Resembling hideous stone statues, Gargoyles are patient winged predators. These evil creatures often perch high upon natural rock formations or man-made stone structures, with equal ease. They remain still enough to fool all but the most perceptive observers.
While gargoyles require no sustenance, they often feast on their kills for reasons unknown. They dwell in the wilds and in cities where stone structures exist, from Varisia to Avistan and across the continents.
Type: Evil Monstrous Humanoid (Gargoyle)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d8
Pace: 7; Parry: 5; Toughness: 10 (4)
Edges: —
Special Abilities:
Armor +4: Body of stone.
Bite/Claws: Str+d6.
Camouflage: Gargoyles blend with natural stone, granting them +4 to Stealth rolls in appropriate environments.
Darkvision: Gargoyles ignore penalties for Illumination up to 10”.
Environmental Weakness: Magic weapons.
Flight: Pace 9.
Languages: Common.
These mindless predators and scavengers roam the Darklands. They consume any organic material. Sometimes materials they can’t digest—such as metal or stone—remain inside the cube. This includes the possessions of past humanoid victims.
The large cubes of ooze are usually 3–4 yards per side, although they are known to grow larger and their shape is malleable as they move through tunnels and caverns.
Scholars debate the origin of the creatures. Wealthy and powerful people go to great lengths to capture and use them as guardians.
Type: Neutral Ooze (Gelatinous Cube)
Attributes: Agility d4-2, Smarts d4 (A), Spirit d6, Strength d6, Vigor d12+1
Skills: Fighting d6, Notice d4
Pace: 3; Parry: 5; Toughness: 12
Edges: —
Special Abilities:
Bash: Str+d6. A raise adds +2 acid damage.
Engulf: The cube can attempt to engulf opponents by taking no other actions in a turn but moving over other creatures. Those who don't Evade are Bound and paralyzed for d4+1 rounds. While Engulfed, the victim takes 2d6 acid damage at the start of their turn.
Immunity: Electricity.
Ooze: Ignores invisibility and all Illumination penalties; immune to poison, paralysis, slumber, Stun, blind, Intimidation, Taunt, puppet; doesn't sleep.
Paralysis: A gelatinous cube secretes an anesthetizing slime. Anyone Shaken or Wounded by its bash attack must make a Vigor roll (at -2 with a raise on the attack) or be paralyzed for d4+1 rounds.
Resilient: A gelatinous cube can take one Wound before being Incapacitated.
Size 4 (Large): These creatures are at least 10’ per side and weigh several tons. They can take one extra Wound.
Transparent: When motionless, gelatinous cubes are hard to see (+2 Stealth). Those who walk or fall into a cube are automatically engulfed.
Like their lesser kin (ghouls), these undead creatures resemble whatever humanoid form they had before coming into unlife. They are similar to ghouls in most respects, though more cunning and dangerous.
Type: Evil Undead (Ghast)
Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 9 (1)
Edges: Frenzy
Special Abilities:
Armor +1: Necrotic resilience.
Bite/Claws: Str+d6, AP 2.
Greater Paralysis: Anyone Wounded by a ghast's claw or bite attack must make a Vigor roll or be Paralyzed. Elves are not immune as they are to a ghoul's paralysis.
Hardy: A second Shaken result in combat doesn't cause a Wound to ghasts.
Infection: Anyone Wounded by a ghast’s bite attack must make a Vigor roll (at -2 with a raise on the attack) or contract ghoul fever. Ghoul fever is a Lethal disease, requiring a Vigor roll each day to prevent taking a Wound. Anyone killed by ghoul fever rises from the dead at midnight, becoming a ghoul themselves.
Stench: The first time anyone moves adjacent to a ghast, they become Distracted as they are overcome by nausea.
Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.
Languages: Common.
A ghost is the spirit of a mortal creature that returns from death to haunt the living or fulfill some unfinished business. They can’t— or won’t—leave a specific location on the Material Plane until they complete some specific task or meet some condition.
Type: Evil Undead (Ghost)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d8, Stealth d8
Pace: —; Parry: 6; Toughness: 6
Edges: —
Gear: Thrown objects (Range 3/6/12, Str+d4).
Special Abilities:
Corrupting Touch: Str+2d6.
Darkvision: Ghosts ignore penalties for Illumination up to 10”.
Ethereal: Ghosts can become invisible and immaterial at will and can only be harmed by magical attacks.
Fear (-2): Ghosts cause Fear checks at -2 when they let themselves be seen.
Flight: Pace 12.
Rejuvenation: Even after it is “destroyed” a spirit will restore itself in 2d4 days. The only way to permanently destroy a ghost is to set right whatever is preventing it from moving on.
Languages: Common.
These undead creatures resemble whatever humanoid form they had before they came into unlife. At a distance, observers might mistake them for living creatures, but up close, their undead state is obvious.
Ghouls always appear emaciated and sickly. These characteristics belie their true threat to the living, as they can infect humanoids and turn them into ghouls. Necromancers can create these vile creatures as well. These undead exist in a constant state of hunger; their desire for flesh motivates most of their behavior, although they possess a modicum of intelligence.
Type: Evil Undead (Ghoul)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 7
Edges: —
Special Abilities:
Bite/Claws: Str+d4, AP 2.
Hardy: A second Shaken result in combat doesn't cause a Wound to ghouls.
Infection: Anyone Shaken or Wounded by a ghoul’s bite attack must make a Vigor roll (at -2 with a raise on the attack) or contract ghoul fever. Ghoul fever is a Lethal disease, requiring a Vigor roll each day to prevent taking a Wound. Anyone killed by ghoul fever rises from the dead at midnight, becoming a ghoul themselves.
Paralysis: Anyone Wounded by a ghoul’s natural attack must make a Vigor roll or be Stunned. Elves are immune to this effect.
Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; ignores 1 point of Wound penalties; doesn’t breathe; immune to disease and poison; ignore penalties for Illumination up to 10”.
Languages: Common.
This section details several varieties of giantkind found on Golarion. These humanoids all share a common characteristic—they are all massive compared to humans.
All giants speak the Giant language, while some also understand other tongues.
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
These majestic giants dwell in the highest mountains on Golarion. Their skin ranges in color from milky white to powder blue. They dress in the finest clothing and jewelry available. They are 20 feet tall and weigh almost 5,500 pounds.
Cloud giants are divided into two distinct societies at odds with each other. The Good faction believes in peace and harmony, preferring to coexist with all giantkind and other humanoid societies. Their Evil counterparts live in seclusion in their mountain lairs, viewing other peoples as mere objects to exploit or ignore.
Type: Evil or Good Humanoid (Cloud Giant)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+5, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Performance d6, Persuasion d6, Stealth d4
Pace: 8; Parry: 7; Toughness: 17 (4)
Edges: Sweep
Gear: Gargantuan morningstar (Str+d10), chain shirt (+3).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Armor +1: Tough skin.
Hardy: Cloud giants do not suffer a Wound from being Shaken twice.
Innate Powers: Minor fly (levitate up and down, self only).
Obscuring Mist: As an action, cloud giants can create a supernatural mist in a Large Blast Template at will. The mist lasts 10 minutes and subtracts 2 from any vision-based Trait roll made through or within the mist. This stacks with Illumination penalties, and is not negated by Darkvision, Night Vision, or Low Light Vision.
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 5 (Large): 20' tall, +1 Wound.
Languages: Common, Giant.
These lumbering giants have short stumpy legs, broad chests, and powerful, muscular arms. They are 16 feet tall and weigh upwards of 7,000 pounds. Their hair and beard seem to be made of fire. They prefer hot locations— the hotter, the better—from the Mindspin Mountains of Avistan, to the volcanic regions of the Darklands.
Fire giants are the most rigid and militaristic of all the giants. They constantly train for war and employ brutal tactics on anyone and everyone that gets in their way. Their rigid command structure is complete with soldiers, officers, and even generals, and they obey orders from their kings unquestioningly.
Type: Evil Humanoid (Fire Giant)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+3, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d10, Notice d8
Pace: 7; Parry: 6; Toughness: 16 (4)
Edges: Sweep
Gear: Large greatsword (Str+d10, AP 2), chain shirt (+3).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Armor +1: Fire-tempered skin.
Environmental Weakness: Cold.
Immunity: Fire.
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 5 (Large): 16' tall, +1 Wound.
Languages: Common, Giant.
These giants usually have frosty-white or icy-blue skin and long braided hair. They are 15 feet tall and weigh almost 2,800 pounds. They dwell in the coldest environments of Golarion, such as the northern reaches of Avistan and the Crown of the World. Their lairs typically include pets such as winter wolves, young white dragons, and mammoths.
Frost giants are feared by other humanoids because of their battle lust and habit of taking captives. These giants survive by hunting, foraging, and raiding for supplies and slaves. They perceive other peoples purely as commodities.
They prefer to ambush their prey, throwing heavy rocks from afar or starting an avalanche before engaging with their greataxes. Impervious to cold, some frost giants wear nothing more than animal skins, although warriors often don chain shirts and decorative helmets of their own design.
Type: Evil Humanoid (Frost Giant)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d8
Pace: 7; Parry: 6 or 5 (greataxe); Toughness: 15 (4)
Edges: Sweep
Gear: Large greataxe (Str+d10, AP 3), chain shirt (+3).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Armor +1: Icy skin.
Environmental Weakness: Fire.
Immunity: Cold.
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 4 (Large): 15' tall, +1 Wound.
Languages: Common, Giant.
Hill giants are the most nomadic of all giantkind. They usually travel in small clans, looking for easy pillaging among other humanoid settlements. Many hill giants roam the frontier of Varisia, especially in the Storval Plateau.
Hill giants look much like humans, just a lot bigger. They are around 10 feet tall and weigh 1,100 pounds. These selfish brutes tend to solve all of their problems with violence. They like to hit things hard.
Type: Evil Humanoid (Hill Giant)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Notice d6, Persuasion d4, Stealth d4
Pace: 7; Parry: 6; Toughness: 13 (4)
Edges: Sweep
Gear: Flail (Str+d8, Ignores shield bonus, two hands), hide armor (+2).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Armor +2: Leathery Skin.
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 2: 10' tall
Languages: Giant.
This breed of giantkind has dark granite skin, with sharp, angular facial features. They blend in easily with natural stone surroundings. Stone giants are usually 12 feet tall and weigh around 1500 pounds.
Like their rival hill giant cousins, many stone giants live in the Storval Plateau of Varisia. Some dwell in Tusk and Kodar mountain ranges to the north. They divide themselves into two primary societies: so-called “high culture” and “low culture” philosophies. The Rune Road giants adopt Thassilonian knowledge, which is considered taboo by the low culture adherents who swear by the old ways.
Type: Neutral Humanoid (Stone Giant)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d8, Persuasion d6, Stealth d8
Pace: 7; Parry: 6; Toughness: 13 (3)
Edges: Sweep
Gear: Maul (Str+d10, AP 2).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Armor +3: Granite flesh.
Resilient: Stone giants can take one Wound before they’re Incapacitated.
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 3: 12’ tall.
Languages: Common, Giant.
Storm giants tend toward tanned complexions, though some rare specimens have violet skin, deep violet or blue-black hair, and silvery gray or purple eyes. Such violet coloration is considered to be good luck among storm giants, and those possessing it tend to become leaders among their kind. Adults typically stand 21 feet tall and weigh almost 12,000 pounds.
Storm giants tend to be reclusive, preferring to dwell along remote coastlines or on tropical islands. They are prone to violent mood swings, and are quick to anger in the face of evil. They are brutal and dangerous foes when insulted.
Type: Good Humanoid (Storm Giant)
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+6, Vigor d12+1
Skills: Athletics d8, Common Knowledge d6, Fighting d10, Intimidation d10, Notice d8, Performance d6, Persuasion d4, Spellcasting d10, Stealth d4
Pace: 8; Parry: 7; Toughness: 18 (4)
Edges: Arcane Background (Magic), Frenzy, Sweep
Gear: Masterwork giant greatsword (Str+d10, AP 3), masterwork composite longbow (Range 12/24/48, Damage Str+d6, AP 2), chain shirt (+3).
Powers: Burst (lightning bolt; Stream Template). Power Points: 10.
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Aquatic: Storm giants swim at Pace 7.
Armor +1: Tough skin.
Control Weather: A storm giant can concentrate for 10 minutes to summon and control any type of weather with appropriate effects (GM's call) within a two mile radius.
Immunity: Electricity.
Innate Powers: Minor fly (levitate up and down, self only).
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 6 (Large): 22' tall, +1 Wound.
Languages: Auran, Common, Draconic, Giant.
These nomadic hunters wander the northern reaches of Avistan and Casmaron. They patiently follow herds of auroch, mammoths, and other creatures. They usually avoid humanoid settlements, although they sometimes raid towns or villages when prey is scarce.
Large even for giantkind—20 feet tall and almost 10,000 pounds—taiga giants decorate themselves with tattoos, jewelry, and spirit fetishes. They are fond of music and song.
Type: Neutral Humanoid (Taiga Giant)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+3, Vigor d12
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d6, Occult d6, Stealth d4, Survival d10
Pace: 6; Parry: 6; Toughness: 15 (2)
Edges: Sweep
Gear: Massive spear (Str+d10), hide armor (+2).
Special Abilities:
Ancestry (Giant): Low Light Vision, Reach 1, Swat.
Immunity: Illusion, puppet, slumber.
Rock Throwing: Giants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Size 5 (Large): 20' tall, +1 Wound.
Spirit Summoning: Once per day a taiga giant may spend 10 minutes performing this ritual. Once completed, attacks targeting the giant suffer a -2 penalty for 24 hours. In addition, the giant gains one of the following benefits for 24 hours: boost Fighting, boost Spirit, detect arcana, or environmental resistance (cold and heat).
Languages: Common, Giant.
A wide variety of fauna exists on Golarion— some creatures grow to gigantic proportions relative to their normal-sized cousins. This section highlights several dangerous examples of giant animals or vermin found in the wilderness or underground.
These insects look much like their smaller relatives, but they can grow to the size of small ponies. A giant ant mound is the size of a human village.
Type: Neutral Vermin (Giant Ant)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d8, Stealth d4, Survival d6
Pace: 8; Parry: 5; Toughness: 8 (2)
Edges: Formation Fighter
Special Abilities:
Armor +2: Chitinous hide.
Bite: Str+d4.
Darkvision: Ants ignore penalties for Illumination up to 10”.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Mindless: Immune to puppet, Intimidation, and Taunt.
Poison (-2): The ant’s stinger contains a Mild poison.
Sting: Str+d4.
Wall Walker: Giant ants can walk on vertical or inverted surfaces at their full Pace, and may run.
These long, segmented predators are as long as a man is tall. They attack almost any local fauna—including humanoids—with venomous mandibles.
Type: Neutral Vermin (Giant Centipede)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6, Survival d6
Pace: 7; Parry: 5; Toughness: 7 (2)
Edges: —
Special Abilities:
Armor +2: Chitinous hide.
Bite: Str+d4.
Darkvision: Centipedes ignore penalties for Illumination up to 10”.
Mindless: Immune to puppet, Intimidation, and Taunt.
Poison: The centipede's bite contains a Lethal poison.
Wall Walker: These carnivores can walk on vertical or inverted surfaces at their full Pace, and may run.
This profile serves for any number of giant crustaceans, from hermits to hardshells.
Type: Neutral Vermin (Giant Crab)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d6
Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: First Strike
Special Abilities:
Aquatic: Pace 5.
Armor +3: Hardened shell.
Claws: Str+d4, AP 2, Reach 1.
Darkvision: Giant crabs ignore penalties for Illumination up to 10”.
Mindless: Immune to puppet, Intimidation, and Taunt.
While some folks believe their smaller cousins have medicinal value, giant leeches are dangerous vermin. As big as humans, they can latch on to an enemy with their circular row of teeth and drain all its blood. They lurk in murky waters anywhere on Golarion.
Type: Neutral Vermin (Giant Leech)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d8
Skills: Athletics d4, Fighting d6, Notice d6, Stealth d6
Pace: 1; Parry: 5; Toughness: 6
Edges: —
Special Abilities:
Aquatic: Pace 4; +2 Stealth in swamps.
Bite: Str.
Blindsense: Ignores invisibility and all Illumination penalties.
Bloodsucker: A giant leech's bite causes a level of Fatigue unless completely covered in armor with a natural bonus of +3 or more. The leech remains attached after the attack and is Vulnerable. On its subsequent turns, it automatically causes another level of Fatigue until it or its victim is Incapacitated.
Hardy: A giant leech doesn’t suffer a Wound from being Shaken twice.
Mindless: Immune to puppet, Intimidation, and Taunt.
This profile represents various giant lizards, from geckos to iguanas.
Type: Neutral Animal (Giant Lizard)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d10, Fighting d6, Notice d8, Stealth d6, Survival d6
Pace: 7; Parry: 5; Toughness: 7 (2)
Special Abilities:
Armor +2: Rubbery hide.
Bite: Str+d4.
Low Light Vision: Giant lizards ignore penalties for Dim and Dark Illumination.
Wall Walker: Giant lizards can walk on vertical or inverted surfaces at their full Pace, and may run.
Usually nothing more than an annoyance, these giant bloodsuckers rarely kill.
Type: Neutral Vermin (Giant Mosquito)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 4
Edges: —
Special Abilities:
Bite: A mosquito’s Bite causes no damage, but allows the creature to use its Bloodsucker ability.
Bloodsucker: Anyone hit by a giant mosquito takes a level of Fatigue unless completely covered in armor with a natural bonus of +3 or more. The mosquito remains attached after the attack and is Vulnerable. On its next turn, it automatically causes another level of Fatigue then flies away at half Pace, fat and bloated. The mosquito’s attack can’t Incapacitate a victim.
Darkvision: The mosquito ignores penalties for Illumination up to 10” (20 yards).
Flight: Pace 12.
Mindless: Immune to puppet, Intimidation, and Taunt.
Size -1: Size of a human child.
The giant octopus is a true monster capable of catching and eating sharks, humans, or anything else it can grab with its 20’ long tentacles.
Type: Neutral Animal (Giant Octopus)
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d10
Pace: 4; Parry: 6; Toughness: 10 (2)
Edges: Combat Reflexes, Extraction, Quick
Special Abilities:
Aquatic: Pace 6.
Armor +2: Leathery skin.
Bite: Str+d4.
Low Light Vision: A giant octopus ignores penalties for Dim and Dark Illumination.
Poison: The creature’s bite delivers a Lethal poison.
Size 1: The body of a giant octopus is 7’ long.
Tentacles (4): A giant octopus has four tentacle actions and Reach 2. It may lash with its tentacles for Str+d4 damage. Bound or Entangled prey may be bitten as usual.
Giant scorpions are usually found in hot climates. Unlike their normal-size cousins, giant scorpions are fierce predators.
Type: Neutral Vermin (Giant Scorpion)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d4
Pace: 8; Parry: 6; Toughness: 11 (3)
Edges: Frenzy
Special Abilities:
Armor +3: Chitinous skin.
Claws: Str+d4, AP 2, +2 to grappling attacks.
Darkvision: The scorpion ignores penalties for Illumination up to 10”.
Mindless: Immune to puppet, Intimidation, and Taunt.
Poison (-2): The scorpion’s stinger contains a Lethal poison.
Size 2: Giant scorpions are 8’ long.
Stinger: Str+d4.
No simple garden pests, giant slugs pose a serious threat to those caught in their path. Folk who dwell near swamps, especially, risk losing livestock and even their homes to these enormous, solitary beasts.
Giant slugs constantly wander in search of food, their preference being fleshy organic material, which they slice into smaller, easily gulped chunks with their rasp-like tongues. Deep in the Darklands, some creatures are known to ride these slugs as mounts.
Type: Neutral Vermin (Giant Slug)
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 15 (3)
Edges: —
Special Abilities:
Armor +3: Rubbery hide.
Blindsense: Ignores invisibility and all Illumination penalties.
Malleable: A giant slug can squeeze through narrow openings. It ignores penalties for Difficult Ground.
Mindless: Immune to puppet, Intimidation, and Taunt.
Immunity: Acid.
Size 5 (Large): Giant slugs grow up to 20’ long and weigh up to 8,000 pounds. They can take one extra Wound.
Spit Acid: As a limited action, the slug can spit acid in a Cone Template, 3d6 damage. May be Evaded.
Tongue: Str+d6.
Very Resilient: Giant slugs can take two Wounds before they're Incapacitated.
Weakness (Salt): A handful of salt burns a slug (Damage 3d6).
Giant spiders are about the size of large dogs and live in nests of 1d6+2 arachnids. They frequently go hunting in packs when prey is scarce in their home lair.
Their dens are littered with the bones and treasures of their victims, often providing ripe pickings for those brave enough to venture within.
Type: Neutral Vermin (Giant Spider)
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d10, Fighting d6, Notice d8, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: —
Special Abilities:
Bite: Str+d4.
Darkvision: Giant spiders ignore penalties for Illumination up to 10”.
Mindless: Immune to puppet, Intimidation, and Taunt.
Poison (-2): A giant spider’s bite contains a Mild or Lethal poison, depending on species.
Size -1: These spiders are dog-sized.
Wall Walker: The creatures move at their full Pace on walls and ceilings! Creepy!
Webbing: The spiders can cast webs from their thorax that are the size of Small Blast Templates. This is an Athletics roll with a Range of 6″. A hit means the victim is Entangled, or Bound with a raise.
Giant stag beetles have sleek bodies and huge mandibles. They're known to wander into logging camps, driven by their appetite for decaying wood. Called stag beetles because of their large, antler-like mandibles, they use these appendages to wrestle competing suitors and quickly put down enemy threats.
Type: Neutral Vermin (Giant Stag Beetle)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (2)
Special Abilities:
Armor +2: Chitinous skin.
Bite: Str+d6, AP 2.
Darkvision: Giant stag beetles ignore penalties for Illumination up to 10”.
Flight: Pace 4.
Mindless: Immune to puppet, Intimidation, and Taunt.
Resilient: These creatures can take one Wound before they're Incapacitated.
Size 2: This beetle is nearly 10 feet long and weighs 1,000 pounds.
Trample: Str+d6.
This carnivorous beast is the largest species of giant stag beetle. It has a taste for humanoids as well as rotting lumber.
Type: Neutral Vermin (Goliath Stag Beetle)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+5, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 14 (2)
Special Abilities:
Armor +2: Chitinous skin.
Bite: Str+d6, AP 2.
Darkvision: Goliath stag beetles ignore penalties for Illumination up to 10”.
Flight: Pace 4.
Mindless: Immune to puppet, Intimidation, and Taunt.
Size 5 (Large): A goliath stag beetle is 25 feet long and weighs 8,000 pounds. It can take one extra Wound.
Trample: Str+d6.
Very Resilient: Goliath stag beetles can take two Wounds before they're Incapacitated.
This immense eagle’s feathers are golden brown and shimmer in the light. Its sharp beak and curved talons are dark yellow.
Giant eagles are far more than animals— they possess a supernatural intellect and view themselves as guardians and protectors of their mountain territories. They form lasting friendships with those who respect them and their mountaintop eyries.
Type: Good Magical Beast (Giant Eagle)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d12, Stealth d4
Pace: 3; Parry: 6; Toughness: 9 (2)
Edges: Alertness
Special Abilities:
Armor +2: Thick feathers.
Bite/Claws: Str+d6, AP 2.
Flight: Pace 9.
Low Light Vision: Giant eagles ignore penalties for Dim and Dark Illumination.
Size 2: This magical beast stands 15’ tall, has a wingspan of 30’ and weighs 500 lbs.
Languages: Auran (can’t speak).
Sometimes called hyenafolk, gnolls stand roughly a head taller than humans. These vicious creatures have double-jointed legs of hyenas, with torsos and prehensile hands of humans. Their normal upright posture is humanoid though they drop to all fours when it suits them. Their heads and facial features— with short muzzles, furry ears and powerful jaws— are distinctly hyena-like.
Organizing themselves into packs, gnolls survive through raiding, hunting, and scavenging. They prefer warm climes, particularly the plains and deserts of Garund and Casmaron. Gnolls rarely form settlements or make attempts to alter their environments. They stay on the move, hunting, raiding, and sometimes taking humanoid slaves. It’s common for gnolls to keep hyenas as pets.
Type: Evil Humanoid (Gnoll)
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 d6, Stealth d4, Survival d6
Pace: 6; Parry: 5 or 6 (spear, two-handed); Toughness: 7 (2)
Edges: —
Gear: Spear (Range 3/6/12, Damage Str+d6), battle axe (Str+d8), short bow (Range 12/24/48, Damage 2d6), hide armor (+1).
Special Abilities:
Armor +1: Thick fur.
Darkvision: Gnolls ignore penalties for Illumination up to 10”.
Languages: Gnoll.
Type: Evil Humanoid (Gnoll)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d6, Persuasion d4, Shooting d8, Stealth d4, Survival d6
Pace: 6; Parry: 6 or 7 (spear, two-handed); Toughness: 8 (2)
Edges: Iron Jaw
Gear: Spear (Range 3/6/12, Damage Str+d6), battle axe (Str+d8), short bow (Range 12/24/48, Damage 2d6), hide armor (+1).
Special Abilities:
Armor +1: Thick fur.
Darkvision: Gnolls ignore penalties for Illumination up to 10”.
Resilient: Gnoll sergeants can take one Wound before they're Incapacitated.
Languages: Gnoll.
Type: Evil Humanoid (Gnoll)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Intimidation d6, Notice d6, Persuasion d4, Shooting d6, Stealth d4, Survival d6
Pace: 6; Parry: 7 or 8 (spear, two-handed); Toughness: 7 (2)
Edges: —
Gear: Spear (Range 3/6/12, Damage Str+d6), battle axe (Str+d8), short bow (Range 12/24/48, Damage 2d6), hide armor (+1).
Special Abilities:
Armor +1: Thick fur.
Darkvision: Gnolls ignore penalties for Illumination up to 10”.
Very Resilient: Gnoll lieutenants can take two Wounds before they're Incapacitated.
Languages: Gnoll.
These short, evil humanoids have pointed ears, wide mouths, and sinewy arms too long for their bodies. Tribal creatures, Goblins usually live underground in dark caves or long-forgotten ruins. They form war bands ruled by the strongest or smartest of the group.
Goblin tribes survive by raiding nearby settlements and waylaying travelers on the road, and then moving along once their pillaging leaves little left to steal or despoil.
Type: Evil Humanoid (Goblin)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Persuasion d4, Shooting d6, Stealth d10, Taunt d6
Pace: 5; Parry: 5; Toughness: 4
Edges: Formation Fighter
Gear: Dogslicer (Str+d4), goblin bow (Range 8/16/32, Damage 2d6).
Special Abilities:
Ancestry (Goblin): Darkvision, Size -1, Greedy (Major).
Languages: Common, Goblin.
An elite goblin warrior, the commando often rides a goblin dog in combat. They usually wear some manner of leather armor, equipping themselves with special weapons.
Type: Evil Humanoid (Goblin Ranger)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4, Riding d8, Shooting d8, Stealth d10, Taunt d6
Pace: 5; Parry: 6; Toughness: 6 (2)
Edges: Beast Bond, Formation Fighter, Luck, Ranger
Gear: Horsechopper (Str+d6), bow (Range 12/24/48, Damage 2d6), light leather jacket and leggings (+2), potion of minor healing.
Special Abilities:
Ancestry (Goblin): Darkvision, Size -1, Greedy (Major).
Class Abilities (Ranger): Armor Restriction (Medium), Favored Enemy (Animal), Favored Terrain (Plains), Wilderness Stride.
Pack Tactics: The creature adds any Gang Up bonus to its Fighting damage rolls.
Languages: Common, Goblin.
Type: Evil Humanoid (Goblin)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6 (+1 dogslicer), Notice d6, Persuasion d4, Shooting d6, Stealth d10, Taunt d6
Pace: 5; Parry: 5 or 6 (dogslicer); Toughness: 4
Edges: Extraction, Formation Fighter, Trademark Weapon (dogslicer)
Gear: Dogslicer (Str+d4), goblin bow (Range 8/16/32, Damage 2d6).
Special Abilities:
Ancestry (Goblin): Darkvision, Size -1, Greedy (Major).
Languages: Common, Goblin.
Type: Evil Humanoid (Goblin)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d4, Shooting d8, Stealth d10, Taunt d6
Pace: 5; Parry: 6; Toughness: 5
Edges: Formation Fighter
Gear: Dogslicer (Str+d4), goblin bow (Range 8/16/32, Damage 2d6).
Special Abilities:
Ancestry (Goblin): Darkvision, Size -1, Greedy (Major).
Hardy: Goblin stalkers don't suffer a Wound from being Shaken twice.
Pack Tactics: Goblin stalkers add any Gang Up bonus to their Fighting damage rolls.
Languages: Common, Goblin.
This goblin bard possesses great skill at whipping fellow goblins into furious, shrieking frenzies.
Type: Evil Humanoid (Goblin Bard)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Notice d6, Performance d8, Persuasion d4, Shooting d6, Stealth d10
Pace: 5; Parry: 5 or 4 (Whip); Toughness: 6 (2)
Edges: Bard, Bolster, Formation Fighter
Gear: Dogslicer (Str+d4), whip (Str+d4, Parry -1, Reach 2), goblin bow (Range 8/16/32, Damage 2d6), masterwork light leather jacket (+2), potion of minor healing.
Powers: Dispel, healing, lower Trait. Power Points: 10.
Special Abilities:
Ancestry (Goblin): Darkvision, Size -1, Greedy (Major).
Class Abilities (Bard): Arcane Background (Bard), Armor Interference (Light), Sharp Tongued.
Languages: Common, Goblin.
Goblin dogs are foul-smelling, rodent-faced canines with evil temperaments matching those of their goblin masters.
Type: Neutral Animal (Goblin Dog)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 5 (1)
Edges: Alertness
Special Abilities:
Allergic Reaction: Any non-goblin Shaken or Wounded by a goblin dog’s bite must make a Vigor roll (at -2 with a raise on the attack) or suffer Fatigue as a rash spreads out from the injury. The rash lasts 24 hours, and doesn't stack with itself.
Armor +1: Itchy, leathery hide.
Bite: Str+d4.
Low Light Vision: These dogs ignore penalties for Dim and Dark Illumination.
Size -1: The heads of these canines come to an average human’s waist, and they weigh about 60 pounds.
Speed: d10 running die.
A gray, lipless goblin head with serpent’s fangs sits atop the sinuous black body of this greasy-scaled snake.
Type: Evil Aberration (Goblin Snake)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 5 (1)
Edges: —
Special Abilities:
Armor +1: Thick hide.
Bite: Str+d4.
Darkvision: Ignores Illumination penalties up to 10".
Goblin Breath: A goblin snake can release a disgusting belch as an action. Any nongoblin creature in a Small Blast Template placed adjacent to the snake must make a Vigor roll at -2 or suffer a level of Fatigue from the stench.
Size -1: Goblin snakes grow to 9 feet long and weigh up to 30 pounds.
Languages: Common, Goblin.
Golems are magically created automatons of great power. Unlike other constructs, golems are granted their magical life via an elemental spirit. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem’s creator.
Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem’s creator can command it within 10” (20 yards). A golem usually follows its last instruction to the best of its ability. If attacked it returns the attack.
The creator can give the golem a simple command to govern its actions in his absence— or can order the golem to obey the commands of another. The golem’s creator can always resume control by issuing a new command.
This lumbering figure is sculpted from soft clay, with a vaguely humanoid face. It usually wears no clothing, except for a stiff leather garment around its midsection.
Type: Neutral Construct (Clay Golem)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+1, Vigor d8
Skills: Athletics d4, Fighting d10, Notice d6, Spellcasting d8, Stealth d4
Pace: 5; Parry: 7; Toughness: 13 (5)
Edges: Arcane Background (Magic)
Powers: Speed. Power Points: 10
Special Abilities:
Armor +5: Hardened clay.
Bash: Str+d8.
Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; doesn't breathe or suffer from disease or poison.
Cursed Wounds: Wounds caused by a clay golem don’t heal naturally and all rolls for magical healing are at -2.
Environmental Weakness: Adamantine and bludgeoning weapons.
Fearless: Golems are immune to Fear and Intimidation.
Immunity: Powers and magical effects. Magical weapons and the Damage enchantment applies normally, but any additional effects do not.
Night Vision: Clay golems ignore all penalties for Illumination.
Rage: May Rage, per the Barbarian Class Edge.
Resilient: Clay golems can take one Wound before they’re Incapacitated.
Size 2: Clay golems are 9’ tall and weigh around 1,000 lbs.
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. Its cadaverous flesh has a sickly green or yellowish tint. A flesh golem wears whatever clothing its creator desires, usually just rags. It typically has no possessions and no weapons.
A flesh golem can’t speak, although it can emit a hoarse roar of sorts. Most of these constructs are mindless beings.
Type: Neutral Construct (Flesh Golem)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 12 (5)
Edges: —
Special Abilities:
Armor +5: Enchanted flesh.
Bash: Str+d8.
Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; doesn't breathe or suffer from disease or poison.
Environmental Weakness: Adamantine.
Fearless: Golems are immune to Fear and Intimidation.
Immunity: Powers and magical effects. Magical weapons and the Damage enchantment applies normally, but any additional effects do not.
Night Vision: Flesh golems ignore all penalties for Illumination.
Rage: May Rage, per the Barbarian Class Edge.
Resilient: Flesh golems can take one Wound before they’re Incapacitated.
Size 1: Flesh golems can be up to 8’ tall and weigh over 500 lbs.
Ice golems are humanoid constructs formed of carved ice. Their appearance can range from roughly chiseled figures of ice and snow to elaborately detailed ice sculptures and beautiful crystalline statues.
Ice golems can’t speak. They move with the sound of cracking and popping ice. They stand a head taller than most humans.
Type: Neutral Construct (Ice Golem)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6, Stealth d4
Pace: 6; Parry: 6; Toughness: 10 (4)
Edges: —
Special Abilities:
Armor +4: Enchanted ice.
Bash: Str+d6, AP 2 (cold).
Breath Weapon (Cold): Cone Template, 3d6 damage.
Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; doesn't breathe or suffer from disease or poison.
Environmental Weakness: Adamantine, Fire.
Fearless: Golems are immune to Fear and Intimidation.
Icy Destruction: When an ice golem is Incapacitated, it shatters in an explosion of jagged shards of ice. Anyone adjacent to the golem takes 2d6 damage.
Immunity: Cold, powers and magical effects (not including magical weapons).
Night Vision: Ice golems ignore all penalties for Illumination.
Resilient: Ice golems can take one Wound before they’re Incapacitated.
An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
Iron golems sometimes carry a weapon in one hand, though they rarely use it, relying instead on their bash attacks.
Type: Neutral Construct (Iron Golem)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+3, Vigor d8
Skills: Athletics d6, Fighting d10, Notice d6
Pace: 6; Parry: 7; Toughness: 16 (6)
Edges: —
Special Abilities:
Armor +6: Iron plating.
Bash: Str+d8, AP 2.
Breath Weapon (Knockout Gas): Cone Template, knockout poison.
Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; doesn't breathe or suffer from disease or poison.
Environmental Weakness: Adamantine.
Fearless: Golems are immune to Fear and Intimidation.
Immunity: Powers and magical effects. Magical weapons and the Damage enchantment applies normally, but any additional effects do not.
Night Vision: Iron golems ignore all penalties for Illumination.
Size 4 (Large): Iron golems can be up to 12’ tall and weigh over 5,000 lbs.
Very Resilient: Iron golems can take two Wounds before they’re Incapacitated.
A stone golem has a humanoid body made from stone, frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
Its head is often carved to resemble a helmet or the head of some beast. While it may be sculpted to carry a stone shield or stone weapon such as a sword, these aesthetic choices don’t affect its combat abilities.
A stone golem can’t speak—it makes no sound other than the grinding of stone against stone when it moves.
Type: Neutral Construct (Stone Golem)
Attributes: Agility d4, Smarts d4, Spirit d6, Strength d12+2, Vigor d8
Skills: Athletics d4, Fighting d10, Notice d6, Spellcasting d8, Stealth d4
Pace: 5; Parry: 7; Toughness: 15 (6)
Edges: Arcane Background (Magic)
Powers: Sloth. Power Points: 10.
Special Abilities:
Armor +6: Stone body.
Bash: Str+d8.
Construct: +2 to recover from being Shaken; ignores 1 point of Wound penalties; doesn't breathe or suffer from disease or poison.
Environmental Weakness: Adamantine.
Fearless: Golems are immune to Fear and Intimidation.
Immunity: Powers and magical effects. Magical weapons and the Damage enchantment applies normally, but any additional effects do not.
Night Vision: Stone golems ignore all penalties for Illumination.
Size 3: Stone golems can be up to 9’ tall and weigh over 2,000 lbs.
Very Resilient: Stone golems can take two Wounds before they’re Incapacitated.
This majestic beast has the body of a lion, the head and forelegs of a great eagle, and a massive pair of feathered wings.
Griffons prefer to make their nests in high places, such as mountain bluffs and crags in various regions of Golarion, from Varisia to Cheliax. Occasionally, these predators serve as mounts for experienced adventurers.
Griffons have a taste for horse meat, although they hunt just about any available prey.
Type: Neutral Magical Beast (Griffon)
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimidation d8, Notice d10, Stealth d6
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Frenzy (Imp)
Special Abilities:
Armor +2: Tough hide.
Bite/Claws: Str+d6, AP 2.
Flight: Pace 12.
Horse Terror: Griffons’ favorite prey is horse flesh. Horses seeing a griffon must make a Fear check or become Panicked.
Night Vision: These beasts ignore all penalties for Illumination.
Pounce: If a griffon makes a Wild Attack when swooping down on prey from above, it adds +4 damage instead of +2 to one successful Fighting attack.
Size 1: Griffons weigh around 500 pounds.
Languages: Common (can’t speak).