The four-legged barghest is likely related to the goblinoids of Golarion. In its natural state this evil hybrid resembles a cross between a wolf and a goblin—and it can assume the form of either.
Barghests come to the material plane to feed on the flesh and souls of mortals, especially humanoids. They have a connection with Lamashtu and often ally themselves with other followers of the goddess.
Type: Evil Outsider (Barghest)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Spellcasting d6, Stealth d8, Survival d6
Pace: 6; Parry: 6; Toughness: 9 (3)
Edges: Arcane Background (Magic), First Strike
Powers: Deflection, puppet, teleport. Power Points: 10.
Special Abilities:
Armor +3: Fiendish hide.
Bite/Claws: Str+d6.
Darkvision: Barghests ignore penalties for Illumination up to 10”.
Hardy: A second Shaken result doesn't cause a Wound.
Innate Powers: Minor fly (levitate up or down only), minor shape change (goblin or wolf).
Languages: Common, Goblin, Infernal
Having consumed enough flesh and souls, a few barghest return to the Abyss where they transform into greater barghests. Even fewer return to the material plan to feast yet again.
Type: Evil Outsider (Barghest, Greater)
Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12+1, Vigor d10
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d8, Spellcasting d8, Stealth d6, Survival d8
Pace: 7; Parry: 7; Toughness: 12 (4)
Edges: Arcane Background (Magic), First Strike, Frenzy
Powers: Boost Trait, deflection, growth, puppet, teleport. Power Points: 15.
Special Abilities:
Armor +4: Fiendish hide.
Bite/Claws: Str+d8, AP 2.
Darkvision: Greater barghests ignore penalties for Illumination up to 10".
Environmental Weakness: Magic weapons.
Hardy: A second Shaken result doesn't cause a Wound to a greater barghest.
Innate Powers: Minor fly (levitate up or down only), minor invisibility, minor shape change (goblin or wolf).
Size 1: Greater Barghests are massive creatures that average 400 lbs.
Languages: Common, Goblin, Infernal.
This squat, reptilian monster has eight legs, bony spurs jutting from its back, and eyes that glow with pale green fire. The basilisk has a nasty disposition and the ability to turn creatures to stone with its gaze.
Basilisks live in nearly any terrestrial environment, from forest to desert. Their hides tend to match and reflect their surroundings—a desert-dwelling basilisk might be tan or brown, while one that lives in a forest is bright or dark green. They lair in caves, burrows, or other sheltered areas. These dens are often marked by statues of people and animals in lifelike poses.
Type: Neutral Magical Beast (Basilisk)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d10, Stealth d8
Pace: 4; Parry: 6; Toughness: 10 (3)
Edges: —
Special Abilities:
Armor +3: Scaly skin.
Bite: Str+d4, AP 2.
Gaze: As a limited action, the basilisk can gaze at an opponent within 5” (10 yards). The target must succeed at a Vigor roll at -2 or be turned to stone. The victim can be restored with dispel at -2 or by being coated in fresh basilisk blood.
Night Vision: Basilisks ignore all penalties for Illumination.
Size 1: Basilisks are 10–13 feet long and weigh 300 pounds.
This entry covers large and ferocious bears such as grizzlies, black bears, and polar bears. A favored tactic of all these bears is to grapple their prey then bite with their deadly fangs.
Type: Neutral Animal (Bear)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Intimidate d6, Notice d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 11 (2)
Edges: Brute
Special Abilities:
Armor +2: Thick hide.
Bite/Claws: Str+d6, AP 2.
Grab: A bear may immediately make a grappling attempt (+2) as a free action if it Shakes or Wounds a foe with claw attack.
Low Light Vision: Bears ignore penalties for Dim and Dark Illumination.
Size 2: These creatures can stand up to 8′ tall and weigh over 1,000 pounds.
A black or brown bear is fearsome enough; a dire bear doubly so.
Type: Neutral Animal (Bear, Dire)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d10, Fighting d10, Intimidate d8, Notice d8, Stealth d8
Pace: 7; Parry: 7; Toughness: 13 (2)
Edges: Alertness, Brute, Killer Instinct
Special Abilities:
Armor +2: Tough Hide.
Bite/Claws: Str+d6, AP 2.
Low Light Vision: Dire bears ignore penalties for Dim and Dark Illumination.
Grab (Imp): A dire bear may immediately make a grappling attempt (+2) as a free action if it gets a raise on a claw attack against a target of its Size or less.
Resilient: Dire bears can take one Wound before they’re Incapacitated.
Size 4 (Large): These creatures can stand up to 12′ tall and weigh up to 8,000 pounds. Dire bears can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
This nocturnal beetle is a dull brown color brightened by two glowing green-yellow spots on its carapace. This herbivore burrows through the earth, usually in clusters of several beetles or in a small colony of a dozen.
Caged fire beetles are a popular source of long-lasting illumination among eccentrics and miners.
Type: Neutral Vermin (Beetle, Fire)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4-3, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 3 (1)
Special Abilities:
Armor +1: Chitinous skin.
Bite: Str+d4.
Flight: Pace 6.
Low Light Vision: Fire beetles ignore penalties for Dim and Dark Illumination.
Luminescence: A fire beetle’s glowing glands provide light in a 2” (4 yard) radius. A dead fire beetle’s luminescent glands continue to glow for 1d6 days after death.
Mindless: Immune to puppet, Intimidation, and Taunt.
Pack Tactics: The creature adds any Gang Up bonus to its Fighting damage rolls.
Size -3 (Very Small): Fire beetles are the size of a house cat.
This profile covers eagles, hawks, and similar large birds of prey, collectively termed “raptors.” Their talons and hooked-beaks can rip through flesh with ease.
These nocturnal or diurnal hunters sometimes serve humanoid masters on Golarion. They prefer to seize and carry off smaller quarry, although some are known to attack livestock.
Type: Neutral Animal (Bird of Prey)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 3; Parry: 5; Toughness: 3
Edges: —
Special Abilities:
Bite/Claws: Str+d4.
Flight: Pace 24.
Low Light Vision: Birds of Prey ignore penalties for Dim and Dark Illumination.
Size -2 (Small): Falcons, eagles, and owls stand about 3’ tall with wingspans of 5’ or more.
Somewhat common on Golarion, these dreaded oozes inhabit caves and tunnels from Varisia to the Darklands. They scavenge for organic material, consuming all manner of refuse but also attacking creatures — especially creatures that possess metallic substances.
Black pudding can reproduce by breaking off pieces of themselves, which grow over a month’s time into a full-sized creature. They appear as dark, amorphous blobs but can alter their shape to fit into tight spaces, and to attack with their ability to envelop an opponent.
Type: Neutral Ooze (Black Pudding)
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d12
Skills: Athletics d6, Fighting d8, Stealth d4
Pace: 5; Parry: 6; Toughness: 13
Edges: –
Special Abilities:
Acid Form: When a black pudding hits non-magical armor, or a non-magical weapon hits a black pudding, it suffers acid damage. This reduces a weapon's total damage by 1 (to a maximum of -3). Armor loses 1 point of Armor bonus until it reaches 0 and falls apart. Weapons and armor can be Repaired with an hour’s work per point of damage or armor bonus lost, a Repair roll, and appropriate resources and tools (and a forge if working with iron).
Acid Strike: Str+d6.
Envelop: Black puddings grapple their foes with elastic pseudopods that add +2 to their grappling attempts. They can't crush foes, but can automatically cause 2d6 acid damage as an action to any Bound or Entangled prey.
Immunity: Acid.
Ooze: Ignores invisibility and Illumination penalties; immune to poison, paralysis, slumber, Stun, blind, Intimidation, Taunt, puppet; doesn't sleep.
Size 5 (Large): These amorphous blobs can fill a space of roughly 40 cubic yards. They can take one extra Wound.
Split: Black puddings split into two smaller puddings when Wounded by edged or piercing weapons. These smaller black puddings are unwounded extras (not Wild Cards), are Resilient, and use the same profile except for the following changes: Strength d6, Vigor d6, Size 2, and Toughness 7. Any remaining Bennies are lost if the pudding splits.
Swat: Ignores 4 points of Scale penalties.
Wall Walker: The pudding can cling to vertical and inverted surfaces, and move at their standard Pace.
This entry covers a variety of wild scrofines. Typically, these creatures pose a danger only during their rutting season, or when defending themselves. Certain humanoids sometimes keep these omnivores as guards, warbeasts, or garbage disposals.
Type: Neutral Animal (Boar)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6
Pace: 7; Parry: 5; Toughness: 7 (1)
Edges:—
Special Abilities:
Armor +1: Thick hide.
Low Light Vision: Boars ignore penalties for Dim and Dark Illumination.
Hardy: A second Shaken result doesn't cause a Wound to a wild boar.
Tusks: Str+d4 (counts as horns).
Much more aggressive than their smaller kin, dire boars attack anything that approaches them.
Type: Neutral Animal (Boar, Dire)
Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength d12+1, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6
Pace: 7; Parry: 5; Toughness: 10 (2)
Edges: Alertness
Special Abilities:
Armor +2: Tough hide.
Hardy: A second Shaken result doesn't cause a Wound to a dire boar.
Low Light Vision: Dire boars ignore penalties for Dim and Dark Illumination.
Rage: Per the Barbarian Class Edge in Savage Pathfinder.
Size 1: Larger than humans, these dire creatures may grow to 8 feet long and weigh up to 800 pounds.
Tusks: Str+d6, AP 2 (counts as horns).
Larger and stronger cousins of goblins, these evil, greedy humanoids resemble the animals for which they are named. The resemblance is superficial; bugbears are sapient hunters who prey on weaker humanoids.
Bugbears congregate in tribal bands, typically making lairs in the caves of mountainous regions. Often, they ally themselves with other goblinoids, usually demanding a leadership role or simply bullying weaker cronies.
Type: Evil Humanoid (Bugbear)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Persuasion d4, Shooting d4, Stealth d8, Survival d6
Pace: 6; Parry: 5 or 6 (shield); Toughness: 9 (4)
Edges: Alertness
Gear: Flail (Str+d6, ignores shield bonus), Javelins (Range 4/8/16, Damage Str+d6), thick hide vest (+2), light shield.
Special Abilities:
Armor +2: Thick hide.
Darkvision: Bugbears ignore penalties for Illumination up to 10”.
Languages: Common, Goblin.
Type: Evil Humanoid (Bugbear)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d6, Persuasion d4, Shooting d4, Stealth d8, Survival d6
Pace: 6; Parry: 6 or 7 (shield); Toughness: 10 (4)
Edges: Alertness
Gear: Flail (Str+d6, ignores shield bonus), Javelins (Range 4/8/16, Damage Str+d6), thick hide vest (+2), light shield.
Special Abilities:
Armor +2: Thick hide.
Darkvision: Bugbears ignore penalties for Illumination up to 10”.
Hardy: A second Shaken result doesn't cause a Wound to a bugbear raider.
Languages: Common, Goblin.
Type: Evil Humanoid (Bugbear)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Intimidation d10, Notice d6, Persuasion d4, Shooting d4, Stealth d8, Survival d6
Pace: 6; Parry: 7 or 9 (shield); Toughness: 9 (4)
Edges: Alertness, Frenzy
Gear: Flail (Str+d6, ignores shield bonus), Javelins (Range 4/8/16, Damage Str+d6), thick hide vest (+2), medium shield.
Special Abilities:
Armor +2: Thick hide.
Darkvision: Bugbears ignore penalties for Illumination up to 10”.
Resilient: Bugbear executioners can take one Wound before they’re Incapacitated.
Languages: Common, Goblin.
This dangerous coastal predator looks something like a seal with fins and a mouth full of several rows of shark-like teeth. This territorial hunter prefers to lurk near shorelines and it thrives in either fresh or saltwater.
Type: Neutral Magical Beast (Bunyip)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 6 (1)
Edges: —
Special Abilities:
Aquatic: Pace 6.
Armor +1: Tough hide.
Bite: Str+d6, AP 2.
Night Vision: Bunyips ignore all penalties for Illumination.
Rage: Per the Barbarian Class Edge in Savage Pathfinder.
Rending: Anyone Shaken or Wounded by a bite attack begins to bleed profusely and must make a Vigor roll at the start of their next turn. Failure causes the victim to take a Wound. Success prevents the Wound but the roll must be made again on the victim's next turn. A raise or successful healing stops the bleeding.
Resilient: Bunyips can take one Wound before they’re Incapacitated.
Roar: A bunyip can roar as a free action, causing anyone who can hear it to make a Spirit roll or become Shaken.