As befits their hideous primeval appearance, the hermaphroditic aboleths are among the world’s oldest forms of life. Ancient even when the gods first turned their eyes to the Material Plane, the aboleths have always existed apart from other mortal life, alien and cold and endlessly plotting.
They once ruled the world with vast empires, and today view most other forms of life as either food or slaves—and sometimes both. They disdain the gods and see themselves as the true masters of creation.
Type: Evil Aberration (Aboleth)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d8, Persuasion d4, Spellcasting d8, Stealth d4
Pace: 2; Parry: 7; Toughness: 14 (1)
Edges: Arcane Background (Magic)
Powers: Illusion, puppet. Power Points: 15.
Special Abilities:
Aquatic: Pace 10.
Armor +1: Thick skin.
Darkvision: Aboleths ignore penalties for Illumination up to 10".
Hypnotic Pattern: As a limited free action the aboleth can let loose a hypnotic pattern that disorients creatures. Place a Large Blast Template completely within 8". All creatures under the template are Distracted unless they make a Spirit roll.
Mucus Cloud: While underwater, an aboleth exudes a cloud of transparent slime. Anyone starting their turn adjacent to an aboleth must make a Vigor roll or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth’s mucus cloud and failing another Vigor roll extends the effect for another 3 hours.
Size 5 (Large): An aboleth is 25 feet long and weighs 6,500 pounds. Aboleths can take one extra Wound.
Slime: A creature hit by an aboleth’s tentacle must make a Vigor roll at -2 or his skin and flesh transforms into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Toughness by 2 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 2d8 damage every 10 minutes. Healing with the Neutralize Poison or disease Power Modifier restores an afflicted creature to normal, but immunity to disease offers no protection from this attack.
Swat: Ignores 4 points of Scale penalties.
Tentacles (2): An aboleth has two tentacle actions and Reach 6. It may lash with its tentacles for Str+d6 damage.
Languages: Aboleth, Aklo, Aquan, Undercommon.
Alligators and crocodiles lurk in the wetlands of Golarion, usually freshwater but sometimes in brackish or saltwater. The statistics here represent an average specimen of either species. Much larger versions are often found in more remote areas.
Type: Neutral Animal (Alligator/Crocodile)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d6, Intimidate d6, Notice d8, Stealth d8
Pace: 5; Parry: 5; Toughness: 10 (2)
Edges: —
Special Abilities:
Aquatic: Pace 6.
Armor +2: Thick skin.
Bite: Str+d6.
Low Light Vision: Gators and crocs ignore penalties for Dim and Dark Illumination.
Rollover: Gators and crocs grasp prey in their vice-like jaws and roll with them. If one of these large reptiles hits with a raise, its bonus damage is a d10 instead of a d6.
Size 2: Common gators are about 6 to 7′ long, thick, heavy, and weigh just under 500 lbs.
An animated object is not simply one monster, but a whole category. These constructs are created by powerful spellcasters as servants and guardians. The size and abilities of an animated object varies wildly.
Type: Neutral Construct (Animated Object)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: —
Special Abilities:
Armor +2: Sturdy construction.
Bash: Str+d6.
Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; doesn't breathe or suffer from disease or poison.
Construction: Choose the size of the animated object. The animated object has a number of Construction Points equal to its Size+2.
Night Vision: Animated objects ignore all penalties for Illumination.
When creating an animated object, spend its Construction Points to give it Construction Abilities from the chart below. Each ability can only be taken once unless otherwise stated. A GM can add additional abilities if they are trying to create a specific object.
One Construction Point per Ability
Additional Actions: The object can make two attacks each turn without suffering the two points of Multi-Action penalties.
Additional Movement: The object gains a new mode of movement (Aquatic, Burrow, Flight, or Wall Walker) equal to its Pace.
Augmented Damage: Increase the object's Bash damage one die type or increase its AP by 2. This may be taken up to three times.
Burn: The object deals an additional d6 (fire) damage on attacks. Anyone hit by this attack has a chance to catch on fire.
Constrict: The object can make a free grapple attempt when it hits a creature with a Bash attack.
Exceptional Reach: Increase the object's Reach by 1. This can be taken up to three times.
Faster: The object’s Pace is increased by 2.
Improved Construction: The object’s Armor is increased by 2.
Improved Trait: Increase one of this object's Traits by one die type or give it a new skill at d4. This can be taken any number of times.
Ranged Attack: Replace the Bash attack with a ranged attack (Range 6/12/24) with the same damage as the Bash it replaced. This object uses Athletics (throwing) for this attack.
Resilient/Very Resilient: This object is Resilient. If taken a second time it is Very Resilient. Trample: This object gains the Trample Ability. An object must be Size 4 or larger to take this.
Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either.
Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts— such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations.
Type: Neutral Magical Beast (Ankheg)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8
Pace: 5; Parry: 5; Toughness: 10 (2)
Edges: —
Special Abilities:
Armor +2: Chitinous hide.
Bite: Str+d6 (+d6 Acid, AP 2).
Burrow (4”): Ankhegs can glide through any natural earth or stone as easily as a fish swims through water.
Night Vision: Ankhegs ignore all penalties for Illumination.
Size 2: Ankhegs are the size of light horses.
Spit Acid: Once every 6 hours as a limited action, an ankheg can spit acid in a Stream Template. Creatures struck by this acid take 4d4 acid damage. The six hours after using its spit acid ability, the ankheg's bite loses the +d6 (acid), AP 2. As a result, an ankheg does not use this ability unless it is desperate or frustrated.
Archons are outsiders from the plane of Heaven. As creatures of Good and law, they are tasked with the protection of Heaven as well as all who are innocent or free of evil.
Archons are the natural enemies of devils and demons. Most are veterans of many attacks against their home plane by fiends of the Lower Planes.
Each archon begins as a lantern archon or lesser servitor spirit. They gain power and prestige through their efforts to aid the cause of Good. This includes time on the Material Plane, where they often take on the roles of questing knights or other champions, aiding mortals in good works and promoting courageous acts.
COMMON ABILITIES
Archons: Ignores penalties for Illumination; +4 to resist poison; immune to electricity and petrification, aura of menace.
Aura of Menace: Archons are surrounded by an aura of primal power they may activate as a free action. Any hostile being within 3" (6 yards) must make a Spirit roll. Those who fail subtract 1 from all Trait rolls for the next 24 hours, or until they successfully Shake or Wound the archon that caused the condition. Once a victim attempts the roll he can't be affected by the same archon's aura for another 24 hours.
Hound archons look like well-muscled humans with noble canine heads. They stand upright on two legs when in their human form, and they usually wield a two-handed greatsword.
These archons can also take the shape of a dog/wolf or dire wolf, losing their ability to fight with the sword but gaining the Pace, Speed, and Bite stats for that canine.
Hound archons are disciplined soldiers and sentinels. Good-aligned deities send them to watch over important people and places. Under the guise of friendly strays, such hounds might follow their ward or guard their post for years in their canine shape.
Type: Good Outsider (Hound Archon)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d6
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d8, Persuasion d4, Stealth d8, Survival d10
Pace: 7; Parry: 6; Toughness: 10 (5)
Edges: Frenzy, Soldier, Strong Willed
Gear: Masterwork greatsword (Str+d10, AP 3).
Special Abilities:
Armor +5: Heavenly aspect.
Bite: Str+d4.
Innate Powers: Detect evil (per Paladin Class Edge), minor light, minor mind link, minor speak language (self), minor shape change (self, dire wolf), minor teleport (Greater Teleport, self).
Protection from Evil: Evil creatures subtract 2 from Trait rolls made to attack a hound archon.
Languages: Celestial, Draconic, Infernal.
Shedding a warm and calming radiance, these orbs of light move with a preternatural silence and otherworldly grace. They glow in whatever colors and intensity please them.
Lantern archons are friendly and curious beings. They are eager to converse with other creatures. They strive to provide assistance to those with good inclinations. They speak in airy, echoing voices.
These archons often serve as guardians for good creatures on the Material Plane, or as support troops for celestial armies.
Type: Good Outsider (Lantern Archon)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d8, Occult d4, Persuasion d4, Stealth d4
Pace: —; Parry: 5; Toughness: 6 (2)
Edges: Quick
Special Abilities:
Armor +2: Heavenly aspect.
Flight: Pace 10.
Innate Powers: Minor bolt (beam of light; Disintegrate, AP 2), detect evil (per Paladin Edge), minor light, minor speak language (self), minor teleport (Greater Teleport, self).
Size -1: These orbs of light are roughly two feet in diameter.
Languages: Celestial, Draconic, Infernal.
Lithe and beautiful, with skin the color of marble, this heavenly archon hovers upon powerful white wings. It radiates a sense of serenity and good tidings.
These messengers of good deities and mighty celestials serve as the vanguard of divine armies. Trumpet archons often act as intermediaries between the gods and mortals. They speak with clear, musical voices.
All trumpet archons carry a gleaming magical horn. They use their trumpets to create wondrous music, paralyze enemies, and call other archons to the defense of just causes.
Type: Good Outsider (Trumpet Archon Cleric)
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Athletics d10, Common Knowledge d4, Faith d10, Fighting d10, Notice d8, Occult d10, Performance d12, Persuasion d10, Stealth d10
Pace: 7; Parry: 7; Toughness: 15 (7)
Edges: Arcane Resistance, Cleric, Combat Reflexes, Favored Power (Cleric), Frenzy
Powers: Banish, boost Trait, detect arcana, healing, light, planar travel, protection, resurrection. Power Points: 25.
Gear: Trumpet, greatsword (Str+d10+1, AP 3, Accurate, Damaging).
Special Abilities:
Armor +7: Heavenly aspect.
Flight: Pace 9.
Innate Powers: Detect evil (per Paladin Class Edge), minor light, minor relief, minor mind link, minor speak language (self), minor teleport (Greater Teleport, self).
Protection from Evil: Evil creatures suffer -2 to attack the trumpet archon.
Trumpet: As a limited action, the archon can sound a mighty blast. Non-archons within 20” make a Vigor roll at -2. Those who fail suffer Paralysis for d4+1 rounds. Those who succeed can't be affected this encounter.
Languages: Celestial, Draconic, Infernal.
This large, horned bull has a dirty black hide and an aggressive temper. Its horns are wide and sharp, and they usually travel in herds. Various breeds inhabit the wilds of Golarion, from the Nesmian plains of Nirmathas to the Storval Plateau in Varisia.
Type: Neutral Animal (Auroch)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6
Pace: 7; Parry: 5; Toughness: 9
Edges: —
Special Abilities:
Horns: Str+d6.
Size 3: Aurochs weigh just under a ton.
Stampede: Anyone caught in a stampede must Evade as an action on their turn or take 2d6 damage. Add a bonus d6 if the victim Critically Fails to Evade. This may last for multiple rounds with a large herd.