A manticore has the body of a lion, the wings of a dragon, and a vaguely human head. Its mouth contains rows of razor sharp teeth and its tail ends in a ball of darts or spines.
Manticores inhabit many wild areas of Golarion, favoring the hills of Glenebon and the Mwangi Expanse, as well as the hinterlands of Varisia. For unknown reasons, they also gravitate towards forests where Darkwood grows.
These fierce and thoroughly evil predators devour every part of their victims, even their gear.
Type: Evil Magical Beast (Manticore)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8 (+1 spikes), Intimidation d6, Notice d8, Shooting d8, Stealth d6, Survival d6
Pace: 6; Parry: 7; Toughness: 10 (1)
Edges: Trademark Weapon (Spikes)
Special Abilities:
Armor +1: Spiny hide.
Bite/Claws: Str+d6, AP 2.
Flight: Pace 8.
Night Vision: Manticores ignore all penalties for Illumination.
Size 2: These strange creatures grow to 10 feet tall and more than 600 pounds.
Spikes: A manticore may fire spikes from its tail as an action (Range 12/24/48, Damage 2d6, AP 2). A typical manticore has 24 tail spikes that regrow once per day.
Languages: Common.
Medusas are human-like creatures with snakes instead of hair. All known medusas are female. At distances of 10 yards or more, a medusa can easily pass for a beautiful human if she wears something to cover her serpentine locks. Even up close it’s hard to discern her identity if she wears clothing to conceal her head and face.
Medusas use lies and disguises to get close enough to opponents to use their petrifying gaze. Sometimes they choose to play with their prey and fire arrows from a distance to lead enemies into traps. Some enjoy creating intricate decorations out of their victims, using their petrified remains as accents to their swampy lairs.
Type: Evil Monstrous Humanoid (Medusa)
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d10
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d10, Notice d10, Occult d8, Persuasion d10, Shooting d10 (+1 longbow), Stealth d8
Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Alertness, Level Headed, Marksman, Trademark Weapon (Longbow)
Gear: Dagger (Str+d4), masterwork longbow (Range 15/30/60, Damage 2d6, AP 2), quiver of 20 arrows.
Special Abilities:
All-Around Vision: Medusas can see in all directions. They ignore one point of Gang Up bonuses.
Armor +2: Monstrous flesh.
Bite: Str. The snake heads can bite.
Darkvision: The medusa ignores penalties for Illumination up to 10”.
Gaze: As a limited action, the medusa can gaze at an opponent within 5” (10 yards). The victim must make a Vigor roll (-2) or be turned to stone. He can be restored with dispel at -2, though any individual caster may try only once per target.
Poison (-2): Each snake head’s bite contains Lethal poison.
Languages: Common.
Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties.
Each kind of mephit is associated with one element that defines its special abilities. This is the base profile, followed by Special Abilities for each mephit.
Type: Neutral Outsider (Mephit)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Spellcasting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 5 (2)
Edges: Arcane Background (Magic), Dodge
Powers: Varies. Power Points: 5.
Special Abilities:
Armor +2: Outsider resistance.
Claws: Str +d4.
Darkvision: Mephits ignore penalties for Illumination up to 10”.
Mephit Summoning: Once per day as a limited action, a mephit can summon a mephit of the same element to aid her.
Size -2 (Small): Mephits are small creatures.
Air mephits are commonly found on the Plane of Air. These mephits are whimsical and prone to distraction.
Type: Neutral Outsider (Mephit)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Spellcasting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 5 (2)
Edges: Arcane Background (Magic), Dodge
Powers: Deflection. Power Points: 5.
Special Abilities:
Armor +2: Outsider resistance.
Breath Weapon (Sand): Cone Template, 2d4 damage.
Claws: Str +d4.
Darkvision: Mephits ignore penalties for Illumination up to 10”.
Flight: Pace 10.
Mephit Summoning: Once per day as a limited action, a mephit can summon a mephit of the same element to aid her.
Regeneration (Winds): May attempt a natural healing roll every round, even if Incapacitated, in gusty or windy areas.
Size -2 (Small): Mephits are small creatures.
Languages: Auran, Common.
Earth mephits are commonly found on the Plane of Earth. These mephits are plodding and humorless.
Type: Neutral Outsider (Mephit)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Spellcasting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 5 (2)
Edges: Arcane Background (Magic), Dodge
Powers: Elemental Manipulation (soften earth and stone), growth. Power Points: 5.
Special Abilities:
Armor +2: Outsider resistance.
Breath Weapon (Stone): Cone Template, 2d4 damage.
Burrow (6”): Earth mephits can burrow underground.
Claws: Str +d4.
Darkvision: Mephits ignore penalties for Illumination up to 10”.
Mephit Summoning: Once per day as a limited action, a mephit can summon a mephit of the same element to aid her.
Regeneration (Below Ground): May attempt a natural healing roll every round, even if Incapacitated, while underground.
Size -2 (Small): Mephits are small creatures.
Languages: Common, Terran.
Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.
Type: Neutral Outsider (Mephit)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Spellcasting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 5 (2)
Edges: Arcane Background (Magic), Dodge
Powers: Bolt (scorching ray), Elemental Manipulation (heat metal). Power Points: 5.
Special Abilities:
Armor +2: Outsider resistance.
Breath Weapon (Fire): Cone Template, 2d4 damage.
Claws: Str +d4.
Darkvision: Mephits ignore penalties for Illumination up to 10”.
Environmental Weakness: Cold.
Immunity: Fire.
Mephit Summoning: Once per day as a limited action, a mephit can summon a mephit of the same element to aid her.
Regeneration (Fire): May attempt a natural healing roll every round, even if Incapacitated, if in contact with fire.
Size -2 (Small): Mephits are small creatures.
Languages: Common, Ignan.
Water mephits are commonly found on the Plane of Water. These mephits are constant jokesters.
Type: Neutral Outsider (Mephit)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Spellcasting d8, Stealth d8
Pace: 6; Parry: 5; Toughness: 5 (2)
Edges: Arcane Background (Magic), Dodge
Powers: Bolt (acid arrow). Power Points: 5.
Special Abilities:
Armor +2: Outsider resistance.
Aquatic: Pace 6.
Breath Weapon (Acid): Cone Template, 2d4 damage.
Claws: Str +d4.
Darkvision: Mephits ignore penalties for Illumination up to 10”.
Mephit Summoning: Once per day as a limited action, a mephit can summon a mephit of the same element to aid her.
Regeneration (Water): May attempt a natural healing roll every round, even if Incapacitated, if underwater.
Size -2 (Small): Mephits are small creatures.
Languages: Aquan, Common.
These aberrations can transform themselves into simulacra of man-made objects. They position themselves in places humanoids are sure to go, but remote enough where they can attack without being seen by large numbers.
Sages of occult matters debate the exact origins of this creature, though most agree it was the result of magical or alchemical experimentation. Some believe mimics hunt for sport rather than sustenance.
A typical mimic has a volume of 150 cubic feet. Legends tell of some of much greater sizes, with the ability to assume the form of houses, ships, or even entire dungeon complexes.
Type: Neutral Aberration (Mimic)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d10
Pace: 2; Parry: 6; Toughness: 9 (2)
Edges: Quick
Special Abilities:
Adhesive: A mimic exudes a thick, adhesive slime that affects any creatures or items that touch it. When it hits with a Fighting attack, it automatically grapples the victim. Likewise, when the mimic is hit by an opponent’s physical attack, it automatically grapples the attacker. Opponents can't break free while the mimic is alive, except by using a strong alcohol or universal solvent.
Armor +2: Stout body.
Bash: Str+d6, AP 2.
Darkvision: Mimics ignore penalties for Illumination up to 10”.
Immunity: Acid.
Mimic Object: A typical mimic can assume the shape of an object roughly man-sized, such as a large chest, a statue, or a door. The creature can’t substantially alter its Size.
Very Resilient: A mimic can take two Wounds before being Incapacitated.
Languages: Common.
Minotaurs have massive, bull-like heads, horns, and hooves. On Golarion, minotaurs live in small tribes or solitary lairs. They typically worship Lamashtu or Rovagug. These fierce humanoids are eager for battle and they the savor the taste of their opponents’ flesh.
Most notably, minotaurs possess an uncanny ability: they never get lost. Perhaps this is a gift from Lamashtu, who legends say created the minotaur before Earthfall. Regardless, minotaurs prefer to lair in mazes, using this ability to their advantage when intruders dare to invade.
Type: Evil Monstrous Humanoid (Minotaur)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d10, Common Knowledge d4, Intimidation d8, Notice d6, Stealth d4, Survival d6
Pace: 6; Parry: 7 or 6 (great axe); Toughness: 11 (2)
Edges: —
Gear: Great axe (Str+d10, AP 3, Parry -1, two hands), heavy leather vest (+2).
Special Abilities:
Darkvision: These creatures ignore penalties for Illumination up to 10”.
Horns: Str+d6, AP 2.
Resilient: Minotaurs can take one Wound before they’re Incapacitated.
Size 3: Minotaurs stand around 7′ tall and have the mass of bulls.
Languages: Giant.
Mohrgs are former serial killers whose remains returned to unlife after they were brought to justice and publicly executed for their heinous crimes.
These undead things care even less for life than they did before their own deaths. They exist solely to wreak havoc on the living. Sometimes mistaken for skeletons or zombies, they are far more dangerous than those mindless abominations. They retain some semblance of their own memories—and the delight they once took in hearing the screams of the dying.
Type: Evil Undead (Mohrg)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d10, Stealth d10
Pace: 6; Parry: 6; Toughness: 13 (4)
Edges: Extraction, Quick
Special Abilities:
Armor +4: Necrotic resistance.
Bash: Str+d8.
Infection: Anyone slain by a mohrg raises as a zombie one round later. When a zombie is created, the mohrg may immediately make a natural healing roll from the surge of negative energy.
Paralysis: Anyone hit by a mohrg's tongue attack must make a Vigor roll (-2 with a raise on the attack) or be Stunned.
Tongue: Touch attack.
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”.
Very Resilient: Mohrgs can take two Wounds before they’re Incapacitated.
The tragic morlocks are descendants of the ancient Azlanti who escaped the death of their empire by fleeing into the Darklands. Morlocks still resemble their human forebears despite their transformation over generations underground. They have bulging eyes and wide mouths full of flesh-rending teeth. The tallest reach five feet in height, although they appear shorter because of their tendency to run on all fours.
These subterranean tribal creatures are excellent climbers and leapers. Hunting skills are most important in morlock communities. They know how to gain high ground, leaping from crags onto their prey for fast and effective attacks. Used to living and fighting in cramped underground spaces, morlocks fight well in groups. They see clearly in darkness, while bright light is their bane.
Type: Evil Monstrous Humanoid (Morlock)
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d10, Fighting d6, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Formation Fighter, Quick
Gear: Club (Str+d6).
Special Abilities:
Armor +1: Tough hide.
Bite: Str+d4.
Darkvision: Morlocks ignore penalties for Illumination up to 10”.
Immunity: Disease and poison.
Pounce: If a morlock makes a Wild Attack, it adds +4 to its damage instead of +2.
Wall Walker: Morlocks can walk on vertical or inverted surfaces at full Pace, and may run.
Weakness (Light): Morlocks subtract 1 from Trait rolls requiring sight in bright light.
Languages: Undercommon.
Type: Evil Monstrous Humanoid (Morlock)
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d10
Skills: Athletics d10, Fighting d8, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 6; Toughness: 8 (1)
Edges: Formation Fighter, Quick
Gear: Club (Str+d6).
Special Abilities:
Armor +1: Tough hide.
Bite: Str+d4.
Darkvision: Morlocks ignore penalties for Illumination up to 10”.
Hardy: Feral morlocks don't suffer a Wound from being Shaken twice.
Immunity: Disease and poison.
Pounce: If a morlock makes a Wild Attack, it adds +4 to its damage instead of +2.
Wall Walker: Morlocks can walk on vertical or inverted surfaces at full Pace, and may run.
Weakness (Light): Morlocks subtract 1 from Trait rolls requiring sight in bright light.
Languages: Undercommon.
Type: Evil Monstrous Humanoid (Morlock)
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d10, Fighting d6, Notice d6, Stealth d8, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Edges: Combat Reflexes, Frenzy, Formation Fighter, Quick
Gear: Club (Str+d6).
Special Abilities:
Armor +1: Tough hide.
Bite: Str+d4.
Darkvision: Morlocks ignore penalties for Illumination up to 10”.
Immunity: Disease and poison.
Pounce: If a morlock makes a Wild Attack, it adds +4 to its damage instead of +2.
Wall Walker: Morlocks can walk on vertical or inverted surfaces at full Pace, and may run.
Weakness (Light): Morlocks subtract 1 from Trait rolls requiring sight in bright light.
Languages: Undercommon.
Mules are a cross between a donkey and a horse, and are usually used to haul heavy goods or pull wagons. Like any good pet, the GM should give the mule a little personality. The expression “stubborn as a mule” certainly comes to mind.
Type: Neutral Animal (Mule)
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Athletics d4, Notice d4
Pace: 6; Parry: 2; Toughness: 8
Edges: —
Special Abilities:
Kick: Str.
Ornery: Mules are contrary creatures. Characters must subtract 1 from their Riding rolls when riding them.
Size 2: Mules are stocky creatures usually weighing under 1000 pounds.
Usually created to guard the tombs of the honored dead, mummies are ever vigilant for those who would desecrate their sacred ground. Most mummies remain loyal to their charge until they are destroyed, some mummies retain free will even in their unlife.
Type: Evil Undead (Mummy)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d8
Pace: 5; Parry: 7; Toughness: 14 (5)
Edges: —
Special Abilities:
Armor +5: Necromantic hide.
Bash: Str+d6.
Environmental Weakness: Fire.
Fear (-1): The aura of despair emanating from a mummy causes terror in mortals.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Immunity: Cold.
Mummy Rot: Anyone Shaken or Wounded by a mummy’s attack must make a Vigor roll or contract mummy rot. This is both a curse and disease, and can only be cured if the curse is first removed. Mummy rot is a Lethal disease that requires a Vigor roll every day. The victim can't benefit from natural healing or the Healing skill while afflicted. Attempts to use healing on the character suffer -2 to the roll.
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”.