With the lower body of a lion combined with the form of a fetching humanoid woman from the waist up, these evil creatures often charm victims to do their bidding. Cruel and evil, these deceitful monsters serve the goddess Lamashtu.
Lamia, the weakest of the lamyros family, have ancient connections with the lost realm of Thassilon. Therefore they are most likely encountered in the Inner Sea regions, especially Varisia.
Type: Evil Monstrous Humanoid (Lamia)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d10, Common Knowledge d6, Fighting d8, Notice d8, Occult d8, Persuasion d8, Spellcasting d10, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Arcane Background (Magic), Frenzy, Nerves of Steel, Quick
Powers: Illusion, puppet, slumber, sound. Power Points: 15
Gear: Magical dagger (Str+d4, AP 1, Accurate).
Special Abilities:
Armor +2: Lamia hide.
Change Shape: As a limited action, a lamia can assume the form of any Size 0 humanoid.
Claws: Str+d6, AP 2.
Night Vision: Lamias ignore all penalties for Illumination.
Pounce: If a lamia makes a Wild Attack it adds +4 damage instead of +2 to one successful Fighting attack.
Resilient: Lamias can take one extra Wound before they're Incapacitated.
Size 2: Lamia are more than 8 feet long and weigh upwards of 650 lbs.
Languages: Abyssal, Common.
These evil leaders of the lamyros delight in causing pain and suffering. They sometimes equip themselves with armor, weapons and magical items, even though Lamashtu has endowed them with magical prowess and dangerous claws.
Type: Evil Monstrous Humanoid (Lamia Matriarch)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d10, Common Knowledge d6, Fighting d10, Notice d8, Occult d8, Persuasion d8, Spellcasting d8, Stealth d8
Pace: 7; Parry: 8; Toughness: 11 (1)
Edges: Arcane Background (Magic), Arcane Resistance, Block, Frenzy, Two-Weapon Fighting
Powers: Bolt, healing, illusion, invisibility, protection, speed. Power Points: 20.
Gear: 2× scimitar (Str+d6).
Special Abilities:
Armor +1: Serpent hide.
Change Shape: As a limited action a lamia matriarch can change into any humanoid between Size -1 and 1 with a Spellcasting roll. Changing back also requires a roll.
Innate Powers: Minor detect arcana, empathy (Charm; Spellcasting, Duration of one week), minor sound.
Night Vision: Lamia matriarchs ignore all penalties for Illumination.
Size 3: Lamia are massive serpent like creatures that weigh more than 1000 lbs.
Languages: Abyssal, Common, Draconic.
Few creatures on Golarion are more feared than the lich. The pinnacle of necromantic art, the lich is a spellcaster who has chosen to shed his or her life as a method to cheat death by becoming undead. While many who reach such heights of power stop at nothing to achieve immortality, the very idea of becoming a lich is abhorrent to most creatures.
Type: Evil Undead (Lich Wizard)
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Academics d8, Athletics d6, Common Knowledge d8, Fighting d6, Notice d6, Occult d8, Persuasion d6, Shooting d6, Spellcasting d10, Stealth d4
Pace: 6; Parry: 5; Toughness: 12 (4)
Edges: Concentration, Extraction, Level Headed (Imp), Wizard
Powers: Barrier, blind, bolt, curse, darkness/ light, detect arcana, fear, fly*, illusion*, invisibility*, intangibility*, lower trait, sloth*, shrink*, speak language, summon ally, teleport. Power Points: 25
Gear: Boots of levitation, headband of major mental superiority (Smarts), ring of minor protection, potion of invisibility, scroll of puppet, scroll of teleport with Greater Teleport modifier.
Special Abilities:
Armor +2: Lich resilience.
Bash: Str+d4.
Class Abilities (Wizard): Arcane Background (Wizard), Arcane Bond (phylactery), Armor Interference (Any), School (Necromancy; Illusion, Transmutation).
Environmental Weakness: Bludgeoning and enchanted weapons.
Fear (-2): The sight of a lich inspires terror in mortals.
Immunity: Cold, electricity.
Paralyzing Touch: Any living creature hit by a lich must make a Vigor roll (at -2 with a raise on the attack) or be permanently paralyzed, unless dispel is cast on them. Anyone paralyzed appears dead unless examined with a Healing or Notice roll at -1.
Power over Undead: A lich has the ability to command any mindless undead, such as skeletons and zombies.
Rejuvenation: Liches store their essence in a jar, bottle, metal box, or other container called a "phylactery." When a lich is slain, its phylactery immediately begins to rebuild the undead spellcaster’s body over the next 1d10 days. After this time the lich awakens fully healed. Destroying the phylactery stops the lich from returning to undeath.
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; ignores penalties for Illumination up to 10”
Unstoppable: A lich can’t suffer more than one Wound from a single attack (after Soak rolls are made).
Languages: Abyssal, Aklo, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Infernal, Orc, Undercommon.
Linnorms are primeval dragons of the northern regions of Golarion. They thrive on their hatred for those they deem lesser creatures, and seek to inflict as much suffering as possible unto their unfortunate victims. Linnorms usually live in remote areas and hibernate for centuries, so their lust for devastation can go unnoticed—even forgotten—for generations.
These greedy and gluttonous creatures have massive serpentine, wingless bodies. They all have breath weapons and an innate magical ability to fly, even without wings. Most notably, all linnorms share a potent defense, known as the Death Curse.
COMMON ABILITIES
Linnorm: Fly at Pace 18; ignore all penalties for Illumination; may attempt a natural healing roll every round unless the Wounds were caused by cold iron objects; +4 damage from cold iron weapons; major detect arcana (all Modifiers); immune to Bound & Entangled, cold, curse, puppet, illusion, invisibility, paralysis, poison, sloth, slumber, Stun; ignore 4 points of Scale penalties when attacking with their claws.
This immense, wingless dragon has a green serpentine body, a triple tail, and powerful talons. The crag linnorm is among the weakest of its kind, yet still a devastating predator in its own right. Favored by the gods or perhaps some primal intelligence of the fey, the crag linnorm bestows a fiery curse on any who manage to slay it.
Type: Evil Dragon (Crag Linnorm)
Attributes: Agility d10, Smarts d4, Spirit d10, Strength d12+5, Vigor d12+1
Skills: Athletics d8, Fighting d12, Notice d12
Pace: 7; Parry: 8; Toughness: 18 (3)
Edges: Arcane Resistance, Combat Reflexes
Special Abilities:
Aquatic: Pace 10.
Armor +3: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Magma): Crag linnorms expel magma using a Stream Template for 3d6 damage. Lingering Damage inflicts another 3d4 at the start of the victim's next turn.
Death Curse (Fire): Anyone who slays a crag linnorm must make a Spirit roll at -4 to resist acquiring a Weakness to Fire. This curse can’t be dispelled.
Immunity: Fire.
Linnorm: Fly at Pace 18; ignore all penalties for Illumination; may attempt a natural healing roll every round unless the Wounds were caused by cold iron objects; +4 damage from cold iron weapons; major detect arcana (all Modifiers); immune to Bound & Entangled, cold, curse, puppet, illusion, invisibility, paralysis, poison, sloth, slumber, Stun; ignore 4 points of Scale penalties when attacking with their claws.
Poison (-4): The crag linnorm’s bite contains a Knockout poison.
Size 7 (Large): These linnorms are upwards of 60’ long and weigh 12,000 pounds. They can take one extra Wound.
Languages: Aklo, Draconic, Sylvan.
The ice linnorm dwells amid glacial crevasses and atop wind-blasted mountain peaks. Tales speak of climbers unwittingly clambering over the flanks of a particularly immense ice linnorm coiled around a mountain, only to find death at its furious fangs and claws at the summit of their goal. During the fiercest winters, ice linnorms are said to slither down to the lowlands to eat entire villages.
Type: Evil Dragon (Ice Linnorm)
Attributes: Agility d12+1, Smarts d4, Spirit d10, Strength d12+7, Vigor d12+2
Skills: Athletics d10, Fighting d12, Notice d12+1
Pace: 7; Parry: 8; Toughness: 22 (4)
Edges: Arcane Resistance, Combat Reflexes, Quick
Special Abilities:
Aquatic: Pace 7.
Armor +4: Scaly hide.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Cold): Cone Template, 3d6 damage. Lingering Damage inflicts another 3d4 at the start of the victim's next turn.
Death Curse (Cold): Anyone who slays a ice linnorm must make a Spirit roll at -4 to resist acquiring a Weakness to Cold. This curse can’t be dispelled.
Immunity: Cold.
Linnorm: Fly at Pace 18; ignore all penalties for Illumination; may attempt a natural healing roll every round unless the Wounds were caused by cold iron objects; +4 damage from cold iron weapons; major detect arcana (all Modifiers); immune to Bound & Entangled, cold, curse, puppet, illusion, invisibility, paralysis, poison, sloth, slumber, Stun; ignore 4 points of Scale penalties when attacking with their claws.
Poison (-2): The ice linnorm’s bite contains a Lethal poison.
Size 9 (Huge): Ice linnorms are upwards of 90’ long and weigh 18,000 pounds. They can take two extra Wounds.
Languages: Aklo, Draconic, Sylvan.
This nightmarishly gargantuan linnorm possesses two equally fearsome heads. Its twin jaws seethe with acid and poison.
Although legends speak of even more powerful linnorms, it’s hard to believe after witnessing the devastation a two-headed tarn linnorm can wreak. Content to sleep away the centuries at the bottom of dark, deep mountain lakes, a tarn is a true horror feared by even the mightiest of heroes on Golarion.
Type: Evil Dragon (Tarn Linnorm)
Attributes: Agility d12+1, Smarts d6, Spirit d12, Strength d12+7, Vigor d12+2
Skills: Athletics d12, Fighting d12, Notice d12+2, Stealth d10
Pace: 7; Parry: 8; Toughness: 22 (3)
Edges: Arcane Resistance, Combat Reflexes, Quick
Special Abilities:
All-Around Vision: Tarns can see in all directions. They ignore 1 point of Gang Up bonuses.
Aquatic: Pace 12.
Armor +3 (Heavy Armor): Scaly hide.
Bite/Claws: Str+d8, AP 4.
Breath Weapon (Acid): Cone Template, 5d6 damage. Lingering Damage inflicts another 5d4 at the start of the victim's next turn.
Death Curse (Death): Anyone who slays a tarn linnorm must make a Spirit roll at -4 to resist acquiring an Immunity to magical healing. This curse can’t be dispelled.
Immunity: Acid.
Linnorm: Fly at Pace 18; ignore all penalties for Illumination; may attempt a natural healing roll every round unless the Wounds were caused by cold iron objects; +4 damage from cold iron weapons; major detect arcana (all Modifiers); immune to Bound & Entangled, cold, curse, puppet, illusion, invisibility, paralysis, poison, sloth, slumber, Stun; ignore 4 points of Scale penalties when attacking with their claws.
Poison (-4): The tarn linnorm’s bite contains a Lethal poison.
Size 10 (Huge): These linnorms are upwards of 100’ long and weigh 24,000 pounds. They can take two extra Wounds.
Languages: Aklo, Draconic, Sylvan.
The kings of the jungle are fierce predators, particularly in open grassland where their prey cannot seek refuge.
Type: Neutral Animal (Lion)
Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d12, Vigor d8
Skills: Athletics d10, Fighting d8, Intimidate d6, Notice d8, Stealth d10
Pace: 8; Parry: 6; Toughness: 7
Edges: Frenzy (Imp)
Special Abilities:
Bite/Claws: Str+d6 AP 2.
Low Light Vision: Lions ignore penalties for Dim and Dark Illumination.
Pounce: Lions pounce on their prey to best bring their mass and claws to bear. If a lion makes a Wild Attack, it adds +4 to its damage instead of +2.
Size 1: Typical males are about 400 pounds.
Lizardfolk are proud and powerful reptilian predators. They live in communal villages scattered deep within swamps and marshes.
Although many other peoples view lizardfolk society poorly, their isolated communities are actually vibrant cultures. Lizardfolk have an oral history stretching back to before humans walked upright.
Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. They prefer to hunt and work during the day and retire to their communal homes at night.
Type: Neutral Humanoid (Lizardfolk)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, Stealth d4
Pace: 6; Parry: 5 or 6 (shield); Toughness: 8 (3)
Edges: —
Gear: Light mace (Str+d6), 3× javelin (Range 3/6/12, Damage Str+d6), light shield.
Special Abilities:
Aquatic: Pace 3. Lizardfolk can hold their breath four times longer than a human.
Armor +3: Scaly skin.
Bite/Claws: Str+d4.
Languages: Draconic.
Lizardfolk continue to grow throughout their lives, and once every few generations, a tribe is blessed with a lizard king—an individual who for unknown reasons has a lifespan twice the length of his fellows, causing him to grow to prodigious size and strength.
Due to their superior size and the experience and wisdom gleaned over their long lives, these individuals inevitably become chieftains and warriors of the highest caliber.
Type: Neutral Humanoid (Lizardfolk)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Fighting d10 (+1 trident), Notice d6, Persuasion d4, Stealth d4
Pace: 6; Parry: 8 or 9 (shield); Toughness: 15 (5)
Edges: Trademark Weapon (Trident)
Gear: Trident (Range 3/6/12, Str+d6, AP 1, Accurate), light shield.
Special Abilities:
Aquatic: Pace 3. Lizardfolk can hold their breath four times longer than a human.
Armor +5: Scaly skin.
Bite/Claws: Str+d6, AP 2.
Size 3: A lizard king is often at least twice as large as other lizardmen.
Languages: Draconic.
Lycanthropes are shape changing humanoid creatures. They can take humanoid form, animal form, or fearsome hybrid shape with characteristics of the two.
Two types of lycanthropes are known— those born naturally and those infected with the disease (or curse) of lycanthropy.
The former have better control over their shapechanging, while the inflicted are compelled to take the were-shape during a full moon. Natural lycanthropes carry the disease and can infect others. See Curse of Lycanthropy above.
Several types of were-creatures exist on Golarion, from werebears to weretigers. The Inner Sea region is known as a particular hub of activity, from the Darkmoon Vale in Andoran to Wolf’s Ear in Varisia. Werecreatures often join together in secret guilds or other lycanthrope societies.
CURSE OF LYCANTHROPY
Often called a curse, lycanthropy is an infectious disease. Anyone Wounded by a naturally-born lycanthrope must succeed at a Vigor roll or contract the disease.
A creature that catches lycanthropy displays no immediate symptoms. The infected doesn't gain any of the profile's abilities until the night of the next full moon when the victim involuntarily assumes animal form and forgets his or her own identity.
The character remains in animal form until the next dawn. He remembers nothing about the entire episode (or subsequent episodes) unless he succeeds with a Spirit roll at -2, in which case he becomes aware of his condition.
Success with the healing power and Neutralize Disease modifier cures the affliction if applied within the first hour after being infected. With a raise, the power cures the disease within the first full 24 hours.
Consuming a potion of wolfsbane, created with a Survival roll at -2, within an hour of being infected gives an afflicted lycanthrope an additional Vigor check to recover from the disease.
BECOMING A LYCANTHROPE
When a character becomes a lycanthrope, he develops the ability to change into multiple forms (listed with each type).
Each form also has the following Special Abilities:
Change Shape: As a limited action, a lycanthrope can assume one of three forms: animal, hybrid, or original.
Animal Form: Use the dire creature profile.
Hybrid Form: Use the original profile with the following adjustments:
Attributes: Increase these attributes by one die type—Spirit, Strength, and Vigor.
Special Abilities:
Armor +2: Thick hide.
Bite/Claws: Str+d6.
Environmental Weakness: Silver.
Fast Regeneration: Lycanthropes may attempt a natural healing roll every round unless the Wounds were caused by silvered objects.
Low Light Vision: Lycanthropes ignore penalties for Dim and Dark Illumination.
Size +1: They hybrid form is one Size larger than the original.
Original: Use the original creature's profile with the Shape Change ability.
Whether naturally born or cursed with lyncanthropy, wererats are shapechangers feared by anyone with common sense. They tend to keep their abilities a secret known only to others in their hidden guilds.
Natural wererats usually look like short and wiry humans—often with a nervous disposition and darting rodent-like eyes— when in human form. Those cursed with this existence appear exactly as they did before they became infected. Both can take a hybrid form as well as that of a dire rat (see page 100).
Type: Evil Humanoid (Wererat, Hyrbid Form)
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Notice d10, Persuasion d4, Stealth d8
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Dodge
Special Abilities:
Armor +2: Thick hide.
Bite/Claws: Str+d6.
Change Shape: As a limited action, a wererat can assume one of three forms: dire rat, hybrid, or original form.
Environmental Weakness: Silver.
Fast Regeneration: Lycanthropes may attempt a natural healing roll every round unless the Wounds were caused by silvered objects.
Infection: Anyone Wounded by a naturally-born wererat’s bite must make a Vigor roll or contract lycanthropy.
Low Light Vision: Lycanthropes ignore penalties for Dim and Dark Illumination.
Size 1: Wererats are stout creatures.
Languages: Common.
In their humanoid form, natural werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications of a werewolf.
Of all the lycanthropes, the werewolf is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are quite common.
Type: Evil Humanoid (Werewolf, Hybrid Form)
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge d8, Fighting d8, Intimidation d8, Notice d10, Stealth d10, Survival d10
Pace: 8; Parry: 6; Toughness: 9 (2)
Edges: —
Special Abilities:
Armor +2: Thick hide.
Bite/Claws: Str+d6, AP 2.
Change Shape: As a limited action, this lycanthrope can assume one of three forms: dire wolf (see page 32), hybrid, or original form.
Fast Regeneration: Lycanthropes may attempt a natural healing roll every round unless the Wounds were caused by silvered objects.
Environmental Weakness: Silver.
Infection: Anyone Wounded by a naturally-born werewolf’s bite must make a Vigor roll or contract lycanthropy.
Low Light Vision: Lycanthropes ignore penalties for Dim and Dark Illumination.
Size 1: Werewolves are stout creatures.
Languages: Common.