outsiders that hail
resolving damage reduction.
• Except when otherwise noted, demodands speak Abyssal, from the plane of Hell. Devils have a particular suite of traits
Celestial, and Common.
• Faith-Stealing Strike (Su): When a demodand’s natural (unless otherwise noted in a creature’s entry).
attack or melee weapon damages a creature capable
of casting divine spells, that creature must succeed • Immunity to fire and poison.
at a Will saving throw or be unable to cast any divine
spells for 1  round. Once a creature succeeds at this • Resistance to acid 10 and cold 10.

• A devil’s natural weapons, as well as any weapons it wields,

are treated as lawful and evil for the purpose of resolving

damage reduction.

• Except when otherwise noted, devils speak Celestial,

Draconic, and Infernal.

• Telepathy.

• See in Darkness (Su): Some devils can see perfectly in darkness

of any kind, even that created by a deeper darkness spell.

• Summon (Sp): Devils share the ability to summon others

of their kind, typically another of their type or a small

number of less powerful devils.

Earth Subtype: This subtype is usually used for outsiders

with a connection to the Elemental Plane of Earth. Earth

creatures usually have burrow speeds, and most earth

creatures can burrow through solid rock. Earth creatures

with a burrow speed have tremorsense.

Elemental Subtype: An elemental is a being composed

entirely from one of the four classical elements—air, earth,

fire, or water—or the less common element called aether. An

elemental has the following features.

• Immunity to bleed, paralysis, poison, sleep effects, and

stunning. 305

306 • Not subject to critical hits or flanking. Does not take effects according to its actual alignment. A creature with the
additional damage from precision-based attacks, such as good subtype overcomes damage reduction as if its natural
sneak attack. weapons and any weapons it wields were good-aligned (see
Damage Reduction on page 291).
• Proficient with natural weapons only, unless generally
humanoid in form, in which case proficient with all simple Gray Subtype: This subtype is applied to the strange
weapons and any weapons mentioned in its entry. extraplanar humanoid race known as grays, as well as other
creatures related to grays.
• Proficient with whatever type of armor (light, medium,
or heavy) it is described as wearing, as well as all lighter Human Subtype: This subtype is applied to humans and
types. Elementals not indicated as wearing armor are not creatures related to humans.
proficient with armor.
Incorporeal Subtype: An incorporeal creature has no
• Elementals are proficient with shields if they are physical body. An incorporeal creature is immune to critical
proficient with any form of armor. hits and precision-based damage (such as sneak attack
damage) unless the attacks are made using a weapon with the
• Elementals do not breathe, eat, or sleep. ghost touch special weapon quality. In addition, creatures with
Evil Subtype: This subtype is usually applied to outsiders the incorporeal subtype gain the incorporeal special quality.

native to the evil-aligned Outer Planes. Evil outsiders are Kami Subtype: Kami are a race of native outsiders who
also called fiends. Most creatures that have this subtype serve to protect what they refer to as “wards”—animals,
also have evil alignments; however, if their alignments plants, objects, and even locations—from being harmed or
change, they still retain the subtype. Any effect that dishonored. All kami are outsiders with the native subtype.
depends on alignment affects a creature with this subtype A kami has the following traits unless otherwise noted in a
as if the creature had an evil alignment, no matter what creature’s entry.
its alignment actually is. The creature also suffers effects • Immune to bleed, mind-affecting effects, petrification,
according to its actual alignment. A creature with the evil
subtype overcomes damage reduction as if its natural and polymorph effects.
weapons and any weapons it wields were evil-aligned (see • Resist acid 10, electricity 10, fire 10
Damage Reduction on page 291). • Telepathy.
• Although they are native outsiders, kami do not eat, drink,
Extraplanar Subtype: This subtype is applied to any
creature when it is on a plane other than its native plane. A or breathe.
creature that travels the planes can gain or lose this subtype • Fast Healing (Ex): As long as a kami is within 120 feet of its
as it goes from plane to plane. Monster entries assume that
encounters with creatures take place on the Material Plane, ward, it gains fast healing. The amount of fast healing it
and every creature whose native plane is not the Material gains depends on the type of kami.
Plane has the extraplanar subtype (but would not have • Merge with Ward (Su): As a standard action, a kami can
it when on its home plane). Every extraplanar creature in merge its body and mind with its ward. When merged, the
this book has a home plane mentioned in its description. kami can observe the surrounding region with its senses
Creatures not labeled as extraplanar are natives of the as if it were using its own body, as well as via any senses
Material Plane, and they gain the extraplanar subtype if they its ward might have. It has no control over its ward, nor
leave the Material Plane. No creature has the extraplanar can it communicate or otherwise take any action other
subtype when it is on a transitive plane, such as the Astral than to emerge from its ward as a standard action. A kami
Plane, the Ethereal Plane, or the Plane of Shadow. must be adjacent to its ward to merge with or emerge
from it. If its ward is a creature, plant, or object, the kami
Fire Subtype: A creature with the fire subtype has can emerge mounted on the creature provided the kami’s
immunity to fire and vulnerability to cold. body is at least one size category smaller than the creature.
If its ward is a location, the kami may emerge at any point
Giant Subtype: A giant is a humanoid creature of great within that location.
strength, usually of at least Large size. Giants have a number • Ward (Su): A kami has a specific ward—a creature with
of racial Hit Dice and never substitute such Hit Dice for an Intelligence score of 2 or lower (usually an animal
class levels like some humanoids. Giants have low-light or vermin), a plant (not a plant creature), an object, or a
vision, and treat Intimidate and Perception as class skills. location. The type of ward is listed in parentheses in the
kami’s stat block. Several of a kami’s abilities function
Good Subtype: This subtype is usually applied to outsiders only when it is either merged with its ward or within
native to the good-aligned Outer Planes. Most creatures that 120 feet of it. If a kami’s ward is portable and travels
have this subtype also have good alignments; however, if with the kami to another plane, the kami does not gain
their alignments change, they still retain the subtype. Any the extraplanar subtype on that other plane as long as its
effect that depends on alignment affects a creature with this ward remains within 120 feet. If a ward is destroyed while
subtype as if the creature had a good alignment, no matter
what its alignment actually is. The creature also suffers

Appendices

a kami is merged with it, the kami dies (no save). If a ward feature and counts as that feature for the purpose of
is destroyed while a kami is not merged with it, the kami
loses its merge with ward ability and its fast healing, and fulfilling prerequisites.
becomes permanently sickened.
Lawful Subtype: This subtype is usually applied to outsiders • Telepathy.
native to the lawfully aligned Outer Planes. Most creatures
that have this subtype also have lawful alignments; however, • Manasaputras do not breathe.
if their alignments change, they still retain the subtype. Any
effect that depends on alignment affects a creature with this • Adaptive Resistance (Su): Many manasaputras have the
subtype as if the creature had a lawful alignment, no matter
what its alignment actually is. The creature also suffers ability to adapt to elemental attacks quickly. Anytime a
effects according to its actual alignment. A creature with the
lawful subtype overcomes damage reduction as if its natural manasaputra is damaged by an elemental attack, it gains
weapons and any weapons it wields were lawfully aligned (see
Damage Reduction on page 291). the adaptive resistance listed against that element for a
Leshy Subtype: A leshy is a nature spirit that inhabits the
body of a specially grown plant. Regardless of their kind, all number of rounds equal to its Wisdom modifier.
leshys have the following traits in addition to those granted
by the plant type (unless otherwise noted in a creature’s entry). Format: adaptive 10; Location: Resist.
• Darkvision 60 feet and low-light vision.
• Immunity to electricity and sonic. • Formless (Su): Most manasaputras are not defined by physical
• Spell-Like Abilities: All leshys have pass without trace as
a constant spell-like ability (CL equal to double the form, and choose to adopt a corporeal form at their leisure.
leshy’s HD).
• Except where otherwise noted, all leshys speak Druidic Manasaputras with this ability can transition between
and Sylvan.
• Change Shape (Su): All leshys can transform into plants, corporeal and incorporeal forms as a move action. When
with results similar to the tree shape spell. Unlike that
spell, this ability only allows transformation into Small a manasaputra becomes corporeal, it retains its Charisma
plants of the same type of growth the leshy is related to.
In this form, the leshy appears as a particularly healthy modifier as a deflection bonus to AC. A manasaputra’s
specimen of that particular plant. A leshy can assume
plant form or revert to its true form as a swift action. natural attacks, unarmed strikes, and manufactured weapon
• Plantspeech (Ex): All leshys can speak with plants as if
subject to a continual speak with plants spell, but only with attacks are only available while the manasaputra is in its
species they are related to.
• Verdant Burst (Su): When slain, a leshy explodes in a burst corporeal form, with the exception of ghost touch weapons.
of fertile energies. All plant creatures within 30 feet of
a slain leshy heal 1d8 points of damage plus 1 point per • Positive Energy Affinity (Ex): Manasaputras can exist
HD of the slain leshy, and plant life of the same type
as the leshy itself quickly infests the area. If the terrain comfortably on the Positive Energy Plane, and do not benefit
can support this type of plant, the undergrowth is dense
enough to make the region into difficult terrain for (or suffer) from that plane’s overwhelming infusions of
24 hours, after which the plant life diminishes to a normal
level; otherwise, the plant life has no significant effect on life-giving energies. Whenever a manasaputra is subjected
movement and withers and dies within an hour.
Manasaputra Subtype: Manasaputras are lawful good to a magical healing effect, that effect functions at its full
spirits ascending to a new stage of existence on the Positive
Energy Plane. They have the following traits. potential, as if enhanced by the Maximize Spell feat.
• Darkvision 60 ft.
• Immunity to calling magic, disease, and poison. • Soul Armor (Ex): Manasaputras add their Wisdom bonus
• +2 racial bonus on saving throws against enchantment
spells. This does not stack with the still mind monk class to their AC and CMD. In addition, manasaputras gain a

+1 bonus to their AC and CMD for every 4 racial HD they

possess. These bonuses work as per the AC bonus monk

class ability, and monk levels stack with racial HD to

determine the additional benefits.

• Subjective Appearance (Su): When in corporeal form, a

manasaputra projects a psychic illusion over its body,

masking its true appearance. Any creature with an

Intelligence score of 3 or higher that views a manasaputra

sees it as an idealized human form, though often with

unusual features. Creatures physically interacting with

a manasaputra can attempt a Will save (DC = 10 + 1/2

the manasaputra’s HD + the manasaputra’s Charisma

modifier) to disbelieve the illusion. If successful, the

character sees the corporeal veil as a translucent outline,

with the fiery body of the manasaputra contained within.

This is a mind-affecting illusion (glamer) effect.

Mythic Subtype: A creature with this subtype is infused

with mythic power and is capable of terrible and awe-

inspiring feats. Some mythic creatures are powerful versions

of existing monsters (such as minotaurs and medusas), others

are completely new creatures that do not have a non-mythic

equivalent (such as the devastator and plague swarms). For

more information on mythic creatures, see Mythic Adventures.

Creatures with the mythic subtype have the following traits

(these are already included in the mythic monster stat blocks

presented in this book). 307

308 • Mythic rank, a number from 1 to 10, representing its • Combined Arms (Ex): When making a full attack, a robot
overall mythic power. with the combined arms special attack can make all its
melee natural weapon attacks plus its ranged integrated
• Natural armor increase equal to its mythic rank. weapon attacks.
• Additional hit points per mythic rank, based on the type
• Force Field (Ex): A robot might have a force field that
of Hit Dice it has (d6, d8, and so on). sheathes it in a thin layer of energy that grants a number
• DR 5/epic if the creature has at least 5 Hit Dice. If the of temporary hit points (typically 5 × the robot’s CR).
All damage dealt to a robot with an active force field is
creature already had DR, it adds epic to the qualities deducted from these temporary hit points first. As long
needed to bypass that reduction. as the force field is active, the robot is immune to critical
• Spell resistance increase (if it has spell resistance) equal to hits. A force field has fast healing equal to the robot’s CR,
its mythic rank. but once its hit points are reduced to 0, the force field
• Ability score increases, depending on its mythic rank. shuts down and doesn’t reactivate for 24 hours.
• Mythic feats, which generally are improved versions Format: force field (55 hp, fast healing 5); Location: hp.
of standard feats. Mythic feats are indicated by a
superscript “M.” • Integrated Weaponry (Ex): A robot that has a technological
• Mythic Power (Su): The creature has the mythic power weapon built into its body treats it as a natural weapon
universal monster ability (see page 296). The effect of and not a manufactured weapon, and can’t make iterative
these abilities depend on its mythic rank. attacks with it. An integrated weapon can still be targeted
Native Subtype: This subtype is applied only to by effects that target manufactured weapons (such as magic
outsiders. Creatures with this subtype are native to the weapon or sunder attempts), but can’t be harvested for use
Material Plane. These creatures have mortal ancestors or a outside of the robot’s body once the robot is destroyed.
strong connection to the Material Plane and can be raised, A robot is always proficient with its integrated weapons.
reincarnated, or resurrected just as other living creatures Integrated ranged weapons don’t provoke attacks of
can be. Unlike true outsiders, native outsiders need to eat opportunity when fired in melee combat.
and sleep.
Phantom Subtype: This subtype is applied to the lost • Laser Weapons (Ex): A laser weapon emits beams of intensely
souls known as phantoms, outsiders desperately attempting focused light waves. Laser attacks resolve as touch attacks
to avoid the fate of undeath. and deal fire damage. A laser can pass through force fields
Reptilian Subtype: These creatures are scaly and usually and force effects like a wall of force without damaging that
cold-blooded. The reptilian subtype is only used to describe field to strike a foe beyond. Objects like glass or other
a set of humanoid races, not all animals and monsters that transparent barriers don’t provide cover from lasers (but
are true reptiles. unlike force barriers, glass still takes damage from a laser
Robot Subtype: Robots are intelligent constructs created strike passing through it). Invisible creatures are immune
by advanced scientific means. They have the following traits, to damage caused by a laser weapon. Fog, smoke, and
unless otherwise noted. other clouds provide cover in addition to concealment
• Difficult to Create (Ex): Robots are crafted via complex from laser attacks.
methods hidden and well guarded. A robot does not have Sahkil Subtype: Sahkils are neutral evil outsiders native
a construction entry.
• Intelligent: Robots are intelligent, and thus have skills and to the Ethereal Plane. They have the following traits (unless
feats as appropriate for their Hit Dice. Unless otherwise otherwise noted in a creature’s entry).
indicated for a specific robot, all robots have Intelligence • Darkvision 60 ft. and low-light vision.
scores of 10. The following are class skills for robots: • Immunity to death effects, fear effects, disease, and
Climb, Disable Device, Fly, Knowledge (all), Linguistics,
Perception, and Sense Motive. poison.
• Vulnerable to Critical Hits: Whenever a robot takes extra • Resistance to cold 10, electricity 10, and sonic 10.
damage from a critical hit, it must succeed at a DC 15 • Most sahkils are resistant to magic. Such a sahkil has SR
Fortitude save or be stunned for 1 round. If the robot
succeeds at the save, it is staggered for 1 round. The equal to 11 + its CR.
robot remains immune to all other sources of the • Except where otherwise noted, sahkils speak Abyssal,
stunned condition.
• Vulnerable to Electricity: Robots take 150% as much damage Celestial, and Infernal.
as normal from electricity attacks. • Telepathy.
The following special abilities apply to some robots, but • Easy to Call (Ex): Sahkils count as having 4 fewer Hit Dice
are not universal to all types of robot.
(minimum 2) for purposes of spells or effects that call
outsiders, such as planar binding. However, they receive
a racial bonus equal to 1/2 their Hit Dice on Charisma
checks to break free of planar binding spells and similar
effects, and their spell resistance counts as if it were

Appendices

5 higher for the purpose of breaking free of planar binding creatures consists of 1,500 nonflying creatures or 5,000
spells and similar effects. flying creatures. A swarm of Fine creatures consists of
• Emotional Focus (Ex): Whenever a sahkil casts a spell or 10,000 creatures, whether they are flying or not. Swarms
uses a spell-like ability or effect with the emotionUM or of nonflying creatures include many more creatures than
fear descriptors that allows a saving throw, the DC is could normally fit in a 10-foot square based on their normal
increased by 2. space, because creatures in a swarm are packed tightly
• Look of Fear (Su): All sahkils have a gaze attack that instills together and generally crawl over each other and their prey
dread in those they look upon. This gaze attack has a when moving or attacking. Larger swarms are represented
range of 30 feet (though when a sahkil is on the Ethereal by multiple single swarms. The area occupied by a large
Plane, it functions against creatures on the Material Plane swarm is completely shapeable, though the swarm usually
that can see ethereal creatures), and can be negated by a remains in contiguous squares.
Will save—the exact effects caused by a particular sahkil’s
look of fear depend on the type of sahkil. All sahkils Swarm Traits: A swarm has no clear front or back and no
are immune to their own look of fear and that of other discernible anatomy, so it is not subject to critical hits or
sahkils. This is a mind-affecting fear effect. The save DC flanking. A swarm made up of Tiny creatures takes half
is Charisma-based and includes the +2 bonus from the damage from slashing and piercing weapons. A swarm
sahkil’s emotional focus ability. composed of Fine or Diminutive creatures is immune to all
• Skip Between (Su): Many sahkils can shift between the Ethereal weapon damage. Reducing a swarm to 0 hit points or less
Plane and the Material Plane as a move action. This ability is causes it to break up, though damage taken until that point
otherwise identical to ethereal jaunt (CL 15th). does not degrade its ability to attack or resist attack. Swarms
• Spirit Touch (Ex): A sahkil’s natural weapons, as well as any are never staggered or reduced to a dying state by damage.
weapon it wields, are treated as though they had the ghost Also, they cannot be tripped, grappled, or bull rushed, and
touch weapon special ability. they cannot grapple an opponent.
Sasquatch Subtype: This subtype is applied to the
humanoid beings called sasquatches and creatures related A swarm is immune to any spell or effect that targets a
to sasquatches. specific number of creatures (including single-target spells
Shapechanger Subtype: A shapechanger has the such as disintegrate), with the exception of mind-affecting
supernatural ability to assume one or more alternative forms. effects (charms, compulsions, morale effects, patterns, and
Many magical effects allow some kind of shapeshifting, phantasms) if the swarm has an Intelligence score and a hive
and not every creature that can change shapes has the mind. A swarm takes half again as much damage (+50%) from
shapechanger subtype. spells or effects that affect an area, such as splash weapons and
Skinwalker Subtype: This subtype is applied to the many evocation spells.
humanoid race known as skinwalkers, who are similar to
lycanthropes, but aren’t afflicted with the same curse. Swarms made up of Diminutive or Fine creatures are
Swarm Subtype: A swarm is a collection of Fine, susceptible to high winds, such as those created by a gust of
Diminutive, or Tiny creatures that acts as a single creature. wind spell. For purposes of determining the effects of wind
A swarm has the characteristics of its type, except as noted on a swarm, treat the swarm as a creature of the same size
here. A swarm has a single pool of Hit Dice and hit points, as its constituent creatures. A swarm rendered unconscious
a single initiative modifier, a single speed, and a single by means of nonlethal damage becomes disorganized and
Armor Class. A swarm makes saving throws as a single dispersed, and does not reform until its hit points exceed its
creature. A single swarm occupies a square (if it is made nonlethal damage.
up of nonflying creatures) or a cube (of flying creatures)
10 feet on a side, but its reach is 0 feet, like its component Swarm Attack: Creatures with the swarm subtype don’t
creatures. In order to attack, it moves into an opponent’s make standard melee attacks. Instead, they deal automatic
space, which provokes an attack of opportunity. It can damage to any creature whose space they occupy at the end of
occupy the same space as a creature of any size, since it their move, with no attack roll needed. Swarm attacks are not
crawls all over its prey. A swarm can move through squares subject to a miss chance for concealment or cover. A swarm’s
occupied by enemies and vice versa without impediment, stat block has “swarm” in the Melee entry, with no attack
although the swarm provokes an attack of opportunity if it bonus given. The amount of damage a swarm deals is based
does so. A swarm can move through cracks or holes large on its Hit Dice, as shown below.
enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying Swarm HD Swarm Base Damage 309
creatures or 1,000 flying creatures. A swarm of Diminutive 1–5 1d6
6–10 2d6
11–15 3d6
16–20 4d6
21+ 5d6

A swarm’s attacks are nonmagical, unless the swarm’s Prerequisites: Craft Magic Arms and Armor, Craft
description states otherwise. Damage reduction sufficient to Wondrous Item, caster level 5th.
reduce a swarm attack’s damage to 0, being incorporeal, or
other special abilities usually give a creature immunity (or Benefit: You can create any construct whose prerequisites
at least resistance) to damage from a swarm. Some swarms you meet. The act of animating a construct takes 1 day for
also have acid, blood drain, poison, or other special attacks each 1,000 gp in its market price. To create a construct, you
in addition to normal damage. must use raw materials costing half of its base price, plus
the full cost of the basic body created for the construct.
Water Subtype: This subtype is usually used for outsiders Each construct has a special section that summarizes its
with a connection to the Elemental Plane of Water. Creatures costs and other prerequisites. A newly created construct
with the water subtype always have swim speeds and has average hit points for its Hit Dice.
can move in water without making Swim checks. A water
creature can breathe underwater and can usually breathe air Empower Spell-Like Ability
as well. Water creatures treat the Swim skill as a class skill.
One of this creature’s spell-like abilities is particularly
APPENDIX 4: MONSTERS AS PCS potent and powerful.

For simple rules on using monsters as player characters, see Prerequisite: Spell-like ability at caster level 6th or higher.
page 313 of the Pathfinder RPG Bestiary. Benefit: Choose one of the creature’s spell-like abilities,
subject to the restrictions described in this feat. The
APPENDIX 5: MONSTER FEATS creature can use that spell-like ability as an empowered
spell-like ability three times per day (or fewer, if the ability
Most of the following feats apply specifically to monsters, is normally usable only once or twice per day).
although some player characters might qualify for them When a creature uses an empowered spell-like ability,
(particularly Craft Construct). all variable, numeric effects of the spell-like ability are
increased by half (+50%). Saving throws and opposed
Ability Focus rolls are not affected. Spell-like abilities without random
variables are not affected.
One of this creature’s special attacks is particularly difficult The creature can only select a spell-like ability duplicating
to resist. a spell with a level less than or equal to 1/2 its caster
level – 2. For a summary, see the table in the description of
Prerequisite: Special attack. the Quicken Spell-Like Ability feat on page 311.
Benefit: Choose one of the creature’s special attacks. Special: This feat can be taken multiple times. Each
Add +2 to the DC on all saving throws against the special time it is taken, the creature can apply it to a different
attack on which the creature focuses. spell-like ability.
Special: A creature can gain this feat multiple times. Its
effects do not stack. Each time the creature takes the feat, Flyby Attack
it applies to a different special attack.
This creature can make an attack during its move action
Awesome Blow (Combat) while f lying.

This creature can send opponents flying. Prerequisite: Fly speed.
Prerequisites: Str 25, Improved Bull Rush, Power Attack, Benefit: When the creature takes a move action while
f lying, it can take its standard action at any point during
size Large or larger. the move. The creature cannot take a second move action
Benefit: As a standard action, the creature may perform an during a round when it makes a f lyby attack.
Normal: Without this feat, the creature takes a standard
awesome blow combat maneuver. If the creature’s maneuver action either before or after its move.
succeeds against a corporeal opponent smaller than itself,
its opponent takes damage (typically slam damage plus Hover
Strength bonus) and is knocked flying 10 feet in a direction
of the attacking creature’s choice and falls prone. The This creature can hover in place with ease and can kick up
attacking creature can only push the opponent in a straight clouds of dust and debris.
line, and the opponent can’t move closer to the attacking
creature than the square it started in. If an obstacle prevents Prerequisite: Fly speed.
the completion of the opponent’s move, the opponent and the Benefit: A creature with this feat can halt its movement
obstacle each take 1d6 points of damage, and the opponent is while f lying, allowing it to hover without needing to
knocked prone in the space adjacent to the obstacle. attempt a Fly check.
If a creature of size Large or larger with this feat hovers
Craft Construct (Item Creation) within 20 feet of the ground in an area with lots of loose

310 You can create construct creatures like golems.

Appendices

debris, the draft from its wings creates a hemispherical spell with a level less than or equal to 1/2 its caster level – 4.
cloud with a radius of 60 feet. For a summary, see the table below.

The winds generated can snuff torches, small campfires, A spell-like ability that duplicates a spell with a casting
exposed lanterns, and other small, open f lames of time greater than 1 full round cannot be quickened.
nonmagical origin.
Normal: The use of a spell-like ability normally
Clear vision within the cloud is limited to 10 feet. requires a standard action (at the very least) and provokes
Creatures have concealment at 15 to 20 feet (20% miss an attack of opportunity.
chance). At 25 feet or more, creatures have total concealment
(50% miss chance, and opponents cannot use sight to Special: This feat can be taken multiple times. Each
locate the creature). time it is taken, the creature can apply it to a different
spell-like ability.
Normal: Without this feat, a creature must succeed at a
Fly check to hover and the creature does not create a cloud Empowered and Quickened Spell-Like Abilities
of debris while hovering.
Spell Caster Level Caster Level
Multiattack (Combat)
Level to Empower to Quicken
This creature is particularly skilled at making attacks
with its natural weapons. 0 4th 8th

Prerequisite: Three or more natural attacks. 1st 6th 10th
Benefit: The creature’s secondary attacks with natural
weapons take only a –2 penalty. 2nd 8th 12th
Normal: Without this feat, the creature’s secondary
attacks with natural weapons take a –5 penalty. 3rd 10th 14th

Multiweapon Fighting (Combat) 4th 12th 16th

This multi-armed creature is skilled at making attacks 5th 14th 18th
with multiple weapons.
6th 16th 20th
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons 7th 18th —
are reduced by –2 with the primary hand and by –6 with
off hands. 8th 20th —
Normal: A creature without this feat takes a –6 penalty
on attacks made with its primary hand and a –10 penalty on 9th — —
attacks made with all of its off hands. (It has one primary
hand, and all the others are off hands.) See Two-Weapon Snatch
Fighting in the Pathfinder RPG Core Rulebook.
Special: This feat replaces the Two-Weapon Fighting This creature can grab other creatures with ease.
feat for creatures with more than two arms. Prerequisite: Size Huge or larger.
Benefits: The creature can start a grapple when it hits
Quicken Spell-Like Ability
with a claw or bite attack, as though it had the grab ability.
This creature can use one of its spell-like abilities with If it grapples a creature three or more sizes smaller, it
next to no effort. squeezes each round for automatic bite or claw damage
with a successful grapple check. A snatched opponent
Prerequisite: Spell-like ability at caster level 10th or higher. held in the creature’s mouth is not allowed a Ref lex save
Benefit: Choose one of the creature’s spell-like abilities, against the creature’s breath weapon, if it has one.
subject to the restrictions described in this feat. The
creature can use that spell-like ability as a quickened spell- The creature can drop a creature it has snatched as a
like ability three times per day (or fewer, if the ability is free action or use a standard action to f ling it aside. A
normally usable only once or twice per day). f lung creature travels 1d6 × 10 feet, and takes 1d6 points
Using a quickened spell-like ability is a swift action that of damage per 10 feet traveled. If the creature f lings a
does not provoke an attack of opportunity. The creature snatched opponent while f lying, the opponent takes this
can perform another action—including the use of another amount or falling damage, whichever is greater.
spell-like ability (but not another swift action)—in the
same round that it uses a quickened spell-like ability. The Wingover 311
creature can only select a spell-like ability duplicating a
This creature can make turns with ease while f lying.
Prerequisite: Fly speed.
Benefits: Once per round, the creature can turn up to 180

degrees as a free action without attempting a Fly check. This
turn does not cost the creature any movement.

Normal: A f lying creature can turn up to 90 degrees by
succeeding at a DC 15 Fly check and expending 5 feet of
movement. A f lying creature can turn up to 180 degrees
by succeeding at a DC 20 Fly check and expending 10 feet
of movement.

APPENDIX 6: MONSTER COHORTS Kaprosuchus (megafauna) 170
Megaprimatus (ape) 29
The Leadership feat (Pathfinder RPG Core Rulebook 129) allows Moa (megafauna) 171
a character to gain a loyal cohort. With the GM’s approval, Narwhal (whale) 276
this cohort can be a similarly aligned monster rather than Plesiosaurus (dinosaur) 83
a member of the standard player races. The monsters on Polar bear 41
the following list all work well as cohorts (be they assassins, Therizinosaurus (dinosaur) 84
bodyguards, mounts, etc.)—their effective cohort “level” Troodon (dinosaur) 84
corresponds to the level available to the PC as afforded by Uintatherium (megafauna) 171
his Leadership score. Use these monsters as guidelines Wolliped 279
when determining cohort levels for other monsters.
Blue Whale Companions
For more information on monster cohorts, see page 316 of
the Pathfinder RPG Bestiary. Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1
natural armor; Attack tail slap (1d8); Ability Scores Str 11,
Monster Cohorts Level Dex 19, Con 10, Int 2, Wis 14, Cha 6; Special Qualities low-
4 light vision, hold breath.
Monster 5
Apallie 6 7th-Level Advancement: Size Large; AC +2 natural armor;
Cambion (demon) 6 Attack tail slap (2d6); Ability Scores Str +8, Dex –2, Con +4.
Chuspiki 12
Deep merfolk 11 Cameroceras Companions
Dragonkin 8
Encantado 6 Starting Statistics: Size Medium; AC +1 natural; Speed 5 ft.,
Firbolg 8 swim 20 ft., jet 90 ft.; Attack tentacles (1d4 plus grab), bite
Flytrap leshy 6 (1d3); Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2;
Gancanagh (azata) 14 Special Qualities low-light vision, pressure adaptation.
Heikegani 7
Kabandha (cyclops) 6 7th-Level Advancement: Size Large; AC +2 natural armor;
Karkadann 8 Attack tentacles (1d6 plus grab), bite (1d4); Ability Scores
Liminal sprite 1 Str +4, Dex –2, Con +2; Special Attacks constrict (1d6).
Lotus leshy 15
Muckdweller 3 Ceratosaurus Companions
Psychemental 7
Pyrausta 7 Starting Statistics: Size Medium; Speed 40 ft.; AC +4
Reptial (agathion) 9 natural armor; Attack bite 1d8; Ability Scores Str 14, Dex 17,
Thought eater 6 Con 11, Int 2, Wis 11, Cha 10; Special Qualities low-light
Uraeus vision, scent, trip.
Wysp
7th-Level Advancement: Size Large; AC +2 natural armor;
Attack bite 2d6; Ability Scores Str +8, Dex –2, Con +4; Special
Qualities blood rage, ferocity.

APPENDIX 7: ANIMAL COMPANIONS Chalicotherium Companions

The following list indexes all additional animal companions Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.;
found in this book, along with the page numbers on which AC +4 natural; Attack 2 claws (1d4); Ability Scores Str 12,
they can be located. Below the list are the statistics for each Dex 14, Con 13, Int 2, Wis 13, Cha 3; Special Qualities low-
animal companion. The rules for choosing and progressing light vision, scent.
an animal companion can be found on pages 51–53 of the
Pathfinder RPG Core Rulebook. 7th-Level Advancement: Size Large; AC +2 natural; Attack
2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special
Animal Companions Attack rend (2 claws, 1d6).

Animal Page Digmaul Companions
Blue whale 276
Cameroceras 49 Starting Statistics: Size Small; Speed 50 ft.; AC +1 natural
Ceratosaurus (dinosaur) 83 armor; Attack bite (1d4), 2 claws (1d2), tail (1d2); Ability Scores
Chalicotherium (megafauna) 170 Str 10, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities
Digmaul 82 ball tail, low-light vision, scent.
117
312 Frog father and goliath frog 4th-Level Advancement: Size Medium; Attack bite (1d6),
2 claws (1d3), tail (1d3); Ability Scores Str +4, Dex –2, Con +2.

Appendices

Dire Polar Bear Companions Con 10, Int 2, Wis 15, Cha 11; Special Qualities low-light
vision, scent, sprint.
Use the bear animal companion statistics on page 53 of the
Core Rulebook. 7th-level Advancement: Size Large; AC +3 natural armor;
Attack 2 claws 1d8; Ability Scores Str +8, Dex –2, Con +4;
Frog Father Companions Special Qualities bleed (1d6), sweeping strike.

Use the frog animal companion statistics on page 135 of the Bestiary. Troodon Companions

Goliath Frog Companions Starting Statistics: Size Small; Speed 40 ft.; Attack bite (1d4),
2 claws (1d3); Ability Scores Str 7, Dex 17, Con 10, Int 2, Wis 14,
Use the frog animal companion statistics on page 135 of the Bestiary. Cha 13; Special Qualities easily trained, low-light vision, scent.

Kaprosuchus Companions 4th-level Advancement: Size Medium; AC +1 natural
armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4,
Starting Statistics: Size Medium; Speed 30 ft.; AC +3 natural Dex +4, Con +4.
armor; Attack bite (1d6), tail slap (1d6); Ability Scores Str 15, Dex
14, Con 15, Int 1, Wis 14, Cha 2; Special Qualities low-light vision. Uintatherium Companions

7th-Level Advancement: Size Large; AC +2 natural armor; Starting Statistics: Size Medium; AC +4 natural; Speed 30 ft.;
Attack bite (1d8), tail slap (1d8); Ability Scores Str +6, Dex –2, Attack bite (1d8); Ability Scores Str 14, Dex 12, Con 17, Int 1,
Con +4; Special Attacks ramming snout. Wis 13, Cha 3; Special Qualities scent.

Megaprimatus Companions 7th-Level Advancement: Size Large; AC +3 natural armor;
Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.
Use the ape companion statistics on page 53 of the Core Rulebook.
Wolliped companions
Moa Companions
Starting Statistics: Size Medium; Speed 50 ft.; AC +1 natural
Starting Statistics: Size Medium; Speed 30 ft.; AC +1 natural armor, Attack gore (1d6); Ability Scores Str 14, Dex 16, Con 12,
armor; Attack 2 talons (1d3); Ability Scores Str 13, Dex 16, Con Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
12, Int 2, Wis 11, Cha 9; Special Qualities low-light vision.
7th-Level Advancement: Size Large; AC +3 natural armor;
7th-Level Advancement: Size Large; AC +2 natural armor; Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +4;
Attack 2 talons (1d4); Ability Scores Str +4, Con +2. Special Abilities spit, trample.

Narwhal Companions APPENDIX 8: MONSTERS BY TYPE 313

Starting Statistics: Size Medium; Speed swim 80 ft.; AC +1 Listed below are all the monsters in this book, organized
natural armor; Attack bite (1d6); Ability Scores Str 11, Dex 19, alphabetically by type and subtype.
Con 10, Int 2, Wis 14, Cha 6; Special Qualities low-light vision, Aberration: aatheriexa, akaname, blightspawn, capramace,
hold breath.
cuero, dwiergeth, egregore, grimslake, heikegani, hundun,
7th-Level Advancement: Size Large; AC +2 natural armor; mutant, plankta, rhu-chalik, somalcygot, syricta, thought
Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4; eater, trench mist, wizard’s shackle, yangethe
Special Qualities blindsight 120 ft., tusk. (Aether): ether drake
(Air): chuspiki, saxra, trench mist
Plesiosaurus Companions Animal: blue whale, cameroceras, ceratosaurus, chalicotherium,
chicken, digmaul, dire polar bear, flying fox, frog father,
Starting Statistics: Size Medium; Speed 5 ft., swim 60 ft.; goliath frog, kaprosuchus, megaprimatus, moa, narwhal,
AC +1 natural armor; Attack bite (1d8); Ability Scores Str 12, penguin, plesiosaurus, polar bear, red panda, seal,
Dex 15, Con 12, Int 2, Wis 15, Cha 9; Special Qualities keen therizinosaurus, troodon, uintatherium, wolliped
scent, low-light vision, scent. (Aquatic): bagiennik, cetus, cuero, deep merfolk, deep one,
deep one elder, echeneis, giant mantis shrimp, heikegani,
4th-Level Advancement: Size Large; AC +3 natural armor; hunter urchin, ichthyocentaur, isonade, ketesthius, lusca,
Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; plankta, shen, spear urchin, stranglereed, trilobite, vahana,
Special Qualities ambush attack +1d6, bleed (1). water leaper, wizard’s shackle
(Chaotic): hundun
Polar Bear Companions (Cold): bisha ga tsuku, crone queen, khala
Construct: annihilator robot, celedon, clockwork familiar, crystal
Use the bear animal companion statistics on page 53 of the golem, devastator, gearsman robot, gray goo, guardian scroll,
Core  Rulebook. lead golem, myrmidon robot, sphinx colossus, taxidermic

Therizinosaurus Companions

Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural
armor; Attack 2 claws 1d6; Ability Scores Str 12, Dex 18,

314 creature, terraformer robot, urannag, warmonger wasp, Plant: corpse lotus, flytrap leshy, ghoran, griefgall, kawa akago,
wood colossus lotus leshy, lotus tree, nulmind, psychepore, stranglereed,
Dragon: amphiptere, astral dragon, cetus, dragonkin, dream tsaalgrend, zygomind
dragon, ether drake, etheric dragon, jungle drake, khala,
nightmare dragon, occult dragon, pyrausta, rope dragon, (Shapechanger): anunnaki, doppeldrek, encantado, flytrap leshy,
scitalis, shen, vishap lotus leshy, peuchen, reptoid, rope dragon, skinwalker, vilderavn
(Earth): glaistig, gravebound, jungle drake, plankta
(Elemental): aerial servant, aether elemental, aether wysp, (Swarm): bat plague swarm, gray goo, locust plague swarm,
ahkhat, air wysp, anemos, earth wysp, fire wysp, water wysp rat plague swarm, scarab swarm, termite swarm, undigested
Fey: bagiennik, domovoi, dvorovoi, encantado, fastachee, swarm, vescavor swarm
glaistig, hobkins, kikimora, liminal sprite, muse, nuno, ovinnik,
sangoi, seilenos, shadow collector, vilderavn Template: mummy lord, mutant, plagued beast, taxidermic
(Fire): cherufe, pyrausta creature, tsukumogami, tulpa, vahana
(Giant): eclipse giant, elder deep one, firbolg, gegenees,
kabandha, moon giant, papinijuwari, sun giant, ved Undead: bone ship, caller in darkness, crone queen, cursed king,
Humanoid: android, astomoi, caligni, deep merfolk, deep one death coach, duppy, fext, gravebound, grim reaper, kurobozu,
hybrid, eclipse giant, firbolg, gray, kabandha, moon giant, leechroot, leng ghoul, lesser death, mummy lord, nemhain,
orang-pendak, papinijuwari, reptoid, skinwalker, sun giant, ved pharaonic guardian, plagued beast, polong, saxra, swamp
(Incorporeal): caller in darkness, death coach, duppy, etiainen, mummy, tiyanak, undigested, undigested swarm, vukodlak,
nemhain, pharaonic guardian, polong, psychemental, wyrmwraith
wyrmwraith
Magical Beast: ahool, amarok, bat plague swarm, brain mole, Vermin: blood caterpillar, giant assassin bug, giant mantis
brain mole monarch, cerynitis, cherufe, chuspiki, cytillipede, shrimp, giant scarab, giant termite, great assassin bug, horn
delgeth, echeneis, giant muckdweller, isonade, karkadann, caterpillar, hunter urchin, knight ant, megapon ant, scarab
ketesthius, locust plague swarm, lusca, mngwa, muckdweller, swarm, spear urchin, termite swarm, trilobite
ophiotaurus, ostovite, peuchen, ramidreju, rat plague swarm,
sha, shasalqu, su, tizheruk, uraeus, ursikka, vahana, water (Water): bone ship, cetus, shen
leaper, witchcrow, xiao
Monstrous Humanoid: anunnaki, deep one, elder deep APPENDIX 9: MONSTERS BY CR
one, gegenees, grioth, ichthyocentaur, ningen, storm hag,
stormghost, thriae constructor, thriae dancer The following section lists all monsters included in this
(Mythic): anunnaki, apkallu, bat plague swarm, danava, book, organized alphabetically by CR. Variant monsters
devastator, glaistig, locust plague swarm, ophiotaurus, rat are not included in this list—an index of these monsters
plague swarm, shen, sphinx colossus, wood colossus appears instead in Appendix 11: Variant Monster Index on
Ooze: animate hair, apallie, doppeldrek, emotion ooze, page 317. In the case of templates, only the sample creature
gunpowder ooze, hag eye ooze, living mirage, putrid ooze, presented with a full stat block at the start of the template’s
riftcreeper, roiling oil entry in this book is included. Similarly, for dragons, only
Outsider: aeons, psychemental, tulpa, turul, unfettered phantom those that have full stat blocks presented in this book are
Outsider (aether): aether elemental, aether wysp listed on the following tables (young, adult, and ancient
Outsider (air): aerial servant, air veela, air wysp, anemos dragons)—dragons of other age categories are not included
Outsider (chaotic): azatas, demodands, demons, lamhigyn, on these lists.
vescavor queen, vescavor swarm
Outsider (earth): ahkhat, earth veela, earth wysp CR 1/6
Outsider (evil): demodands, demons, devils, lamhigyn, sahkils, chicken
vescavor queen, vescavor swarm
Outsider (fire): fire veela, fire wysp CR 1/4
Outsider (good): agathions, angels, archons, azatas, muckdweller, nuno, pyrausta, trilobite, undigested
manasaputras, moon dog
Outsider (lawful): apkallu, archons, danava, devils, CR 1/3
manasaputras, turul flying fox, penguin, seal
Outsider (native): ahkhat, bisha ga tsuku, etiainen, shabti,
tsukumogami, wakandagi CR 1/2
Outsider (water): apkallu, wakandagi, water veela, water wysp animate hair, astomoi, caligni, deep one hybrid, hobkins, orang-
pendak, ramidreju, red panda, reptoid, shabti, skinwalker,
wizard’s shackle

CR 1
akaname, android, brain mole, celedon, deep one, echeneis,
etiainen, ghoran, grioth, horn caterpillar, hunter urchin, ostovite,
small aether elemental, troodon

Appendices

CR 2 CR 11
aether wysp, air wysp, apallie, cambion, chuspiki, clockwork familiar, adult etheric dragon, aerial servant, cameroceras, crystal golem,
earth wysp, esipil, fire wysp, giant muckdweller, koto-furunishi, elder aether elemental, fastachee, myrmidon robot, nulmind,
liminal sprite, moa, ovinnik, plagued beast horse, plesiosaurus, pharaonic guardian, putrid ooze, rat plague swarm
thought eater, tsaalgrend, water leaper, water wysp, xiao
CR 12
CR 3 amarok, blue whale, exscinder, heresy devil, manu, scitalis,
abrikandilu, deep merfolk, digmaul, domovoi, giant assassin somalcygot, syricta
bug, giant termite, goliath frog, guardian scroll, hag eye ooze,
kawa akago, lamhigyn, medium aether elemental, narwhal, CR 13
scarab swarm, shasalqu, taxidermic creature, vukodlak, adult astral dragon, cetus, cherufe, corpse lotus, dwiergeth,
witchcrow, wolliped ketesthius, papinijuwari

CR 4 CR 14
ahkhat, amphiptere, blood caterpillar, dvorovoi, firbolg, flytrap adult dream dragon, death coach, elder deep one, gray goo,
leshy, gancanagh, gearsman robot, gravebound, gray, heikegani, gunpowder ooze, rishi manu, sphinx colossus, thriae constructor,
karkadann, kasa-obake, knight ant, leechroot, reptial, sha, spear wakandagi
urchin, swamp mummy, unfettered phantom
CR 15
CR 5 ancient nightmare dragon, ancient occult dragon, crone queen,
blightspawn, boroboroton, brain mole monarch, ceratosaurus, isonade, locust plague swarm, moon giant, nemhain, riftcreeper,
cuero, doppeldrek, frog father, great assassin bug, seraptis, stormghost, stringy demodand
ichthyocentaur, kaprosuchus, kikimora, large aether elemental,
lotus leshy, othaos, polar bear, rope dragon, tizheruk, undigested CR 16
swarm, uraeus, ved, vescavor swarm ancient etheric dragon, annihilator robot, gegenees, lesser death,
maharishi manu, muse, ningen, qolok, sun giant, vilderavn
CR 6
bagiennik, chalicotherium, choral, cytillipede, delgeth, emotion CR 17
ooze, giant scarab, griefgall, grimslake, jungle drake, kurobozu, apostate devil, bat plague swarm, cervinal, gate archon, gristly
megapon ant, rhu-chalik, roiling oil, termite swarm, thriae demodand, khala, lusca, ophiotaurus, plankta, wood colossus,
dancer, tiyanak, tulpa, wihsaak, young nightmare dragon, young wyrmwraith
occult dragon
CR 18
CR 7 ancient astral dragon, anemos, anunnaki, bone ship, lipika, saxra,
aatheriexa, air veela, capramace, cerynitis, duppy, earth veela, fire twilight pitri, zygomind
veela, huge aether elemental, mngwa, mutant orc, psychepore,
sangoi, storm hag, terraformer robot, uintatherium, warmonger CR 19
devil, warmonger wasp, water veela, young etheric dragon ancient dream dragon, eclipse giant, seilenos, turul, vishap

CR 8 CR 20
balisse, encantado, dire polar bear, megaprimatus, polong, empyrean, kimenhul, lotus tree
psychemental, shadow collector, su, urannag
CR 21
CR 9 glaistig, hundun
ahool, bisha ga tsuku, caller in darkness, dragonkin, giant mantis
shrimp, greater aether elemental, kabandha, living mirage, CR 22
makara, moon dog, pakalchi, stranglereed, vescavor queen, devastator, grim reaper, solar pitri
yangethe, young astral dragon
CR 23
CR 10 apkallu
adult nightmare dragon, adult occult dragon, cursed king, egregore,
ether drake, fext, lead golem, leng ghoul, mummy lord, peuchen, CR 24 315
raelis, therizinosaurus, trench mist, ursikka, young dream dragon danava, shen

APPENDIX 10: MONSTERS BY TERRAIN glaistig, griefgall, horn caterpillar, leechroot, lotus tree, nulmind,
red panda, seilenos, skinwalker, su, tiyanak, witchcrow
The following lists group the monsters in this book into
FORESTS (WARM)
their respective terrains. Use these lists as a guide, not as ahool, blood caterpillar, ceratosaurus, cerynitis, flying fox, giant
termite, griefgall, horn caterpillar, jungle drake, kaprosuchus,
shackles. A monster can appear outside the listed terrain in leechroot, lotus tree, megaprimatus, mngwa, orang-pendak,
psychepore, skinwalker, su, termite swarm, tiyanak, xiao
appropriate circumstances.
HILLS (COLD)
ANY TERRAIN air veela, bisha ga tsuku, cerynitis, skinwalker, ved
android, annihilator robot, anunnaki, apallie, apkallu, bat plague
swarm, caller in darkness, celedon, clockwork familiar, crystal HILLS (TEMPERATE)
golem, danava, death coach, doppeldrek, egregore, emotion ooze, air veela, amphiptere, brain mole, brain mole monarch, cerynitis,
ether drake, fext, gearsman robot, ghoran, giant assassin bug, firbolg, skinwalker, wolliped
gray, gray goo, great assassin bug, grim reaper, grimslake, grioth,
guardian scroll, hobkins, knight ant, kurobozu, lead golem, leng HILLS (WARM)
ghoul, lesser death, locust plague swarm, maharishi manu, manu, air veela, amphiptere, cerynitis, chuspiki, megaprimatus, moon
mummy lord, muse, mutant, myrmidon robot, nemhain, occult giant, ophiotaurus, skinwalker
dragon, plagued beast, polong, putrid ooze, rat plague swarm,
rhu-chalik, rishi manu, shabti, solar pitri, taxidermic creature, MOUNTAINS (COLD)
terraformer robot, thriae constructor, thriae dancer, trench mist, air veela, bisha ga tsuku, cherufe, dragonkin, dwiergeth, earth
tsukumogami, tulpa, twilight pitri, undigested, undigested swarm, veela, riftcreeper, saxra, skinwalker, stormghost, ved
unfettered phantom, vahana, vilderavn, vishap, wyrmwraith
MOUNTAINS (TEMPERATE)
ANY LAND air veela, amphiptere, cherufe, dragonkin, earth veela, red
aatheriexa, astomoi, chicken, domovoi, dvorovoi, fastachee, panda, riftcreeper, saxra, skinwalker
fire veela, gegenees, gravebound, gunpowder ooze, kabandha,
khala, nuno, ovinnik, peuchen, ramidreju, reptoid, sangoi, scitalis, MOUNTAINS (WARM)
shadow collector, storm hag, syricta, ursikka, vukodlak, wood air veela, amphiptere, cherufe, chuspiki, dragonkin, earth veela,
colossus, zygomind megaprimatus, moon giant, riftcreeper, saxra, skinwalker, sun
giant, xiao
ANY WATER
deep one, echeneis, elder deep one, frog father, goliath frog, plankta, OCEANS (COLD)
plesiosaurus, shen, water veela, wizard’s shackle, water leaper blue whale, bone ship, cameroceras, cetus, deep merfolk,
isonade, ketesthius, living mirage, narwhal, ningen, penguin,
COASTLINES plankta, seal, trilobite
dire polar bear, duppy, giant mantis shrimp, heikegani, hunter
urchin, ichthyocentaur, ketesthius, lotus tree, polar bear, spear urchin OCEANS (TEMPERATE)
blue whale, bone ship, cameroceras, cetus, hunter urchin,
DESERTS (COLD) ichthyocentaur, isonade, ketesthius, living mirage, plankta,
living mirage seal, trilobite

DESERTS (TEMPERATE) OCEANS (WARM)
amphiptere, living mirage blue whale, bone ship, cameroceras, cetus, hunter urchin, isonade,
ketesthius, living mirage, lusca, plankta, seal, spear urchin, trilobite
DESERTS (WARM)
amphiptere, earth veela, giant scarab, karkadann, living mirage, PLAINS (COLD)
scarab swarm, sha, shasalqu, sphinx colossus, sun giant cerynitis, dire polar bear, polar bear, witchcrow

FORESTS (COLD) PLAINS (TEMPERATE)
amarok, cerynitis, leechroot, lotus tree, skinwalker, su, tiyanak, brain mole, brain mole monarch, capramace, ceratosaurus,
witchcrow, yangethe cerynitis, eclipse giant, witchcrow

316 FORESTS (TEMPERATE)
blood caterpillar, brain mole, brain mole monarch, ceratosaurus,
cerynitis, chalicotherium, corpse lotus, delgeth, digmaul, firbolg,

Appendices

PLAINS (WARM) PLANAR (PURGATORY—NEUTRAL)
ceratosaurus, cerynitis, giant termite, megapon ant, moa, lipika, othaos
ophiotaurus, papinijuwari, termite swarm, therizinosaurus,
troodon PLANAR (UTOPIA—LAWFUL NEUTRAL)
lipika, othaos
PLANAR (ABYSS—CHAOTIC EVIL)
abrikandilu, cambion, devastator, dwiergeth, gristly demodand, RIVERS/LAKES
hundun, lamhigyn, ostovite, seraptis, stringy demodand, bagiennik, cuero, encantado, kawa akago, lotus leshy,
vescavor queen, vescavor swarm, warmonger wasp stranglereed, tizheruk, uraeus, wakandagi, water leaper

PLANAR (ASTRAL) RUINS
astral dragon, psychemental ahool, crone queen, cursed king, pharaonic guardian

PLANAR (DIMENSION OF DREAMS) SKY
dream dragon, nightmare dragon anemos, pyrausta

PLANAR (ELYSIUM—CHAOTIC GOOD) SWAMPS (COLD)
balisse, choral, empyrean, gancanagh, raelis blightspawn, swamp mummy, urannag, water leaper

PLANAR (ETHEREAL) SWAMPS (TEMPERATE)
aether elemental, esipil, etheric dragon, kimenhul, pakalchi, blightspawn, corpse lotus, giant muckdweller, glaistig, hag eye
psychemental, qolok, thought eater, unfettered phantom, ooze, kawa akago, muckdweller, plesiosaurus, swamp mummy,
wihsaak, wysps tizheruk, uintatherium, urannag, water leaper

PLANAR (HEAVEN—LAWFUL GOOD) SWAMPS (WARM)
balisse, choral angel, empyrean, exscinder, gate archon blightspawn, flytrap leshy, frog father, goliath frog, ophiotaurus,
plesiosaurus, swamp mummy, tizheruk, urannag, water leaper
PLANAR (HELL—LAWFUL EVIL)
apostate devil, heresy devil, warmonger devil UNDERGROUND
akaname, caligni, cytillipede, earth veela, giant termite,
PLANAR (LIMBO—CHAOTIC NEUTRAL) hag eye ooze, kabandha, nuno, roiling oil, termite swarm,
hundun tsaalgrend

PLANAR (NEGATIVE ENERGY PLANE) URBAN
hundun ahkhat, akaname, animate hair, deep one hybrid, etiainen,
griefgall, kikimora, liminal sprite, rope dragon
PLANAR (NIRVANA—NEUTRAL GOOD)
balisse, cervinal, choral angel, empyrean, moon dog, reptial VACUUM
somalcygot, yangethe
PLANAR (PLANE OF AIR)
aerial servant, air veela, air wysp, anemos APPENDIX 11: VARIANT MONSTER INDEX 317

PLANAR (PLANE OF EARTH) Not all of the monsters presented in this book have their
earth veela, earth wysp own stat blocks. Many of them are merely variants on
a theme, and use the standard monster’s stats but with
PLANAR (PLANE OF FIRE) specific changes. The following list indexes all of the
fire veela, fire wysp monster variants in this book that are associated with
rules changes, giving the page reference in parentheses:
PLANAR (PLANE OF WATER) archwizard’s shackle (278), awakened doppeldrek (85),
water veela, water wysp blood lily (149), danava pillar (247), eclipse seer (121),
egregore master (105), elder anemoi (21), elder pyrausta
PLANAR (POSITIVE ENERGY PLANE) (200), empyrean paragon (25), hobkins malefactor (131),
maharishi manu, manu, rishi manu, solar pitri, turul, twilight pitri nuno ascetic (132), sacred sha (226), venerable mother (118),
water mauler (275), wysp conductor (283).

APPENDIX 12: ABILITY INDEX ANY ROLE
android, astomoi, caligni, celedon, deep one hybrid, ghoran,
The monsters detailed in this book have a wide range of hobkins, muckdweller, nuno, orang-pendak, pyrausta, reptoid,
special attacks, defenses, and qualities—and only in the case shabti, skinwalker
of relatively unique abilities are rules given in a monster’s
actual entry. Other abilities are detailed in the universal COMBAT ROLE
monster rules, in shared abilities for that creature’s type, or abrikandilu, aether elemental, ahool, akaname, amarok,
as class abilities or other features detailed in the Pathfinder amphiptere, balisse, blightspawn, cambion, capramace, cervinal,
RPG Core Rulebook. Use the ability index below to track down cetus, cherufe, cursed king, cytillipede, danava, deep one,
the full rules for monster abilities. delgeth, devastator, dragonkin, dwiergeth, eclipse giant, elder
deep one, empyrean, esipil, ether drake, exscinder, fext, firbolg,
Entries that refer to class abilities from outside this book gegenees, giant muckdweller, grim reaper, grimslake, gristly
indicate their sources with the appropriate superscript demodand, heikegani, hundun, ichthyocentaur, isonade, jungle
abbreviations (“CR” for the Core Rulebook), and their page drake, kabandha, karkadann, kawa akago, ketesthius, khala,
numbers refer to those books. All other page number kimenhul, kurobozu, lamhigyn, lesser death, lusca, mngwa,
references point to pages in Pathfinder RPG Bestiary 5. moon giant, ningen, ophiotaurus, pakalchi, papinijuwari,
peuchen, pharaonic guardian, plankta, psychepore, qolok,
APPENDIX 13: MONSTER ROLES riftcreeper, rishi manu, saxra, scitalis, seraptis, sha, somalcygot,
sphinx colossus, storm hag, stringy demodand, sun giant, swamp
The following lists categorize the monsters in this book into

monster roles. For information on how to use monster roles,

see page 323 of the Pathfinder RPG Bestiary.

Ability Index Page Ability Page Ability Page Ability Page
290 earth glide 292 second save 299
Ability 290 emotion aura 292 mental static aura 295 see in darkness 299
ability damage 290 energy drain 292 smother 299
ability drain 290 engulf 293 mistsight 295 sneak attackCR 68
all-around vision 290 entrap 293 sound mimicry 299
amorphous 290 evasionCR 59 multiweapon mastery 296 spell resistance 299
amphibious 35 fast healing 293 spell-like abilities 299
attach 290 fast swallow 293 mythic immortality 296 spells 299
bardic performanceCR 290 fear 293 split 300
bleed 290 ferocity 293 mythic magic 296 steal 300
blindsense 290 flight 293 stench 300
blindsight 290 fortification 293 mythic power 296 strangle 300
block attacks 290 freeze 293 summon 300
blood drain 290 frightful presence 293 natural attacks 296 sunlight powerlessness 300
blood rage 291 gaze 294 surge 300
breath weapon 291 grab 294 natural invisibility 296 swallow whole 300
burn 291 greensight 294 telepathy 300
capsize 291 hardness 294 negative energy affinity 296 thoughtsense 300
change shape 291 heat 294 trample 300
channel resistance 291 hexAPG 66 no breath 296 tremorsense 301
compression 291 hold breath 294 trip 301
constrict 291 immunity 294 ooze traits 296 uncanny dodgeCR 34
construct traits 291 improved evasionCR 59 undead traits 301
curse 291 incorporeal 294 oracle’s curseAPG 43 undersized weapons 301
curse of lycanthropy 292 jet 295 unnatural aura 301
damage reduction 292 keen scent 295 paralysis 296 versatile performanceCR 38
darkvision 292 lifesense 295 vulnerability 301
disease 292 light blindness 295 plant traits 297 water dependency 301
display of strength 40 light sensitivity 295 web 301
distraction 292 lingering breath 295 poison 297 wild empathyCR 50
domainCR 292 low-light vision 295 x-ray vision 301
dragon cantrips poisonous blood 297
dual initiative
pounce 297

powerful blows 297

powerful charge 297

psychic magic 297

psychic resilience 297

pull 297

push 298

rake 298

regeneration 298

rend 298

resistance 298

revelationAPG 45

rock catching 298

rock throwing 298

318 scent 298

Appendices

mummy, syricta, tsaalgrend, turul, unfettered phantom, uraeus, dragon, sangoi, seilenos, shadow collector, stormghost, thriae
ved, vukodlak, wakandagi, warmonger devil, warmonger wasp, dancer, tiyanak, vilderavn, water leaper, xiao
wihsaak, wood colossus
SPECIAL ROLE
NO ROLE aatheriexa, aether wysp, ahkhat, air veela, air wysp, anemos,
annihilator robot, blood caterpillar, blue whale, bone ship, brain animate hair, anunnaki, apostate devil, bagiennik, bat
mole, cameroceras, ceratosaurus, chalicotherium, chicken, plague swarm, bisha ga tsuku, brain mole monarch, caller
corpse lotus, crystal golem, digmaul, dire polar bear, doppeldrek, in darkness, cerynitis, choral, chuspiki, clockwork familiar,
emotion ooze, flying fox, frog father, gearsman robot, giant crone queen, death coach, domovoi, duppy, dvorovoi, earth
assassin bug, giant mantis shrimp, giant scarab, giant termite, veela, earth wysp, echeneis, egregore, encantado, etiainen,
goliath frog, gray goo, great assassin bug, guardian scroll, fire veela, fire wysp, gancanagh, glaistig, gravebound, gray,
gunpowder ooze, hag eye ooze, horn caterpillar, hunter urchin, griefgall, grioth, heresy devil, kikimora, lipika, locust plague
kaprosuchus, knight ant, lead golem, leechroot, living mirage, swarm, lotus leshy, lotus tree, maharishi manu, manu,
megapon ant, megaprimatus, moa, myrmidon robot, narwhal, nemhain, nulmind, ostovite, othaos, polong, psychemental,
penguin, plesiosaurus, polar bear, putrid ooze, red panda, roiling rat plague swarm, reptial, rhu-chalik, solar pitri, su, thought
oil, scarab swarm, seal, shasalqu, spear urchin, stranglereed, eater, trench mist, twilight pitri, vescavor queen, vescavor
termite swarm, terraformer robot, therizinosaurus, thriae swarm, water veela, water wysp, witchcrow, wizard’s shackle,
constructor, tizheruk, trilobite, troodon, uintatherium, undigested, wyrmwraith, yangethe
undigested swarm, urannag, ursikka, wolliped, zygomind
SPELL ROLE
SKILL ROLE apkallu, astral dragon, dream dragon, etheric dragon,
aerial servant, apallie, cuero, deep merfolk, flytrap leshy, leng fastachee, gate archon, nightmare dragon, occult dragon, raelis,
ghoul, liminal sprite, moon dog, muse, ovinnik, ramidreju, rope shen, vishap

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BEYOND THE VEIL

Creatures strange beyond imagining and more terrifying than any nightmare lurk in
the dark corners of the world and the weird realms beyond. Within this book,
you’ll find hundreds of monsters for use in the Pathfinder Roleplaying
Game. Face off against devils and dragons, deep ones and brain moles, robots
and gremlins, and myriad other menaces! Yet not every creature needs to be an
enemy, as whimsical liminal sprites, helpful moon dogs, and regal seilenoi all
stand ready to aid you on your quests—if you prove yourself worthy.

Pathfinder RPG Bestiary 5 is the fifth indispensable volume of monsters
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Pathfinder RPG Bestiary 5 includes:

► More than 300 different monsters.
► New player-friendly races like caligni dark folk, deep one hybrids, plant-

bodied ghorans, and simian orang-pendaks.
► Psychic creatures both benevolent and terrifying, from the enigmatic

anunnaki and faceless astomoi to the howling caller in darkness and
insidious, alien grays.
► New familiars, animal companions, and other allies, such as
clockwork familiars, red pandas, and many-legged wollipeds.
► New templates to help you get more life out of classic monsters.
► Appendices to help you find the right monster, including
lists by Challenge Rating, monster type, and habitat.
► Expanded universal monster rules to simplify combat.
► Challenges for every adventure and every level of play.
► AND MUCH, MUCH MORE!

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