This profile covers a variety of big cats, from mountain lions, to leopards, and cheetahs.
Type: Neutral Animal (Cat, Large)
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Intimidation d6, Notice d6, Stealth d8, Survival d6
Pace: 8; Parry: 5; Toughness: 6
Edges: Frenzy
Special Abilities:
Bite/Claws: Str+d6.
Low Light Vision: A large cat ignores penalties for Dim and Dark Illumination.
Pounce: A large cat pounces on its prey to best bring their mass and claws to bear. If it makes a Wild Attack, it adds +4 to its damage instead of +2.
Patient hunters, these monstrous felines stalk and pounce upon prey with paws the size of bucklers.
Type: Neutral Animal (Cat, Large Dire)
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d8, Stealth d8
Edges: Frenzy (Imp)
Pace: 8; Parry: 6; Toughness: 11 (2)
Special Abilities:
Armor +2: Tough hide.
Bite/Claws: Str+d6, AP 2.
Low Light Vision: Dire large cats ignore penalties for Dim and Dark Illumination.
Pounce: If a dire large cat makes Wild Attack, it adds +4 to its damage instead of +2.
Size 3: Dire large cats can grow up to 12' and weigh more than 6,000 pounds.
This is an ordinary house cat, the sort that might be a familiar for a spellcaster, a Beast Master’s animal friend, or an alternate form for the shape change power.
Type: Neutral Animal (Cat, Small)
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d4-3, Vigor d6
Skills: Athletics d8, Notice d6, Stealth d8
Pace: 6; Parry: 2; Toughness: 2
Edges: Acrobat
Special Abilities:
Bite/Claws: Str.
Low Light Vision: Cats ignore penalties for Dim and Dark Illumination.
Size -3 (Very Small): Cats are typically less than a foot high.
Legendary hunters and skilled warriors, centaurs are part man and part horse. These stoic people usually dwell on the fringes of civilization. Their skin is deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies resemble the colorations of local horse breeds.
Aloof with other peoples and at odds even with their own kind, centaurs are only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, some have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of Golarion.
Type: Neutral Monstrous Humanoid (Centaur)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d8, Persuasion d4, Stealth d4, Survival d8
Pace: 8; Parry: 5 or 6 (shield); Toughness: 11 (3)
Edges: Fleet-Footed
Gear: Longsword (Str+d8), javelins (Range 3/6/12, Damage Str+d6), chainmail (+3), small shield.
Special Abilities:
Ancestry (Centaur): Darkvision, Size 2, Kick (Str+d4).
Languages: Common, Elven, Sylvan.
Type: Neutral Monstrous Humanoid (Centaur)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, Vigor d10
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Persuasion d4, Stealth d4, Survival d8
Pace: 8; Parry: 6 or 7 (shield); Toughness: 12 (3)
Edges: Fleet-Footed
Gear: Longsword (Str+d8), javelins (Range 3/6/12, Damage Str+d6), chainmail (+3), small shield.
Special Abilities:
Ancestry (Centaur): Darkvision, Size 2, Kick (Str+d4).
Resilient: Centaur warriors can take one Wound before they’re Incapacitated.
Languages: Common, Elven, Sylvan.
Type: Neutral Monstrous Humanoid (Centaur)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d8, Persuasion d4, Stealth d4, Survival d8
Pace: 8; Parry: 5 or 6 (shield); Toughness: 11 (3)
Edges: Counterattack, Fleet-Footed
Gear: Longsword (Str+d8), javelins (Range 3/6/12, Damage Str+d6), chainmail (+3), small shield.
Special Abilities:
Ancestry (Centaur): Darkvision, Size 2, Kick (Str+d4).
Languages: Common, Elven, Sylvan.
These small magical creatures look like featherless chickens with bat-like wings and reptilian tails. For those who encounter them for the first time, they seem harmless—and even a bit absurd—until their power of petrification makes itself known.
Fortunately, cockatrices are rare on Golarion, found primarily on the Whistling Plains on the eastern border of Taldor. Interestingly, cyclops are immune to the cockatrice’s petrification. The one-eyed giants domesticate these creatures as livestock.
Type: Neutral Magical Beast (Cockatrice)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8
Pace: 5; Parry: 5; Toughness: 3
Edges: Dodge
Special Abilities:
Bite: Str+d4.
Darkvision: Cockatrices ignore penalties for Illumination up to 10”.
Energy Drain (Agility): A non-cockatrice hit by a bite attack (whether it causes damage or not) must make a Vigor roll or lose a die type in Agility (-2 with a raise on the attack). The victim is Incapacitated if this would reduce Agility below d4.
Flight: Pace 9.
Petrification: Anyone Incapacitated by the monster's Energy Drain is turned to stone and must make a Vigor roll. If failed, the victim cannot recover on her own. If successful, she regains a die type of Agility and is no longer petrified. Any other lost Agility returns one die type per day. Victims may also be restored with dispel at -2, but each caster may only try once.
Size -2 (Small): Cockatrices are 2’ tall and weigh 5 pounds.
Weakness (Roosters): For irrational reasons, cockatrices become infuriated by roosters. They are Distracted while in the presence of roosters, fighting their enemies or fleeing on a moment’s whim.