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Published by Ithiria, 2021-10-14 04:35:00

bestiary 6

bestiary 6

300 DC is given in the creature’s descriptive text). A trampling snare flying creatures, but they can also try to trap prey on
creature can only deal its trampling damage to each target the ground. Approaching creatures must succeed at a DC 20
once per round, no matter how many times its movement Perception check to notice a web; otherwise, they stumble
takes it over a target creature. into it and become trapped as though by a successful web
attack. A trapped creature gains a +5 bonus on attempts
Format: trample (2d6+9, DC 20); Location: Special Attacks. to escape or burst the webbing if it can walk on or grab
Tremorsense (Ex) The creature is sensitive to vibrations something while pulling free. Each 5-foot-square section of
in the ground and can automatically pinpoint the location web has a number of hit points equal to the Hit Dice of the
of anything that is in contact with the ground. Aquatic creature that created it and DR 5/—.
creatures with tremorsense can also sense the location
of creatures moving through water. The ability’s range is A creature can move across its own web at its climb speed
specified in the creature’s descriptive text. and can pinpoint the location of any creature touching its web.
Format: tremorsense 60 ft.; Location: Senses.
Trip (Ex) A creature with the trip special attack can attempt Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.
to trip its opponent as a free action without provoking an
attack of opportunity if it hits with the specified attack. If Creature Types
the attempt fails, the creature is not tripped in return.
Format: trip (bite); Location: individual attacks. Each creature has one type (such as “dragon” or “undead”),
Undead Traits (Ex) Undead are immune to death effects, which broadly defines its abilities. Some creatures also have
disease, mind-affecting effects (charms, compulsions, morale one or more subtypes, as described on pages 302–309. A
effects, patterns, and phantasms), paralysis, poison, sleep, creature can’t violate the rules of its subtype without a special
stun, and any effect that requires a Fortitude save (unless the ability or quality to explain the difference—for example,
effect also works on objects or is harmless). Undead are not templates can change a creature’s type. For full information
subject to ability drain, energy drain, or nonlethal damage. on creature types and subtypes, see the Pathfinder RPG Bestiary.
Undead are immune to damage or penalties to their physical
ability scores (Strength, Dexterity, and Constitution), as well ABERRATION
as to fatigue and exhaustion effects. Undead are not at risk An aberration has bizarre anatomy, strange abilities, an
of death from massive damage. alien mindset, or any combination of the three.
Format: undead traits; Location: Immune.
Undersized Weapons (Ex) The creature uses manufactured ANIMAL
weapons as if it were one size category smaller it is. An animal is a living, nonhuman creature, often a vertebrate
Format: undersized weapons; Location: SQ. with no magical abilities and no innate capacity for language or
Vulnerability (Ex or Su) A creature with a vulnerability takes culture. An animal has an Intelligence score of 1 or 2 (no creature
half again as much damage (+50%) from a specific energy type, with an Intelligence score of 3 or higher can be an animal).
regardless of whether a saving throw is allowed or the save is
a success or failure. Creatures with a vulnerability that is not CONSTRUCT
an energy type instead take a –4 penalty on saves against spells A construct is an animated object or artificially created
and effects that cause or use the listed vulnerability (such as creature. A construct has the following traits.
spells with the light descriptor). Some creatures might suffer • No Constitution score. Any DCs or statistics that rely on a Con score
additional effects, as noted in their descriptions. treat a construct as having a score of 10 (no bonus or penalty).
Format: vulnerable to fire; Location: Weaknesses. • Immunity to all mind-affecting effects (charms, compulsions,
Web (Ex) The creature uses webs to support themselves and morale effects, patterns, and phantasms).
up to one additional creature of the same size or smaller. Such • Immunity to bleed, death effects, disease, necromancy effects,
creatures can throw a web up to eight times per day. This is paralysis, poison, sleep effects, and stunning.
similar to an attack with a net but has a maximum range of 50 • Cannot heal damage on its own, but often can be repaired
feet, with a range increment of 10 feet, and it is effective against via exposure to a certain kind of effect (see the creature’s
targets up to one size category larger than the web spinner. An description for details) or via Craft Construct. Constructs can be
entangled creature can escape with a successful Escape Artist healed through spells such as make whole. A construct with
check or burst the web with a successful Strength check. Both the fast healing special quality still benefits from that quality.
are standard actions with a DC equal to 10 + 1/2 the creature’s • Not subject to ability damage, ability drain, energy drain,
HD + the creature’s Constitution modifier. Creatures caught exhaustion, fatigue, or nonlethal damage.
in a web take a –4 penalty to burst free from the web. • Immunity to any effect that requires a Fortitude save (unless
Web spinners can create sheets of sticky webbing up to the effect also works on objects or is harmless).
three times their size. They usually position these sheets to • Not at risk of death from massive damage, but is immediately
destroyed when reduced to 0 hit points or fewer.
• A construct cannot be raised or resurrected.

Appendices

• A construct is hard to destroy and gains bonus hit points based OUTSIDER
on its size (included in its statistics). An outsider is at least partially composed of the essence
(but not necessarily the material) of some plane other than the
• Constructs do not breathe, eat, or sleep. Material Plane. An outsider has the following traits.
• Unlike most living creatures, an outsider does not have a dual
DRAGON nature—its soul and body form one unit. When an outsider
A dragon is a reptile-like creature, usually winged, with is slain, no soul is set loose. Spells that restore souls to their
magical or unusual abilities. bodies, such as raise dead, reincarnate, and resurrection, don’t
work on an outsider. A different magical effect, such as limited
FEY wish, miracle, true resurrection, or wish is required to restore
A fey is a creature with supernatural abilities and it to life. An outsider with the native subtype can be raised,
connections to nature or to some other force or place. Fey are reincarnated, or resurrected just as other living creatures can be.
usually human-shaped. • Outsiders breathe, but they don’t need to eat or sleep (although
they can if they wish). Native outsiders breathe, eat, and sleep.
HUMANOID
A humanoid usually has two arms, two legs, and one PLANT
head, or a humanlike torso, arms, and a head. Humanoids This type comprises vegetable creatures. Note that regular
have few or no supernatural or extraordinary abilities, but plants, such as one finds growing in gardens and fields, lack
most can speak and they usually have well-developed Intelligence, Wisdom, and Charisma scores; even though such
societies. They are usually Small or Medium (with the plants are alive, they are objects, not creatures. A plant creature
exception of giants). Every humanoid creature also has a has the following traits.
specific subtype to match its race, such as human, dark folk, • Immunity to all mind-affecting effects (charms, compulsions,
or goblinoid. morale effects, patterns, and phantasms).
Humanoids with 1 Hit Die exchange the features of their • Immunity to paralysis, poison, polymorph, sleep effects,
humanoid Hit Die for the class features of a PC or NPC class. and stunning.
Humanoids with more than 1 Hit Die (such as giants) are • Plants breathe and eat, but do not sleep.
the only humanoids who make use of the features of the
humanoid type. UNDEAD 301
Undead are once-living creatures animated by spiritual or
MAGICAL BEAST supernatural forces. An undead creature has the following traits.
Magical beasts are similar to animals but can have • No Constitution score. Undead use their Charisma scores
Intelligence scores higher than 2 (in which case the creature in place of their Constitution scores when calculating hit
knows at least one language, but can’t necessarily speak). Magical points, Fortitude saves, and any special ability that relies on
beasts usually have supernatural or extraordinary abilities, but are Constitution (such as when calculating a breath weapon’s DC).
sometimes merely bizarre in their appearance or habits. • Immunity to all mind-affecting effects (charms, compulsions,
morale effects, patterns, and phantasms).
MONSTROUS HUMANOID • Immunity to bleed, death effects, disease, paralysis, poison,
Monstrous humanoids are similar to humanoids, but with sleep effects, and stunning.
monstrous or animalistic features. They often have magical • Not subject to nonlethal damage, ability drain, or energy
abilities as well. drain. Immunity to damage to its physical ability scores
(Constitution, Dexterity, and Strength), as well as to
OOZE exhaustion and fatigue effects.
An ooze is an amorphous or mutable creature, usually • Cannot heal damage on its own (over time) if it has no
mindless. An ooze has the following traits. Intelligence score, although it can be healed by others (such
• Mindless: No Intelligence score, and immunity to all mind- as with inflict spells). Negative energy (such as an inflict spell)
affecting effects (charms, compulsions, morale effects, can heal undead creatures. The fast healing special quality
phantasms, and patterns). Mindless creatures have no skills or works regardless of the creature’s Intelligence score.
feats. An ooze with an Intelligence score loses this trait. • Immunity to any effect that requires a Fortitude save (unless
• Blind (but have the blindsight special quality), with immunity the effect also works on objects or is harmless).
to gaze attacks, illusions, visual effects, and other attack forms • Not at risk of death from massive damage, but is immediately
that rely on sight. destroyed when reduced to 0 hit points.
• Immunity to paralysis, poison, polymorph, sleep effects, • Not affected by raise dead and reincarnate spells or abilities.
and stunning. Resurrection and true resurrection can affect undead
• Oozes eat and breathe, but they don’t sleep.

creatures. These spells turn undead creatures back into the azata has the following traits (unless otherwise noted in a
living creatures they were before becoming undead. creature’s entry).
• Undead do not breathe, eat, or sleep. • Darkvision 60 feet and low-light vision.
• Immunity to electricity and petrification.
VERMIN • Resistance to cold 10 and fire 10.
This type includes insects, arachnids, other arthropods, • Truespeech (Su): All azatas can speak with any creature that has
worms, and similar invertebrates. Vermin have the following traits.
• Mindless: No Intelligence score, and immunity to all mind- a language, as though using a tongues spell (caster level 14th).
affecting effects (charms, compulsions, morale effects, patterns, This ability is always active.
and phantasms). Mindless creatures have no feats or skills. A Blight Subtype: A blight is an evil and intelligent ooze that
vermin-like creature with an Intelligence score is usually either infects entire ecosystems. Unless otherwise noted in a creature’s
an animal or a magical beast, depending on its other abilities. entry, blights have the following traits.
• Vermin breathe, eat, and sleep. • Immunity to acid, in addition to typical ooze immunities.
• Favored Terrain (Ex): A blight favors a specific type of terrain.
302 Creature Subtypes Within its favored terrain, a blight gains a +2  bonus on
initiative checks and on Knowledge (geography), Perception,
Some creatures have one or more subtypes. Subtypes add Stealth, and Survival checks. A blight in its favored terrain
additional abilities and qualities to a creature. leaves no trail and cannot be tracked (although it can choose
to leave a trail). Outside of its favored terrain, a blight loses
Air Subtype: This subtype is usually used for outsiders access to its domain of evil, rejuvenation, spell-like abilities,
that have a connection to the Elemental Plane of Air. Air and telepathy; it also gains the staggered condition.
creatures always have fly speeds and usually have perfect • Cursed Domain (Su): Blights are living epicenters for domains
maneuverability. Air creatures treat Fly as a class skill. of evil (Pathfinder RPG Horror Adventures 159). Once per year, a
blight may infuse an area of its favored terrain, transforming
Angel Subtype: Angels are a race of good outsiders native it into a domain of evil with a radius of 5 miles (this effect
to the good-aligned Outer Planes. An angel has the following does not extend beyond the natural border of the terrain).
traits (unless otherwise noted in a creature’s entry). The epicenter of the domain can be identified via detect evil,
• Darkvision 60 feet and low-light vision. for it radiates an aura of overwhelming evil in a 10-foot-
• +4 racial bonus on saves against poison. radius. The epicenter of a blight’s domain may be targeted by
• Immunity to acid, cold, and petrification. a remove curse effect to temporarily lift this affliction. The DC
• Resistance to electricity 10 and fire 10. to remove a blight’s cursed domain is equal to 10 + 1/2 the
• Protective Aura (Su): Against attacks from or effects created blight’s Hit Dice + its Charisma modifier. If successful, the
remove curse effect suppresses the domain of evil for 1 hour
by evil creatures, this ability provides a +4 deflection per caster level, during which time the associated blight
bonus to AC and a +4 resistance bonus on saving throws becomes sickened. The cursed domains of multiple blights
to anyone within 20 feet of the angel. Otherwise, it can overlap, but the effects do not stack—this simply makes
functions as a magic circle against evil effect and a lesser globe it more difficult to remove the curse effect since there are
of invulnerability, both with a radius of 20 feet (caster level multiple epicenters. Since all blights have at least 10 Hit Dice,
equals the angel’s HD). The defensive benefits from the these domains of evil always become strongly evil-aligned.
circle are not included in an angel’s statistics. A blight’s cursed domain has open borders, and creatures
• Truespeech (Su): All angels can speak with any creature can freely enter and leave. Unlike the typical domains of evil,
that has a language, as though using a tongues spell animals are not particularly unsettled by a blight’s domain
(caster level equal to the angel’s Hit Dice). This ability is of evil. While magic and time are not affected in this cursed
always active. domain, each blight infuses the domain with a specific
Aquatic Subtype: These creatures always have swim hazard, as detailed in the blight’s entry.
speeds and can move in water without making Swim checks. • Rejuvenation (Su): If a blight is slain within its cursed terrain,
An aquatic creature can breathe water. It cannot breathe a new blight of the same type spontaneously forms in 1d10
air unless it has the amphibious special quality. Aquatic days at the epicenter of the blight’s cursed domain unless
creatures always treat Swim as a class skill. the blight’s corpse is targeted with a remove curse spell (DC =
Augmented Subtype: A creature receives this subtype 10 + the blight’s Hit Dice).
when something (usually a template) changes its original • Spell-Like Abilities (Sp): Once a blight establishes a cursed
type. Some creatures (those with an inherited template) are domain, it gains the ability to use a small suite of spell-
born with this subtype; others acquire it when they take on like abilities to issue commands to plants and animals
an acquired template. The augmented subtype is always within its domain. Once per day, a blight with a cursed
paired with the creature’s original type.
Azata Subtype: Azatas are a race of celestials, or good
outsiders, native to chaotic good-aligned Outer Planes. An

Appendices

domain can use the following spell-like abilities, once Demon Subtype: Demons are chaotic evil outsiders that
per day each, while within its domain: blight, command
plants, dominate monster (animals and magical beasts only), call the Abyss their home. Demons have a particular suite
greater curse terrainHA, and hallucinatory terrain. In addition,
each type of blight gains an additional spell-like ability of traits (unless otherwise noted in a creature’s entry), as
unique to its terrain, as indicated in the blight’s stat block.
A blight’s caster level for these spell-like abilities always summarized here.
equals its CR.
• Telepathy (Su): Blights can communicate telepathically with • Immunity to electricity and poison.
any intelligent creature within their domain.
• Vision (Ex): Unlike most oozes, blights have eyes and can see • Resistance to acid 10, cold 10, and fire 10.
normally. In addition, all blights have blindsight to a range
of 120 feet. • A demon’s natural weapons, as well as any weapon it wields,
Chaotic Subtype: This subtype is usually applied to outsiders
native to the chaotic-aligned Outer Planes. Most creatures are treated as chaotic and evil for the purpose of overcoming
that have this subtype also have chaotic alignments; however,
if their alignments change, they still retain the subtype. Any damage reduction.
effect that depends on alignment affects a creature with this
subtype as if the creature had a chaotic alignment, no matter • Except where otherwise noted, demons speak Abyssal,
what its alignment actually is. The creature also suffers effects
according to its actual alignment. A creature with the chaotic Celestial, and Draconic.
subtype overcomes damage reduction as if its natural weapons
and any weapons it wields were chaotic-aligned (see Damage • Telepathy.
Reduction on page 291).
Clockwork Subtype: Clockworks are constructs created • Summon (Sp): Demons share the ability to summon others of
through a fusion of magic and technology. A clockwork has the
following traits unless otherwise noted. their kind, typically another of their type or a small number
• Difficult to Create (Ex): The time and gp cost required to create a
clockwork is 150% of normal. Construction requirements in of less powerful demons.
individual clockwork monster entries are already increased.
• Swift Reactions (Ex): Clockwork constructs generally react Derro Subtype: This subtype is applied to the sadistic race of
much more swiftly than other constructs. They gain
Improved Initiative and Lightning Reflexes as bonus feats, underground-dwelling creatures known as derros.
and they gain a +2 dodge bonus to AC.
• Vulnerable to Electricity: Clockwork constructs take half again Devil Subtype: Devils are lawful evil outsiders that hail from
as much damage (+50%) from electricity attacks.
• Winding (Ex): Clockwork constructs must be wound with the plane of Hell. Devils have a particular suite of traits (unless
special keys in order to function. As a general rule, a fully
wound clockwork can remain active for 1 day per Hit Die, otherwise noted in a creature’s entry).
but shorter or longer durations are possible.
Cold Subtype: A creature with the cold subtype has immunity • Immunity to fire and poison.
to cold and vulnerability to fire.
Daemon Subtype: Daemons are neutral evil outsiders • Resistance to acid 10 and cold 10.
that eat souls and thrive on disaster and ruin. They have the
following traits unless otherwise noted. • A devil’s natural weapons, as well as any weapons it wields,
• Immunity to acid, death effects, disease, and poison.
• Resistance to cold 10, electricity 10, and fire 10. are treated as lawful and evil for the purpose of overcoming
• Summon (Sp): Daemons share the ability to summon others of
their kind, typically another of their type or a small number damage reduction.
of less powerful daemons.
• Telepathy. • Except where otherwise noted, devils speak Celestial,
• Except where otherwise noted, daemons speak Abyssal,
Draconic, and Infernal. Draconic, and Infernal.

• Telepathy.

• See in Darkness (Su): Some devils can see 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 or more of the four classical elements—air,

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

An elemental has the following features.

• Immune to bleed, paralysis, poison, sleep, and stunning.

• Not subject to critical hits or flanking. Does not take

precision damage, such as extra damage from sneak attack.

• Proficient with natural weapons only, unless it is

generally humanoid in form, in which case it is proficient

with all simple weapons and any weapons mentioned in

its entry.

• Proficient with whatever type of armor (light, medium,

or heavy) it is described as wearing, as well as all lighter

types. Elementals not indicated as wearing armor are not

proficient with armor. 303

304 • Elementals are proficient with shields if they are Great Old One Subtype: A Great Old One is a powerful,
proficient with any form of armor. alien entity. All Great Old Ones are chaotic, and most of
them are also evil. They can be any creature type, but most
• Elementals do not breathe, eat, or sleep. are aberrations or magical beasts. Great Old Ones have the
Elf Subtype: This subtype is applied to elves and creatures following traits.
• A Great Old One’s natural weapons, as well as any weapon
related to elves. Creatures with the elf subtype have low-light
vision unless otherwise specified. it wields, are treated as chaotic, epic, and mythic for the
purpose of overcoming damage reduction.
Evil Subtype: This subtype is usually applied to outsiders • Although Great Old Ones grant spells to their worshipers,
native to the evil-aligned Outer Planes. Evil outsiders are they don’t seem to be interested in their worshipers
also called fiends. Most creatures that have this subtype beyond their own inscrutable ends—a Great Old One
also have evil alignments; however, if their alignments is just as likely to destroy one of its cultists as it is to
change, they still retain the subtype. Any effect that destroy a nonbeliever. A Great Old One grants access to
depends on alignment affects a creature with this subtype four domains and four subdomains, and its cults have
as if the creature had an evil alignment, no matter what a favored weapon; the exact details vary for each Great
its alignment actually is. The creature also suffers effects Old One.
according to its actual alignment. A creature with the evil • Immortality (Ex): A Great Old One does not need to eat,
subtype overcomes damage reduction as if its natural drink, or breathe, nor does it age. A Great Old One that
weapons and any weapons it wields were evil-aligned (see is slain does not truly die—rather, it is forced into an
Damage Reduction on page 291). extended period of dormancy that can last years, centuries,
or longer. Exact details of this vary and are described in
Extraplanar Subtype: This subtype is applied to any creature individual creature entries. Methods to permanently slay
when it is on a plane other than its native plane. A creature that a Great Old One might exist, but such methods have yet
travels the planes can gain or lose this subtype as it goes from to be learned by mortals.
plane to plane. Monster entries assume that encounters with • Immunity to ability damage, ability drain, aging, cold,
creatures take place on the Material Plane, and every creature death effects, disease, energy drain, mind-affecting effects,
whose native plane is not the Material Plane has the extraplanar paralysis, and petrification.
subtype (but would not have it when on its home plane). Every • Insanity (Ex): Any creature that attempts to interact directly
extraplanar creature in this book has a home plane mentioned with a Great Old One’s thoughts (such as via detect thoughts
in its description. Creatures not labeled as extraplanar are or telepathy) must succeed at a Will save or be driven
natives of the Material Plane, and they gain the extraplanar permanently insane. The save DC is equal to 10 + 1/2 the
subtype if they leave the Material Plane. No creature has the Great Old One’s Hit Dice + the Great Old One’s Charisma
extraplanar subtype when it is on a Transitive Plane (the Astral modifier. This duplicates the effect of the insanity spell, or
Plane, the Ethereal Plane, or the Plane of Shadow). the insanity rules in the Pathfinder RPG GameMastery Guide
(in which case the save DC is also the ongoing insanity
Fire Subtype: A creature with the fire subtype has DC). A Great Old One using its telepathy to communicate
immunity to fire and vulnerability to cold. doesn’t activate this ability unless it spends a standard
action to focus its mind on one opponent. This is a mind-
Giant Subtype: A giant is a humanoid creature of great affecting effect.
strength, usually of at least Large size. Giants have a number • Mythic (Su): A Great Old One has mythic power (10/day,
of racial Hit Dice and never substitute such Hit Dice for surge +1d12) and counts as a 10th-rank mythic creature. A
class levels like some humanoids. Giants have low-light Great Old One can use any of its spell-like abilities as the
vision, and treat Intimidate and Perception as class skills. mythic versions of those spells (if a mythic version of that
spell exists), expending mythic power as normal. It can
Goblinoid Subtype: Goblinoids are stealthy humanoids also expend mythic power to use the augmented versions
who live by hunting and raiding. All goblinoids speak of these spell-like abilities.
Goblin and treat Stealth as a class skill. • Otherworldly Insight (Ex): All Great Old Ones gain a
+10 insight bonus on initiative checks and to AC.
Good Subtype: This subtype is usually applied to • Unspeakable Presence (Su): A Great Old One’s aura inflicts
outsiders native to the good-aligned Outer Planes. intense mental anguish and torment upon all creatures
Most creatures that have this subtype also have good within 300 feet who can see and hear the Great Old One.
alignments; however, if their alignments change, they still The exact effects caused by a Great Old One’s unspeakable
retain the subtype. Any effect that depends on alignment presence vary by type. The effect can be reduced or negated
affects a creature with this subtype as if the creature
had a good alignment, no matter what its alignment
actually is. The creature also suffers effects according to
its actual alignment. A creature with the good subtype
overcomes damage reduction as if its natural weapons
and any weapons it wields were good-aligned (see Damage
Reduction on page 291).

Appendices

with a successful Will save (DC = 10 + 1/2 the Great Old DC 30 check, and unlike the normal rules about kaiju
One’s Hit Dice + the Great Old One’s Charisma modifier).
This is a mind-affecting effect. and attacks of opportunity, a Small or larger creature
Human Subtype: This subtype is applied to humans and
creatures related to humans. that climbs on a kaiju’s body provokes an attack of
Incorporeal Subtype: An incorporeal creature has no
physical body. An incorporeal creature is immune to opportunity from the monster.
critical hits and precision-based damage (such as sneak
attack damage) unless the attacks are made using a weapon • Recovery (Ex): Whenever a kaiju fails a saving throw against
with the ghost touch special weapon quality. In addition,
creatures with the incorporeal subtype gain the incorporeal any mind-affecting, paralysis, petrification, polymorph, or
special quality.
Kaiju Subtype: These Colossal creatures inhabit the most immobilizing effect (including binding and temporal stasis,
desolate places of a world. They are often associated with
elemental subtypes, and while they are only barely smarter but not including imprisonment), it can attempt a new
than the typical beast, many feature personality traits that
allow for rudimentary alliances or rivalries with other kaiju. saving throw at the end of its turn to remove the effect.
Regardless, all kaiju have great capacity for devastation. A
kaiju has the following traits (unless otherwise noted in a Doing so does not requires an action. A kaiju can attempt
creature’s entry).
• A kaiju’s natural attacks count as epic and magic for the a new save to end the effect as often as it wishes, but can
purpose of overcoming damage reduction.
• Damage reduction 20/epic. attempt to remove only one such effect per round. Once
• Darkvision 600 feet.
• Fast healing 30. per year, if a kaiju takes an amount of damage that would
• Ferocity (Ex): Kaiju have the ferocity universal monster ability.
• Hurl Foe (Ex): When a kaiju damages a Huge or smaller foe normally kill it by reducing its hit points to a negative
with one of its natural attacks, it can try to hurl the foe
as part of that attack by attempting a combat maneuver amount equal to its Constitution score, the damage instead
check. On a successful check, the foe is knocked back
10 feet in a direction of the kaiju’s choice and falls prone. heals the kaiju of twice the amount of damage—but this
The distance the foe is hurled increases by 10 feet for
every 5 points by which the kaiju’s check exceeds the foe’s healing leaves the kaiju disoriented and demoralized.
CMD. If an obstacle stops the hurled creature before it
travels the whole distance, the hurled foe and the obstacle At this point, the creature becomes nauseated and seeks
struck each take 1d6 points of damage per 10 feet of
distance remaining and the foe is knocked prone in the only to return to its lair. Any amount of damage dealt to
space adjacent to the obstacle.
• Immunity to ability damage, ability drain, death effects, it by an external source before it reaches its lair, though,
disease, energy drain, and fear.
• Massive (Ex): Because kaiju are so massive, uneven immediately negates the nauseated effect and allows the
ground and other terrain features that form difficult
terrain generally pose no significant hindrance to kaiju to end its retreat and attack.
a kaiju’s movement, though settlements or areas of
forest are considered difficult terrain to a kaiju. A • Resistance 30 to acid, cold, electricity, fire, negative energy,
Huge or smaller creature can move through any square
occupied by a kaiju, and vice versa. A kaiju can make and sonic.
attacks of opportunity only against foes that are Huge
or larger and can be flanked only by Huge or larger Lawful Subtype: This subtype is usually applied to outsiders
foes. A kaiju gains a bonus for being on higher ground
only if its entire space is on higher ground than that of native to the lawful-aligned Outer Planes. Most creatures that
its target. It’s possible for a Huge or smaller creature
to climb a kaiju—this generally requires a successful have this subtype also have lawful alignments; however, if

their alignments change, they still retain the subtype. Any

effect that depends on alignment affects a creature with this

subtype as if the creature had a lawful alignment, no matter

what its alignment actually is. The creature also suffers

effects according to its actual alignment. A creature with the

lawful subtype overcomes damage reduction as if its natural

weapons and any weapons it wields were lawful-aligned (see

Damage Reduction on page 291).

Munavri Subtype: This subtype is applied to the psychic

humanoid race known as the munavris.

Native Subtype: This subtype is applied only to outsiders.

Creatures with this subtype are native to the Material Plane.

These creatures have mortal ancestors or a strong connection

to the Material Plane and can be raised, reincarnated, or

resurrected just as other living creatures can be. Unlike true

outsiders, native outsiders need to eat and sleep.

Protean Subtype: Proteans are serpentine outsiders of

pure chaos. They have the following traits unless otherwise

noted in a creature’s entry.

• Blindsense (distance varies by protean type).

• Immunity to acid.

• Resistance to electricity 10 and sonic 10.

• Constrict and grab as special attacks.

• Supernatural flight.

• Freedom of Movement (Su): A protean has continuous

freedom of movement, as per the spell. 305

• Amorphous Anatomy (Ex): A protean’s vital organs shift • Spirit Touch (Ex): A psychopomp’s natural weapons, as well
and change shape and position constantly. This grants as any weapon it wields, are treated as though they had the
it a 50% chance to ignore additional damage caused by ghost touch weapon special ability.
critical hits and sneak attacks, and grants it immunity to
polymorph effects (unless the protean is a willing target). • Spiritsense (Su): A psychopomp notices, locates, and can
A protean automatically recovers from physical blindness distinguish between living and undead creatures within
or deafness after 1 round by growing new sensory organs 60 feet, just as if it had the blindsight ability. This sense
to replace those that were compromised. does not allow it to detect objects, but it does allow it to
notice living things that are not creatures.
• Change Shape (Su): A protean’s form is not fixed. Once per Qlippoth Subtype: Qlippoth are chaotic evil outsiders
day as a standard action, a protean may change shape into
any Small, Medium, or Large animal, elemental, giant, from the deepest reaches of the Abyss. They have the
humanoid, magical beast, monstrous humanoid, ooze, following traits unless otherwise noted in a creature’s entry.
plant, or vermin. A protean can assume its true form as • Immunity to cold, mind-affecting effects, and poison.
a free action, and when it does so, it gains the effects of a • Resistance to acid 10, electricity 10, and fire 10.
heal spell (CL equal to the protean’s HD). • Horrific Appearance (Su): All qlippoth have such horrific

• Warpwave (Su): Many proteans can create ripples in and mind-rending shapes. A qlippoth can present itself
reality known as warpwaves. Yet even a protean can’t as a standard action to assault the senses of all living
predict what effects a warpwave might have. When creatures within 30 feet. The exact effects caused by a
a creature is affected by a warpwave, roll 1d20 and qlippoth’s horrific appearance vary by the type of qlippoth.
consult the table below to see what effect the entropic A successful Will save (DC = 10 + 1/2 the qlippoth’s Hit Dice
energies have. + the qlippoth’s Charisma modifier) reduces or negates the
effect. This ability is a mind-affecting gaze attack.
d20 Warpwave Effect • Telepathy.
• Except where otherwise noted, qlippoth speak Abyssal.
1 Target takes 2 Strength damage. Sahkil Subtype: Sahkils are neutral evil outsiders native
to the Ethereal Plane. They have the following traits (unless
2 Target takes 2 Dexterity damage. otherwise noted in a creature’s entry).
• Darkvision 60 feet and low-light vision.
3 Target takes 2 Constitution damage. • Immunity to death effects, disease, fear effects, and poison.
• Resistance to cold 10, electricity 10, and sonic 10.
4 Target takes 2 Intelligence damage. • Most sahkils are resistant to magic. Such a sahkil has SR
equal to 11 + its CR.
5 Target takes 2 Wisdom damage. • Except where otherwise noted, sahkils speak Abyssal,
Celestial, and Infernal.
6 Target takes 2 Charisma damage. • Telepathy.
• Easy to Call (Ex): Sahkils count as having 4 fewer Hit Dice
7 Target gains 1 negative level. (minimum 2) for purposes of spells or effects that call
outsiders, such as planar binding. However, they receive
8 Target is blinded or deafened for 1d4 rounds. a racial bonus equal to 1/2 their Hit Dice on Charisma
checks to break free of planar binding spells and similar
9 Target is confused for 1d4 rounds. effects, and their spell resistance counts as if it were 5
higher for the purpose of breaking free of planar binding
10 Target is entangled by filaments of energy for 1d4 rounds. spells and similar effects.
• Emotional Focus (Ex): Whenever a sahkil casts a spell or uses
11 Target becomes fatigued (or exhausted if already fatigued). a spell-like ability or effect with the emotionUM or fear
descriptors that allows a save, the DC is increased by 2.
12 Target becomes nauseated for 1d4 rounds. • Look of Fear (Su): All sahkils have a gaze attack with a range
of 30 feet (though when a sahkil is on the Ethereal Plane, it
13 Target is stunned for 1d4 rounds. functions against creatures on the Material Plane that can
see ethereal creatures), and can be negated by a Will save—
14 Target is sickened for 1d4 rounds. the exact effects caused by a particular sahkil’s look of fear
depend on the type of sahkil. All sahkils are immune to
15 Target is staggered for 1d4 rounds. their own look of fear and that of other sahkils. This is a
mind-affecting fear effect. The save DC is Charisma-based
16 Target gains 4d6 temporary hit points.

17 Target is affected by a heal spell (CL = protean’s CR).

18 Target is turned to stone as per flesh to stone.

19 Target is affected by baleful polymorph (CL = protean’s CR).

20 Portions of target’s body burst with energy of a random

type (choose between acid, cold, electricity, or fire), dealing

4d6 points of damage of the appropriate type to the target.

306 Psychopomp Subtype: Psychopomps are neutral outsiders
native to the Boneyard. Psychopomps have the following
traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet and low-light vision.
• DR 5/adamantine.
• Immunity to death effects, disease, and poison.
• Resistance to cold 10 and electricity 10.
• Psychopomps speak Abyssal, Celestial, and Infernal.

Appendices

and includes the +2 bonus from the sahkil’s emotional Also, they can’t be subject to a bull rush, dirty trickAPG, disarm,
focus ability. dragAPG, grapple, repositionAPG, or trip combat maneuver.
• Skip Between (Su): Many sahkils can shift between the
Ethereal Plane and the Material Plane as a move action. A swarm is immune to any spell or effect that targets a
This ability is otherwise identical to ethereal jaunt (CL 15th). specific number of creatures (including single-target spells
• Spirit Touch (Ex): A sahkil’s natural weapons, as well as such as disintegrate), with the exception of mind-affecting
any weapon it wields, are treated as though they had the effects (charms, compulsions, morale effects, patterns, and
ghost touch weapon special ability. phantasms) if the swarm has an Intelligence score and a hive
Shapechanger Subtype: A shapechanger has the mind. A swarm takes half again as much damage (+50%) from
supernatural ability to assume one or more alternative spells or effects that affect an area, such as splash weapons
forms. Many magical effects allow some kind of and many evocation spells.
shapeshifting, and not every creature that can change shapes
has the shapechanger subtype. 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 wind spell. For purposes of determining the effects of wind
creature. A swarm has the characteristics of its type, on a swarm, treat the swarm as a creature of the same size
except as noted here. A swarm has a single pool of Hit as its constituent creatures. A swarm rendered unconscious
Dice and hit points, a single initiative modifier, a single by means of nonlethal damage becomes disorganized and
speed, and a single Armor Class. A swarm makes saving disperses, and it does not reform until its hit points exceed
throws as a single creature. A single swarm occupies a its nonlethal damage.
square (if it is made up of nonflying creatures) or a cube
(of flying creatures) 10 feet on a side, but its reach is 0 Swarm Attack: Creatures with the swarm subtype don’t
feet, like its component creatures. In order to attack, make standard melee attacks. Instead, they deal automatic
it moves into an opponent’s space, which provokes an damage to any creature whose space they occupy at the end
attack of opportunity. It can occupy the same space as of their move, with no attack roll needed. Swarm attacks
a creature of any size, since it crawls all over its prey. A are not subject to a miss chance for concealment or cover.
swarm can move through squares occupied by enemies A swarm’s stat block has “swarm” in the Melee entry, with no
and vice versa without impediment, although the swarm attack bonus given. The amount of damage a swarm deals is
provokes an attack of opportunity if it does so. A swarm based on its Hit Dice, as shown below.
can move through cracks or holes large enough for its
component creatures. Swarm HD Swarm Base Damage
A swarm of Tiny creatures consists of 300 nonflying 1–5 1d6
creatures or 1,000 flying creatures. A swarm of Diminutive 6–10 2d6
creatures consists of 1,500 nonflying creatures or 5,000 11–15 3d6
flying creatures. A swarm of Fine creatures consists of 16–20 4d6
10,000 creatures, whether they are flying or not. Swarms 21+ 5d6
of nonflying creatures include many more creatures than
could normally fit in a 10-foot square based on their normal A swarm’s attacks are nonmagical unless the swarm’s
space, because creatures in a swarm are packed tightly description states otherwise. Having damage reduction
together and generally crawl over each other and their prey sufficient to reduce a swarm attack’s damage to 0, being
when moving or attacking. Larger swarms are represented incorporeal, and other special abilities can give a creature
by multiple single swarms. The area occupied by a large immunity (or at least resistance) to damage from a swarm.
swarm is completely shapeable, though the swarm usually Some swarms also have acid, blood drain, poison, or other
remains in contiguous squares. special attacks in addition to normal damage.
Swarm Traits: A swarm has no clear front or back and no
discernible anatomy, so it is not subject to critical hits or Troop Subtype: A troop is a collection of creatures that
flanking. A swarm made up of Tiny creatures takes half acts as a single creature, similar to a swarm, but as part of
damage from slashing and piercing weapons. A swarm a military unit. A troop has the characteristics of its type,
composed of Fine or Diminutive creatures is immune to all except as noted here. A troop has a single pool of Hit Dice
weapon damage. Reducing a swarm to 0 hit points or less and hit points, a single initiative modifier, a single speed,
causes it to break up, though damage taken until that point and a single Armor Class. A troop attempts saving throws as
does not degrade its ability to attack or resist attack. Swarms a single creature.
are never staggered or reduced to a dying state by damage.
A single troop occupies a 20-foot-by-20-foot square, equal
in size to a Gargantuan creature, though the actual size
category of the troop is the same as that of the component
creatures. The area occupied by a troop is completely
shapeable, though the troop must remain in contiguous

307squares to accurately reflect the teamwork of trained

military units. A troop has a reach equal to that of the more damage than their Hit Dice would normally suggest.
component creatures based on size or armament. A troop Troops threaten all creatures within their reach or within their
can move through squares occupied by enemies and vice area, and resolve attacks of opportunity by dealing automatic
versa without impediment, although the troop provokes an troop damage to any foe in reach who provokes such an attack
attack of opportunity if it does so. A troop can move through of opportunity. Troops are still limited to making one such
any area large enough for its component creatures. attack per round unless the text states otherwise.

The exact number of a troop’s component creatures Because of the chaos of combat, spellcasting or
varies, but in general, a troop of Small or Medium creatures concentrating on spells within the area of a troop or
consists of approximately 12 to 30 creatures. Larger creatures within its reach requires a successful caster level check
can form troops, but the area occupied by such a troop (DC = 20 + spell level). Using skills that involve patience and
should increase proportionally according to the size of the concentration requires a successful DC 20 Will save.
component creatures.
Looting Troops: Although troops are composed of a
Troop Traits: A troop is not subject to flanking, but it is number of individual creatures, the chaos and destruction
subject to critical hits and sneak attacks if its component of battle means that not all of these creatures’ equipment
creatures are subject to such attacks. Reducing a troop survives the rigors of combat. As a result, parties who wish
to 0 hit points or fewer causes it to break up, effectively to claim usable gear or treasure from slain foes treat a troop
destroying the troop. Until that point, however, any damage as a single creature for the purposes of looting, and should
taken by the troop does not degrade its ability to attack be able to recover gear worth a total value equal to the troop’s
or resist attacks. A troop is never staggered or reduced to expected treasure value (as determined by the troop’s CR).
a dying state by damage. Also, a troop cannot be subject
to a bull rush, dirty trickAPG, disarm, dragAPG, grapple, Water Subtype: This subtype is usually used for
repositionAPG, or trip combat maneuver, unless it’s affected outsiders with a connection to the Elemental Plane of
by area effects that include such effects. A troop can grapple Water. Creatures with the water subtype always have swim
an opponent. speeds and can move in water without making Swim
checks. A water creature can breathe underwater and can
A troop is immune to any spell or effect that targets a usually breathe air as well. Water creatures treat the Swim
specific number of creatures (including single-target skill as a class skill.
spells such as disintegrate and multiple-target spells such
as haste), though it is affected by spells or effects that target Wild Hunt Subtype: All creatures that ride as a part of
an area or a nonspecific number of creatures (such as the wild hunt are chaotic neutral fey that have the following
fireball). A troop takes half again as much damage (+50%) abilities (unless otherwise noted in a creature’s entry).
from spells or effects that affect an area. If a troop is • Immunity to cold.
rendered unconscious by means of nonlethal damage, it • Resistance to electricity and fire 10.
disperses and does not reform until its hit points exceed • Enhanced Senses (Ex): All members of the wild hunt have
the nonlethal damage it has taken.
greensight 60 feet, scent, and see in darkness.
Troop Attack: Creatures with the troop subtype don’t make • Instinctive Cooperation (Ex): Creatures with the wild hunt
standard melee attacks. Instead, they deal automatic damage
to any creature within reach or whose space they occupy at subtype are immune to all supernatural abilities of other
the end of their move, with no attack roll needed. A troop’s creatures with the wild hunt subtype that allow a saving
stat block has “troop” in its Melee entry with no attack bonus throw (such as wild gaze).
given. The amount of damage a troop deals is based on its • Planar Acclimation (Ex): A creature with the wild hunt
Hit Dice, as shown below, plus its Strength modifier. subtype is always considered to be on its home plane,
regardless of what plane it finds itself upon. It never gains
Troop HD Troop Base Damage the extraplanar subtype.
• Speak with Nature (Sp): Wild hunt creatures have know
1–5 1d6 + Str mod direction, speak with animals, and speak with plants as
6–10 2d6 + Str mod constant spell-like abilities, and can cast stone tell as a
spell-like ability 3 times per day.
11–15 3d6 + Str mod • Wild Gaze (Su): All creatures within 30 feet that fail a Will save
16–20 4d6 + Str mod against the gaze of a member of the wild hunt instinctively
recognize their power. Humanoids and monstrous
21+ 5d6 + Str mod humanoids stand frozen in awe, becoming paralyzed.
Magical beasts and animals become frightened, and all
308 Unless stated otherwise, a troop’s attacks are nonmagical. other creatures become confused. These effects last for
Damage reduction sufficient to reduce a troop attack’s damage 1 round, and multiple failed saving throws against multiple
to 0 or other special abilities can give a creature immunity (or members of the wild hunt in a single round do not cause
at least resistance) to the troop’s attacks. Some troops also have
other special attacks in addition to normal damage or deal

Appendices

this duration to stack. A creature that succeeds on a saving Craft Construct (Item Creation)
throw against this special attack is immune to the wild gaze
from any member of the wild hunt for 24 hours. This is a You can create construct creatures like golems.
mind-affecting effect. The save DC is Charisma-based. Prerequisites: Craft Magic Arms and Armor, Craft
• Wild Grace (Su): Wild hunt creatures add their Charisma
modifier as a deflection bonus to their AC. Wondrous Item, caster level 5th.
• Wild Hunt Link (Su): Members of the wild hunt can Benefit: You can create any construct whose prerequisites
communicate telepathically across great distances and
share abilities with each other. As long as a member of you meet. The act of animating a construct takes 1 day for
the hunt is not more than 500 feet away from the nearest each 1,000 gp in its market price. To create a construct, you
other member of its hunt, it can participate in the wild must use raw materials costing half of its base price, plus
hunt link. Each wild hunt creature shares a different set of the full cost of the basic body created for the construct. Each
abilities with other creatures in the link. A lone member construct has a special section that summarizes its costs and
of the wild hunt does not gain the benefit of any abilities other prerequisites. A newly created construct has average
it grants via its wild hunt link, and identical abilities hit points for its Hit Dice.
granted by multiple wild hunt fey do not stack.
Empower Spell-Like Ability
APPENDIX 4: MONSTERS AS PCS
One of this creature’s spell-like abilities is very potent.
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,

APPENDIX 5: MONSTER FEATS subject to the restrictions described in this feat. The creature
can use that spell-like ability as an empowered spell-like
Most of the following feats apply specifically to monsters, ability three times per day (or fewer if the ability is normally
although some player characters might qualify for them usable only once or twice per day).
(particularly Craft Construct).
When a creature uses an empowered spell-like ability, all
Ability Focus variable numeric effects of the spell-like ability are increased
by half (+50%). Saving throws and opposed rolls are not
One of this creature’s special attacks is particularly difficult affected. Spell-like abilities without random variables are
to resist. not affected.

Prerequisite: Special attack. The creature can only select a spell-like ability duplicating
Benefit: Choose one of the creature’s special attacks. Add a spell with a level less than or equal to 1/2 its caster level
+2 to the DC of all saving throws against the special attack – 2. For a summary, see the table in the description of the
on which the creature focuses. Quicken Spell-Like Ability feat on page 310.
Special: A creature can gain this feat multiple times. Its
effects do not stack. Each time the creature takes the feat, it Special: This feat can be taken multiple times. Each time,
applies to a different special attack. the creature can apply it to a different spell-like ability.

Awesome Blow (Combat) Flyby Attack

This creature can send opponents flying. This creature can make an attack during its move action
Prerequisites: Str 25, Improved Bull Rush, Power Attack, while flying.

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

309within 20 feet of the ground in an area with lots of loose

debris, the draft from its wings creates a hemispherical attacks made with all of its off hands. (It has one primary
cloud with a radius of 60 feet. hand, and all the others are off hands.) See Two-Weapon
Fighting on page 202 of the Pathfinder RPG Core Rulebook.
The winds generated can snuff torches, small campfires,
exposed lanterns, and other small, open flames of Special: This feat replaces the Two-Weapon Fighting feat
nonmagical origin. for creatures with more than two arms.

Clear vision within the cloud is limited to 10 feet. Creatures Quicken Spell-Like Ability
have concealment at 15 to 20 feet (20% miss chance). At 25 feet
or more, creatures have total concealment (50% miss chance, This creature can use one of its spell-like abilities with next
and opponents cannot use sight to locate the creature). to no effort.

Normal: Without this feat, a creature must succeed at a Fly Prerequisite: Spell-like ability at caster level 10th or higher.
check to hover and the creature does not create a cloud of Benefit: Choose one of the creature’s spell-like abilities,
debris while hovering. subject to the restrictions described in this feat. The creature
can use that spell-like ability as a quickened spell-like ability
Improved Natural Armor three times per day (or fewer, if the ability is normally usable
only once or twice per day).
The creature’s hide is tougher than most Using a quickened spell-like ability is a swift action that does
Prerequisite: Con 13, natural armor. not provoke an attack of opportunity. The creature can perform
Benefit: The creature’s natural armor bonus increases another action—including the use of another spell-like ability
(but not another swift action)—in the same round that it uses a
by +1. quickened spell-like ability. The creature can only select a spell-
Special: A creature can gain this feat multiple times. Each like ability duplicating a spell with a level less than or equal to
1/2 its caster level – 4. For a summary, see the table below.
time the creature takes the feat, its natural armor bonus A spell-like ability that duplicates a spell with a casting
increases by an additional +1. time greater than 1 full round cannot be quickened.
Normal: The use of a spell-like ability requires a standard
Improved Natural Attack action (at the very least) and provokes an attack of opportunity.
Special: This feat can be taken multiple times. Each time it is
Attacks made by one of this creature’s natural attacks leave taken, the creature can apply it to a different spell-like ability.
vicious wounds.
Empowered and Quickened Spell-Like Abilities
Prerequisites: Base attack bonus +4, natural weapon. Caster Level Caster Level
Benefit: Choose one of the creature’s natural attack forms Spell Level to Empower to Quicken
(not an unarmed strike). The damage for this natural attack
increases by one step on the following list, as if the creature’s 0 4th 8th
size had increased by one size category. Damage dice increase
as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 1st 6th 10th
12d6. A weapon or attack that deals 1d10 points of damage
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. 2nd 8th 12th
Special: This feat can be taken multiple times. Each time
it is taken, it applies to a different natural attack. 3rd 10th 14th

Multiattack (Combat) 4th 12th 16th

This creature is particularly skilled at making attacks with 5th 14th 18th
its natural weapons.
6th 16th 20th
Prerequisite: Three or more natural attacks.
Benefit: The creature’s secondary attacks with natural 7th 18th —
weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks 8th 20th —
with natural weapons take a –5 penalty.
9th — —

310 Multiweapon Fighting (Combat) Snatch

This multi-armed creature is skilled at making attacks with This creature can grab other creatures with ease.
multiple weapons. Prerequisite: Size Huge or larger.
Benefits: The creature can start a grapple when it hits with
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are a claw or bite attack, as though it had the grab ability. If it
reduced by –2 with the primary hand and by –6 with off hands. grapples a creature three or more sizes smaller than itself,
Normal: A creature without this feat takes a –6 penalty on it squeezes each round for automatic bite or claw damage
attacks made with its primary hand and a –10 penalty on with a successful grapple check. A snatched opponent held
in the creature’s mouth is not allowed a Reflex save against
the creature’s breath weapon, if it has one.

Appendices

The creature can drop a creature it has snatched as APPENDIX 7: ANIMAL COMPANIONS
a free action or use a standard action to fling it aside. A
flung creature travels 1d6 × 10 feet and takes 1d6 points of The following list indexes all additional animal companions
damage per 10 feet traveled. If the creature flings a snatched found in this book, along with the page numbers on which
opponent while flying, the opponent takes this amount or they can be located. Below the list are the statistics for each
falling damage, whichever is greater. animal companion. The rules for choosing and progressing
an animal companion can be found on pages 51–53 of the
Wingover Pathfinder RPG Core Rulebook.

This creature can make turns with ease while flying. Animal Companions Page
Prerequisite: Fly speed. 94
Benefits: Once per round, the creature can turn up to 180 Animal 184
Amargasaurus (dinosaur) 184
degrees as a free action without attempting a Fly check. This Brontotherium (megafauna) 93
turn does not cost the creature any movement. Deinotherium (megafauna) 129
Devil monkey 185
Normal: A flying creature can turn up to 90 degrees by Dunkleosteus (fish) 240
succeeding at a DC 15 Fly check and expending 5 feet of Elasmotherium (megafauna) 94
movement. A flying creature can turn up to 180 degrees Giant raven 95
by succeeding at a DC 20 Fly check and expending 10 feet Giganotosaurus (dinosaur) 190
of movement. Kentrosaurus (dinosaur) 95
Mokele-mbembe 185
APPENDIX 6: MONSTER COHORTS Quetzalcoatlus (dinosaur)
Titanoboa (megafauna)
The Leadership feat (Pathfinder RPG Core Rulebook 129) allows
a character to gain a loyal cohort. With the GM’s approval, Amargasaurus Companions
this cohort can be a similarly aligned monster rather than
a member of the standard player races. The monsters on Starting Statistics: Size Medium; Speed 30 ft.; AC +3 natural
the following list all work well as cohorts (be they assassins, armor; Attack slam (1d6), tail slap (1d6); Ability Scores Str 11,
bodyguards, mounts, etc.)—their effective cohort “level” Dex 18, Con 9, Int 2, Wis 13, Cha 10; Special Qualities low-
corresponds to the level available to the PC as afforded by light vision, scent.
his Leadership score. Use these monsters as guidelines
when determining cohort levels for other monsters. 4th-Level Advancement: Size Large; AC +2 natural armor;
Attack slam (1d8), tail slap (1d8); Ability Scores Str +8, Dex –2,
For more information on monster cohorts, see page 316 of Con +4; Special Qualities trample.
the Pathfinder RPG Bestiary.

Monster Cohorts Level Brontotherium Companions
10
Monster 6 Starting Statistics: Size Medium; Speed 40 ft.; AC +8 natural
Azuretzi (protean) 10 armor; Attack slam (1d10); Ability Scores Str 12, Dex 15, Con 12,
Boggart 4 Int 2, Wis 17, Cha 7; Special Qualities low-light vision, scent.
Brimorak (demon) 16
Coral capuchin 9 7th-Level Advancement: Size Large; AC +2 natural armor;
Daitengu 7 Attack slam (2d6); Ability Scores Str +8, Dex –2, Con +4;
Danthienne 15 Special Qualities powerful charge (slam), trample.
Esobok (psychopomp) 9
Fen mauler 13 Deinotherium Companions
Gowrow 16
Ichkoh (sahkil) 12 Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural
Leng hound 13 armor; Attack gore (1d8), slam (1d6); Ability Scores Str 14,
Moldwretch 11 Dex 10, Con 15, Int 2, Wis 13, Cha 3; Special Qualities low-
Nekomata 11 light vision, scent.
Taniwha 14
Tenome 8 7th-Level Advancement: Size Large; AC +2 natural armor;
Utukku (qlippoth) 11 Attack gore (2d6), slam (1d8); Ability Scores Str +8, Dex –2,
Venedaemon (daemon) 7 Con +4; Special Attacks sweep, trample.
Yaenit (demon)
Yamah (azata) Devil Monkey Companions 311

Starting Statistics: Size Medium; Speed 30 ft.; AC +3 natural

armor; Attack bite (1d8); Ability Scores Str 15, Dex 19, Con 8,

Int 2, Wis 15, Cha 10; Special Qualities low-light vision.

4th-Level Advancement: Size Large; AC +2 natural armor; Quetzalcoatlus Companions
Speed 40 ft.; Attack bite (1d10); Ability Scores Str +8, Dex –2,
Con +4; Special Qualities puncture armor, rock throwing. Starting Statistics: Size Medium; Speed 30 ft., fly 50 ft.
(clumsy); AC +2 natural armor; Attack bite (1d8); Ability
Dunkleosteus Companions Scores Str 9, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special
Qualities low-light vision, scent.
Starting Statistics: Size Medium; Speed swim 60 ft.; AC +4
natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 18, 9th-Level Advancement: Size Large; AC +3 natural armor;
Con 10, Int 1, Wis 13, Cha 6; Special Qualities low-light vision. Attack bite (2d6/×3), 2 wings (1d4); Ability Scores Str +8,
Dex –2, Con +4; Special Qualities razor-sharp beak.
7th-Level Advancement: Size Large; AC +2 natural armor;
Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; Titanoboa Companions
Special Qualities grab (bite), gulp.
Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.,
Elasmotherium Companions swim 30 ft.; AC +4 natural armor; Attack bite (1d4); Ability
Scores Str 15, Dex 15, Con 11, Int 2, Wis 17, Cha 8; Special
Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural Qualities low-light vision, scent.
armor; Attack gore (1d8); Ability Scores Str 14, Dex 12, Con 15,
Int 2, Wis 17, Cha 3; Special Qualities low-light vision, scent. 7th-Level Advancement: Size Large; AC +2 natural armor;
Attack bite (1d6); Ability Scores Str +8, Dex –2, Con +4;
7th-Level Advancement: Size Large; AC +3 natural Special Qualities constrict (1d6), grab.
armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con
+4; Special Attacks impaling horn, powerful charge (gore). APPENDIX 8: MONSTERS BY TYPE

Giant Raven Companions Listed below are all the monsters in this book, organized
alphabetically by type and subtype.
Starting Statistics: Size Small; Speed 20 ft., fly 50 ft.; Attack Aberration: conqueror worm, deep walker, dream naga, horla,
bite (1d4); Ability Scores Str 8, Dex 13, Con 10, Int 2, Wis 15,
Cha 7; Special Qualities low-light vision, scavenger. Leng hound, omnipath, Rhan-Tegoth, slime naga, targotha,
thessalhydra, urhag, veiled master, yaddithian
4th-Level Advancement: Size Medium; AC +2 natural (Air): kamaitachi, Yarthoon
armor; Attack bite (1d6); Ability Scores Str +4, Dex +2, Con +2. Animal: amargasaurus, brontotherium, deinotherium, devil
monkey, dunkleosteus, elasmotherium, giant raven,
Giganotosaurus Companions giganotosaurus, kentrosaurus, mokele-mbembe, piranha
swarm, quetzalcoatlus, raven swarm, titanoboa
Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural (Aquatic): atuikakura, cipactli, coffin anemone, common
armor; Attack bite (1d6), 2 claws (1d3); Ability Scores Str 14, eurypterid, coral capuchin, crimson jellyfish, deep walker,
Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low- dunkleosteus, Geryon, giant belostomatid, giant hellgrammite,
light vision, scent. giant starfish, giant tube worm, gowrow, hookfang worm,
hydraggon, Oaur-Ooung, omnipath, piranha swarm,
7th-Level Advancement: Size Large; AC +3 natural armor; Rhan-Tegoth, siren’s bed anemone, skrimsl, spiny eurypterid,
Attack bite (1d8), 2 claws (1d4); Ability Scores Str +8, Dex –2, swamp blight, taniwha, veiled master, whaler jellyfish
Con +4; Special Qualities grab (bite). (Cold): tundra blight
Construct: annis hag alter ego, charnel god, clockworks,
Kentrosaurus Companions cryptguard, cutlass spider, gold golem, kikituk, obsidian
golem, quintessence golem, viridium golem, warmonger
Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural Dragon: elder wyrm, gowrow, planar dragons
armor; Attack tail (1d8); Ability Scores Str 10, Dex 16, Con 10, (Earth): siabrae
Int 2, Wis 13, Cha 10; Special Qualities impaling strike, low- Fey: alp, banelight, blighted fey satyr, boggart, boggle, calpina,
light vision, scent. danthienne, kamaitachi, mockingfey, naiad, whisperer, wild
hunt archer, wild hunt horse, wild hunt hound, wild hunt
7th-Level Advancement: Size Large; AC +3 natural armor; monarch, wild hunt scout
Attack tail (2d6); Ability Scores Str +8, Dex –2, Con +4; (Fire): combusted, Varklops
Special Qualities defensive spikes. (Giant): mongrel cave giant, mountain giant, plague giant,
shadow giant, tomb giant
Mokele-Mbembe Companions Humanoid: cultist troop, derro magister, goblin troop, mongrel
cave giant, monkey goblin, mountain giant, munavri, outlaw
Starting Statistics: Size Medium; Speed 30 ft., swim 30 ft.; troop, plague giant, rougarou, shadow giant, tomb giant,
AC +5 natural armor; Attack bite (1d8), tail slap (1d8, reach weremantis, werespider, werewasp
10 ft.); Ability Scores Str 16, Dex 17, Con 10, Int 2, Wis 15, Cha
11; Special Qualities low-light vision, scent.

9th-Level Advancement: Size Large; AC +4 natural armor;
Attack bite (2d6), tail slap (2d6, reach 15 ft.); Ability Scores

312 Str +8, Dex –2, Con +4; Special Qualities trample, whip tail.

Appendices

(Incorporeal): animus shade, exiled shade, fallen, Isph-Aun-Vuln, CR 1
llorona, pelagastr, psychic stalker, whisperer coffin anemone, common eurypterid, coral capuchin, giant raven,
gluttongrass, mockingfey, munavri
Magical Beast: atuikakura, cipactli, coral capuchin, fire
whale, goezspall, hivemind rat swarm, mapinguari, CR 2
muhuru, nekomata, ouroboros, skrimsl, taniwha, giant tube worm, mire nettle, slithering pit, werespider
Varklops, Yarthoon
CR 3
Monstrous Humanoid: deathsnatcher, euryale, fen mauler, calpina, combusted, esobok, giant ant spore zombie, giant
ghole, Krampus, psoglav, rawhead, saurian, tenome, Yig belostomatid, hydraggon, lacridaemon, piranha swarm, raven
swarm, trailgaunt, urhag, vermlek
Ooze: blights, gravesludge, mezlan, oblivion, skincrawler,
slithering pit, vespergaunt, Vorgozen CR 4
boggart, crimson jellyfish, giant stag beetle exoskeleton,
Outsider: psychopomps lovelorn, ourdivar, tenome, viduus, weremantis
Outsider (chaotic): azatas, Black Butterfly, demons, proteans,
CR 5
qlippoth, qlippoth lords, Tawil at’Umr azuretzi, brimorak, clockwork hound, danthienne, derro magister,
Outsider (evil): apocalypse horse, archdevils, daemons, demons, giant hellgrammite, goblin troop, gowrow, kentrosaurus, unrisen,
venedaemon, werewasp, yamah
Horsemen of the Apocalypse, qlippoth, qlippoth lords, sahkils
Outsider (good): azatas, empyreal lords CR 6
Outsider (lawful): archdevils, Ragathiel amargasaurus, annis hag alter ego, blighted fey satyr, cutlass
Outsider (native): daitengu spider, devil monkey, dunkleosteus, exiled shade, hupia,
Plant: blood bramble, bonethorn, crypt flower, fungus queen, nekomata, taniwha, yaenit

giant sundew, gluttongrass, green man, mire nettle, CR 7
moldwretch, mosslord, tarantula tree crypt flower, deinotherium, hookfang worm, ichkoh,
(Shapechanger): Barbatos, Belial, boggle, daitengu, Dispater, moldwretch, mongrel cave giant, outlaw troop, psychic stalker,
erodaemon, green man, lilitu, mezlan, nekomata, proteans, quetzalcoatlus, suspiridaemon
rougarou, utukku, veiled master, vrykolakas, weremantis,
werespider, werewasp, Yig CR 8
(Swarm): algea, hivemind rat swarm, piranha swarm, raven swarm boggle, brontotherium, clockwork guardian, fallen, giant
Template: alter ego, animus shade, blighted fey, entothrope, starfish, hivemind rat swarm, horla, pelagastr, titan centipede
exoskeleton, hivemind swarm, mongrel giant, siabrae, exoskeleton, utukku, yaddithian
spore zombie
(Troop): cultist troop, goblin troop, outlaw troop CR 9
Undead: animus shade, bloody bones, combusted, exiled cryptguard, dream naga, elasmotherium, fungus queen,
shade, exoskeleton, fallen, herecite, hupia, llorona, lovelorn, gorgoros, herecite, medusa animus shade, mokele-mbembe,
psychic stalker, siabrae, spore zombie, trailgaunt, unrisen, sangudaemon, shoki, siren’s bed anemone, slime naga,
vrykolakas, yurei spiny eurypterid
Vermin: coffin anemone, common eurypterid, crimson jellyfish,
duneshaker solifugid, giant belostomatid, giant hellgrammite, CR 10
giant starfish, giant tube worm, hookfang worm, razormouth alp, blood bramble, bloody bones, daitengu, fen mauler, Leng
solifugid, siren’s bed anemone, spiny eurypterid, titanic whip hound, muhuru, vrykolakas, wild hunt hound, zohanil
spider, whaler jellyfish
(Water): naiad, Vorgozen CR 11
algea, cultist troop, erodaemon, gongorinan, llorona, mapinguari,
APPENDIX 9: MONSTERS BY CR razormouth solifugid, wild hunt horse

This section lists all monsters in this book, organized by CR 12 313
CR. Variant monsters are not included in this list—an banelight, bonethorn, ghole, giant sundew, gravesludge,
index of these monsters appears in the table of contents. obsidian golem, tomb giant, vespergaunt, young crypt dragon,
In the case of templates, only the sample creature is
included. Similarly, for dragons, only those that have full
stat blocks (young, adult, and ancient dragons) are listed on
the following tables.

CR 1/2
giant cockroach exoskeleton, monkey goblin, naiad, rougarou,
skincrawler

young havoc dragon, young infernal dragon, young paradise CR 26
dragon, young rift dragon, yurei Barbatos, green man, Ragathiel

CR 13 CR 27
behimiron, clockwork assassin, desert blight, giganotosaurus, Dispater, Trelmarixian, Yig
kamaitachi, kikituk, oolioddroo, oshageros, psoglav, shadow
giant, skrimsl, titanoboa, wild hunt archer CR 28
Belial, Black Butterfly, Mammon, Rhan-Tegoth, Szuriel
CR 14
atuikakura, deep walker, goezspall, mezlan, mountain blight, CR 29
plague giant, rawhead, temerdaemon, veiled master Apollyon, Arshea, Geryon, Moloch, Vorgozen

CR 15 CR 30

clockwork angel, gold golem, hegessik, memitim, sewer blight, Baalzebul, Charon, Mephistopheles, Tawil at’Umr, Varklops
siabrae, targotha, uinuja, wild hunt scout
APPENDIX 10: MONSTERS BY TERRAIN
CR 16
adult crypt dragon, adult havoc dragon, adult infernal dragon, The following lists group this book’s monsters by terrain. Note
adult paradise dragon, adult rift dragon, cataboligne, fire whale, that there can be a certain amount of crossover in these lists.
saurian, titanic whip spider, tundra blight
ANY TERRAIN
CR 17 banelight, bonethorn, charnel god, clockworks, conqueror worm,
clockwork fiend, lilitu, olethros, phasmadaemon, swamp blight, cryptguard, cutlass spider, elder wyrm, euryale, exiled shade,
whaler jellyfish, ximtal exoskeleton, fallen, goezspall, gold golem, herecite, hivemind rat
swarm, kamaitachi, kikituk, Krampus, Leng hound, lovelorn, mezlan,
CR 18 obsidian golem, psychic stalker, quintessence golem, Rhan-Tegoth,
deathsnatcher, duneshaker solifugid, forest blight, skincrawler, giant ant spore zombie, Tawil at’Umr, unrisen, viridium
mosslord, mountain giant, omnipath, thessalhydra, vavakia, golem, vrykolakas, warmonger, werespider, yaddithian, Yig
viridium golem
ANY LAND
CR 19 alp, bloody bones, boggle, crypt flower, ghole, gravesludge,
cave blight, obcisidaemon, tarantula tree, warmonger, wild hunt hupia, nekomata, outlaw troop, plague giant, rawhead, rougarou,
monarch shadow giant, siabrae, slithering pit, tomb giant, trailgaunt,
weremantis, werewasp, yurei
CR 20
euryale, izfiitar, oblivion, quintessence golem, veranallia, whisperer ANY WATER
cipactli, omnipath, veiled master
CR 21
ancient crypt dragon, ancient havoc dragon, ancient infernal COASTLINES
dragon, ancient paradise dragon, ancient rift dragon, cipactli, coffin anemone, coral capuchin, giant starfish, goblin troop,
conqueror worm, Krampus, ouroboros, Thuskchoon llorona, quetzalcoatlus, siren’s bed anemone

CR 22 DESERTS (COLD, TEMPERATE)
Chavazvug desert blight

CR 23 DESERTS (WARM)
charnel god, Oaur-Ooung deathsnatcher, desert blight, duneshaker solifugid

CR 24 FORESTS (COLD)
elder wyrm deinotherium, forest blight, mockingfey

CR 25 FORESTS (TEMPERATE)
blighted fey satyr, blood bramble, boggart, calpina,
314 apocalypse horse, Isph-Aun-Vuln, Yarthoon deinotherium, elasmotherium, forest blight, goblin troop,

Appendices

green man, mockingfey, mosslord, tarantula tree PLANAR (BONEYARD—NEUTRAL)
crypt dragon, psychopomps
FORESTS (WARM)
amargasaurus, deinotherium, forest blight, giganotosaurus, PLANAR (DIMENSION OF DREAMS)
mapinguari, mockingfey, monkey goblin, muhuru, tarantula tree dream naga

HILLS (TEMPERATE, WARM) PLANAR (ELYSIUM—CHAOTIC GOOD)
devil monkey, titanic whip spider azatas, Black Butterfly, havoc dragon

MOUNTAINS (COLD) PLANAR (ETHEREAL)
daitengu, mountain blight, mountain giant, urhag horla, sahkils

MOUNTAINS (TEMPERATE) PLANAR (FIRST WORLD OF THE FEY)
calpina, daitengu, mountain blight, mountain giant, razormouth whisperer, wild hunt (all)
solifugid
PLANAR (HEAVEN—LAWFUL GOOD)
MOUNTAINS (WARM) paradise dragon, Ragathiel
daitengu, deathsnatcher, mountain blight, mountain giant,
saurian, Varklops PLANAR (HELL—LAWFUL EVIL)
archdevils, infernal dragon
OCEANS (COLD)
atuikakura, deep walker, dunkleosteus, giant starfish, giant tube PLANAR (MAELSTROM—CHAOTIC NEUTRAL)
worm, hookfang worm, skrimsl, whaler jellyfish proteans

OCEANS (TEMPERATE) PLANAR (NEGATIVE ENERGY PLANE)
atuikakura, coffin anemone, common eurypterid, crimson oblivion
jellyfish, deep walker, dunkleosteus, giant starfish, giant tube
worm, hookfang worm, whaler jellyfish PLANAR (NIRVANA—NEUTRAL GOOD)
Arshea
OCEANS (WARM)
atuikakura, common eurypterid, coral capuchin, deep walker, RIVERS/LAKES
dunkleosteus, giant starfish, giant tube worm, hookfang giant belostomatid, giant hellgrammite, gowrow, llorona,
worm, siren’s bed anemone, spiny eurypterid, whaler jellyfish mokele-mbembe, naiad, piranha swarm, taniwha

PLAINS (COLD) SKY
brontotherium, deinotherium, gluttongrass, tundra blight giant raven, quetzalcoatlus, raven swarm

PLAINS (TEMPERATE) SWAMPS (COLD)
brontotherium, deinotherium, devil monkey, elasmotherium, annis hag alter ego, llorona, moldwretch, swamp blight, targotha
gluttongrass, goblin troop
SWAMPS (TEMPERATE)
PLAINS (WARM) boggart, fen mauler, giant belostomatid, giant sundew,
amargasaurus, brontotherium, deinotherium, devil monkey, llorona, medusa animus shade, mire nettle, moldwretch,
giganotosaurus, gluttongrass, kentrosaurus, quetzalcoatlus swamp blight, targotha, thessalhydra

PLANAR (ABADDON—NEUTRAL EVIL) SWAMPS (WARM)
apocalypse horse, daemons, Horsemen of the Apocalypse llorona, moldwretch, quetzalcoatlus, swamp blight, targotha,
titanoboa, Vorgozen
PLANAR (ABYSS—CHAOTIC EVIL)
demons, qlippoth, qlippoth lords, rift dragon UNDERGROUND 315
cave blight, cultist troop, derro magister, fungus queen, medusa
PLANAR (ASTRAL) animus shade, moldwretch, mongrel cave giant, munavri,
ouroboros psoglav, sewer blight, slime naga, tomb giant

URBAN crypt flower, cryptguard, cutlass spider, deinotherium, devil
danthienne, tenome monkey, duneshaker solifugid, dunkleosteus, elasmotherium,
esobok, exoskeleton, fire whale, giant belostomatid, giant
VACUUM hellgrammite, giant raven, giant starfish, giant sundew, giant
vespergaunt, Yarthoon tube worm, giganotosaurus, gluttongrass, goezspall, gold
golem, hookfang worm, kentrosaurus, kikituk, mapinguari,
APPENDIX 11: ABILITY INDEX mire nettle, mokele-mbembe, muhuru, obsidian golem,
ouroboros, piranha swarm, quetzalcoatlus, quintessence
The monsters detailed in this book have a wide range of golem, razormouth solifugid, siren’s bed anemone, skincrawler,
abilities, and only relatively unique ability rules are given in skrimsl, slithering pit, spiny eurypterid, tarantula tree, targotha,
a monster’s actual entry. Others are detailed in the universal thessalhydra, titanic whip spider, titanoboa, viridium golem,
monster rules, in shared abilities for that creature’s type, or warmonger, whaler jellyfish
as class abilities or other features detailed in the Pathfinder
RPG Core Rulebook or Pathfinder RPG Occult Adventures. Use SKILL ROLE
the ability index on page 317 to track down the full rules for alp, daitengu, danthienne, derro magister, erodaemon, exiled
monster abilities. shade, ghole, horla, mezlan, mockingfey, oolioddroo, rawhead,
wild hunt scout, yamah
Entries that refer to class abilities from outside this book
indicate their sources with the appropriate abbreviations SPECIAL ROLE
(“CR” for the Core Rulebook and “OA” for Occult Adventures), apocalypse horse, archdevils, empyreal lords, Great Old Ones,
and their page numbers refer to those books. All other page green man, Horsemen of the Apocalypse, kaiju, Krampus,
number references point to pages in Pathfinder RPG Bestiary 6. llorona, pelagastr, psychic stalker, qlippoth lords, swarms, troops,
urhag, whisperer
APPENDIX 12: MONSTER ROLES
SPELL ROLE
The following lists categorize the monsters in this book into conqueror worm, dream naga, elder wyrm, euryale, omnipath,
monster roles. For information on how to use monster roles, slime naga, veiled master, venedaemon, veranallia
see page 323 of the Pathfinder RPG Bestiary.
APPENDIX 13: DOMAINS & SUBDOMAINS
ANY ROLE
monkey goblin, munavri, naiad, rougarou, yaddithian This book presents statistics for several demigods, many of
whom grant access to unusual or specialized domains or
COMBAT ROLE subdomains. The specific demigods and creatures presented
alp, azuretzi, banelight, blights, bloody bones, boggle, in this book that grant access to each of these domains are
brimorak, calpina, charnel god, cipactli, combusted, conqueror listed with each entry. Full rules for subdomains, including
worm, coral capuchin, crypt dragon, daitengu, deathsnatcher, details on additional subdomains granted by these
deep walker, elder wyrm, erodaemon, euryale, fallen, demigods, can be found on page 86 of the Pathfinder RPG
fen mauler, fungus queen, ghole, gongorinan, gorgoros, Advanced Player’s Guide.
gowrow, gravesludge, havoc dragon, hegessik, herecite,
horla, hupia, hydraggon, ichkoh, infernal dragon, izfiitar, Dark Tapestry Subdomain
kamaitachi, lacridaemon, Leng hound, lilitu, lovelorn, memitim,
mezlan, moldwretch, mosslord, mountain giant, nekomata, You worship the vast emptiness of space.
obcisidaemon, oblivion, olethros, omnipath, oolioddroo, Deities: Rhan-Tegoth, Tawil at’Umr.
oshageros, ourdivar, paradise dragon, phasmadaemon, plague Associated Domain: Void.
giant, psoglav, rawhead, rift dragon, sangudaemon, saurian, Replacement Power: The following granted power
shadow giant, shoki, suspiridaemon, taniwha, temerdaemon,
tenome, tomb giant, trailgaunt, uinuja, unrisen, utukku, replaces the guarded mind power of the Void domain.
vavakia, veiled master, venedaemon, veranallia, vermlek, It Came from Beyond (Su): Once per day, when you cast a
vespergaunt, viduus, vrykolakas, wild hunt archer, wild hunt
horse, wild hunt hound, wild hunt monarch, wild hunt scout, summoning spell, any one creature you summon is more
ximtal, yaenit, yamah, yurei, zohanil powerful than normal. The creature gains the advanced
creature simple template. If you summon more than
316 NO ROLE one creature with a spell, only one of the summoned
amargasaurus, atuikakura, behimiron, blood bramble, creatures gains the advanced creature simple template.
boggart, bonethorn, brontotherium, cataboligne, clockworks, A summoned creature that gains the advanced creature
coffin anemone, common eurypterid, crimson jellyfish, simple template in this manner appears unnervingly
deformed or unnaturally hideous, bringing with it a

Appendices

whiff of the emptiness of the void. This ability works A creature hit by your dragonbreath attack can attempt a
only on spells you cast as a cleric—it does not work on Reflex save (DC 10 + 1/2 your cleric level + your Wisdom
spellcasting abilities gained from any other spellcasting modifier) to take half damage. At 9th level, you can use this
classes you might have. ability two times per day, and at 14th level you can use it
three times per day.
Replacement Domain Spells: 2nd—summon monster II,
5th—summon monster V, 7th—insanity. Replacement Domain Spells: 3rd—draconic reservoirAPG,
4th—dragon’s breathAPG, 6th—form of the dragon I.
Dragon Subdomain
Entropy Subdomain
You have an innate connection to dragons and their
draconic kin. You seek to set the stage for doomsday.
Deities: Chavazvug, Rhan-Tegoth, Thuskchoon.
Deity: Yig. Associated Domain: Chaos.
Associated Domain: Scalykind. Replacement Power: The following granted power
Replacement Power: The following granted power replaces
the serpent companion ability of the Scalykind domain. replaces the chaos blade power of the Chaos domain.
Dragonbreath (Su): At 4th level, you may use a breath Hasten the End (Su): At 8th level, as an immediate action
weapon once per day as a standard action. When you gain
this ability, choose acid, cold, fire, or electricity—this upon successfully hitting an opponent with a melee attack,
determines what kind of damage your breath weapon you reduce the remaining duration of all beneficial magical
deals. Once you make this choice, you cannot change it effects currently affecting the target by 1 round, minute,
later. Your breath weapon fills a 15-foot cone and deals 3d6 hour, or day—whichever measurement is used to determine
points of damage—this damage increases by 1d6 points the duration of each particular magical effect. You can use
at every even-numbered level you gain beyond 4th level. this ability once per day at 8th level, and an additional time
per day for every 4 levels beyond 8th.

Ability Index Ability Page Ability Page Ability Page
darkvision 292 rend 298
Ability Page dazing touch CR 42 ki pool CR 59 resist nature’s lure CR 51
a thousand faces CR 51 disease 292 resistance 298
ability damage 290 distraction 292 lifesense 295 rock catching 298
ability drain 290 domain CR 40 rock throwing 298
all-around vision 290 earth glide 292 light blindness 295 scent 298
amorphous 290 empyreal lord traits 292 see in darkness 298
amphibious 290 energy drain 293 light sensitivity 295 sneak attack CR 68
arcane bond CR 78 evasion CR 59 spell resistance 298
archdevil traits 290 fast healing 293 low-light vision 295 spell-like abilities 298
attach 290 fast swallow 293 spells 299
bardic knowledge CR 35 favored enemy CR 64 maneuver training CR 59 stench 299
bardic performance CR 35 fear 293 strangle 299
bleed 290 ferocity 293 mental static aura 295 summon 299
blindsense 290 flight 293 surge 299
blindsight 290 flurry of blows CR 57 mesmerist trick OA 39 swallow whole 299
blood drain 291 fortification 293 telepathy 299
breath weapon 291 freeze 293 metamagic mastery CR 82 trackless step CR 51
burn 291 frightful presence 293 trample 299
capsize 291 gaze 293 mistsight 295 trapfinding CR 68
change shape 291 grab 294 tremorsense 300
channel energy CR 40 greensight 294 mythic power 295 trip 300
channel resistance 291 hand of the apprentice CR 82 undead traits 300
compression 291 hold breath 294 natural attacks 295 undersized weapons 300
constrict 291 Horseman traits 294 vulnerability 300
construct traits 291 hypnotic stare OA 39 nature sense CR 50 web 300
consummate liar OA 39 immunity 294 wild empathy CR 50
copycat CR 48 incorporeal 295 negative energy affinity 296 wild shape CR 51
curse 291 keen scent 295 woodland stride CR 51
damage reduction 291 no breath 296

ooze traits 301

painful stare OA 42

paralysis 296

plant traits 296

poison 296

pounce 296

powerful blows 296

powerful charge 296

psychic magic 296

pull 297

qlippoth lord traits 297

rake 297

rage CR 32

regeneration 297 317

Replacement Domain Spells: 1st—entropic shield, 3rd— Granted Powers: Below are the granted powers for the
dispel magic, 5th—confusion, 7th—destruction. Scalykind domain.

Fear Subdomain Venomous Stare (Sp): As a standard action, you can
activate a gaze attack with a 30-foot range (see page 293
You relish the feeling of power that rises from causing fear. for rules on gaze attacks). This is an active gaze attack
Deities: Isph-Aun-Vuln, Oaur-Ooung. that can target a single creature within range. The target
Associated Domain: Evil. must attempt a Will save (DC = 10 + 1/2 your cleric level
Replacement Power: The following granted power + your Wisdom modifier). Those that fail take 1d6 points
of nonlethal damage + 1 point for every two cleric levels
replaces the scythe of evil power of the Evil domain. you have and are fascinated until the beginning of your
Feed on Fear (Su): At 8th level, as an immediate action next turn. You can use this ability a number of times per
day equal to 3 + your Wisdom modifier. This is a mind-
upon successfully hitting a creature with a melee attack affecting effect.
that’s already suffering from a fear effect, you deal 2d6
extra points of damage and gain that amount in temporary Serpent Companion (Ex): At 4th level, you gain the service
hit points. These temporary hit points last for 24 hours of an animal companion. Your effective druid level for this
or until lost. You can use this ability once per day at 8th animal companion is equal to your cleric level –2. You must
level, and an additional time per day for every 4 levels choose either a viper or a constrictor snake (Pathfinder RPG
beyond 8th. Core Rulebook 54) as your companion.

Replacement Domain Spells: 1st—cause fear, 3rd—scare, Domain Spells: 1st—magic fang, 2nd—animal trance,
4th—fear. 3rd—greater magic fang, 4th—poison, 5th—animal growth
(reptiles only), 6th—eyebite, 7th—creeping doom (takes the
Judgment Subdomain form of Diminutive-sized reptiles), 8th—animal shapes
(reptiles only), 9th—shapechange.
The balance of law is paramount to you.
Deity: Ragathiel. Stars Subdomain
Associated Domain: Law.
Replacement Power: The following granted power You draw power from the stars’ distant light, your eyes
constantly probing the mysteries of the heavens.
replaces the touch of law ability of the Law domain.
Chastisement (Su): As a standard action, you can cast a Deities: Black Butterfly, Rhan-Tegoth, Tawil at’Umr.
Associated Domain: Void.
strengthened spell against a creature that damaged you Replacement Power: The following granted power
since your last turn. This spell must target the creature that replaces the part the veil power of the Void domain.
damaged you, and it is cast at +1 caster level. Area of effect The Stars Are Right (Su): If you prepare your cleric spells
spells can’t be used in conjunction with this ability, but while the stars are visible to you, you may spontaneously
other spells that target multiple creatures can be. You can cast any of your Stars subdomain spells by swapping out a
use this ability a number of times per day equal to 3 + your spell of an equal spell level. Any Stars subdomain spell that
Wisdom modifier. you cast while the stars are visible to you heals you of an
amount of hit point damage equal to the spell’s level; this
Replacement Domain Spells: 2nd—castigateAPG, 4th— effect happens as you cast the spell.
rebukeAPG, 5th—mark of justice. Replacement Domain Spells: 2nd—hypnotic pattern, 7th—
sunbeam, 9th—meteor swarm.
Revelry Subdomain
Tyranny Subdomain
You know how to best celebrate the good times in life.
Deity: Yig. Nothing will stand between you and the power you seek to
Associated Domain: Chaos. wield over others.
Replacement Power: The following granted power
Deity: Dispater.
replaces the chaos blade ability of the Chaos domain. Associated Domain: Law.
Intense Celebration (Su): At 8th level, any spells you cast Replacement Power: The following granted power
replaces the staff of order power of the Law domain.
that confer a morale effect upon you or your allies are Tyrannical Strike (Su): At 8th level, as an immediate
automatically affected as if by the Extend Spell metamagic action upon successfully hitting an opponent with a
feat, with no increase in spell level. melee attack, you can choose to forgo the damage (but
not any other effects of the attack) to instead affect the
Replacement Domain Spells: 2nd—hideous laughter, 3rd— creature you hit as a greater command spell, with a caster
good hope, 6th—heroes’ feast, 8th—irresistible dance.

Scalykind Domain

You are a true lord of reptiles, and see divinity in such things.

318 Deity: Yig.

Appendices

level equal to your cleric level. You can use this ability Void Domain

once per day at 8th level, and an additional time per day You can call upon the cold darkness between the stars.
Deities: Black Butterfly, Rhan-Tegoth, Tawil at’Umr.
for every 4 levels beyond 8th. Granted Powers: Below are the granted powers for the

Replacement Domain Spells: 1st—command, 3rd—bestow Void domain.
Guarded Mind (Ex): You gain a +2 insight bonus on saving
curse, 7th—symbol of persuasion.
throws against all mind-affecting effects.
Venom Subdomain Part the Veil (Su): At 8th level, you can lace spells as you

Actual poison may not course through your veins, but its cast them with the raw madness that waits in the outer
darkness. Activating the ability to part the veil is a swift
virulent nature is ever on your mind and plays a vital part in action that you must activate during the casting of a spell
that targets a single creature and that allows a Will saving
your faith and your daily worship. throw to negate or reduce the spell’s primary effect. If the
target fails to resist the spell, the target is also confused for
Deities: Isph-Aun-Vuln, Yig. a number of rounds equal to the spell’s level as visions of
the void cause temporary insanity. The victim can attempt
Associated Domain: Scalykind. a new saving throw each round to end the effect—these
additional saving throws apply only to the additional
Replacement Power: The following granted power confusion effect and not to the original spell effect. Part
the veil is a mind-affecting effect. You can use this ability
replaces the venomous stare power of the Scalykind domain. a number of times per day equal to half your class level.

Venomous Saliva (Su): As a swift action, you can spit a gout Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly,
4th—lesser planar binding, 5th—overland flight, 6th—planar
of life-stealing venom onto a weapon you are wielding. The binding, 7th—reverse gravity, 8th—greater planar binding, 9th—
interplanetary teleportUM.
poison lasts for 1 minute or until you make an attack that
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with 319
injures a foe with that weapon. You can use the venomous respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected.
saliva ability a number of times per day equal to 3 + your
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
Wisdom modifier. fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 your
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
cleric level + your Wisdom modifier; frequency 1/round for 3 reformed only to the extent necessary to make it enforceable.

rounds; effect 1 Con damage; cure 1 save. 15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Replacement Domain Spells: 2nd—pernicious poisonUM, System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook,
Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
6th—cloudkill. The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas,
Robert J. Schwalb.
OPEN GAME LICENSE Version 1.0a Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
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It’Ws hAollYoAuboKuntow

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Available May 2017 paizo.com/pathfinder

Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of
Paizo Inc.; Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2017, Paizo Inc.

BOW DOWN IN FEAR!

M onsters have long stalked us in the darkness. Within this book, you’ll find a
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