Ochre jellies are animate masses of yellow, orange, and brown protoplasm. At rest, their flat, pulsing bodies stretch out to a wide diameter. In motion, they often ball up into quivering spherical shapes and almost seem to roll as they move. In combat, they exude long, dripping pseudopods to bash opponents with acidic damage.
Their malleable bodies allow them to seep through cracks and holes far smaller than the space they usually fill. Creatures dwelling below ground often attempt to seal up any such cracks to fortify their lairs against ochre jellies.
Type: Neutral Ooze (Ochre Jelly)
Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d6, Vigor d12
Skills: Athletics d4, Fighting d6, Notice d4, Stealth d4
Pace: 2; Parry: 5; Toughness: 12
Edges: —
Special Abilities:
Bash: Str+d6 (acid).
Divide: Slashing weapons, piercing weapons, and electricity attacks do no damage to an ochre jelly. When it would be Shaken or Wounded, the creature instead splits into two identical jellies. An ochre jelly can't split more than two times before it is Incapacitated.
Immunity: Electricity, slashing and piercing attacks.
Ooze: Ignore invisibility, and all Illumination penalties; immune to poison, paralysis, slumber, Stun, blind, Intimidation, Taunt, puppet; doesn't sleep.
Size 4 (Large): Ochre jellies stand one-half foot tall, spreads out to a ten foot diameter, and weighs around 2,600 lbs. They can take one extra Wound.
Ogres are foul creatures known for their cruelty and viciousness. They have long arms, muscular torsos, and stumpy legs that seem far too short for their tall frames. Their small eyes and large toothsome mouths give them an odious countenance.
These tribal giantkind live in caves throughout Golarion’s mountain ranges. Ogres stand upwards of 10 feet tall and weigh roughly 650 pounds. They are more common in untamed areas, especially in the wilds of Varisia and Avistan. Ogre tribes value strength, fertility, and hunting prowess above all else. Many ogre societies worship Lamashtu.
Type: Evil Humanoid (Ogre)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d6, Persuasion d4, Stealth d4
Pace: 7; Parry: 6; Toughness: 10 (2)
Hindrances: Mean
Edges: Frenzy
Gear: Great flail (Str+d8, ignore shields), thick hide vest (+2), javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Ancestry (Ogre): Menacing, Night Vision, are Resilient, Size 2.
Languages: Giant.
Type: Evil Humanoid (Ogre)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Common Knowledge d4, Fighting d10, Intimidation d8, Notice d6, Persuasion d4, Stealth d4
Pace: 7; Parry: 7; Toughness: 11 (2)
Hindrances: Mean
Edges: Frenzy
Gear: Great flail (Str+d8, ignore shields), thick hide vest (+2), javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Ancestry (Ogre): Menacing, Night Vision, are Resilient, Size 2.
Very Resilient: An ogre raider can take two Wounds before being Incapacitated.
Languages: Giant.
Type: Evil Humanoid (Ogre)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d8, Notice d6, Persuasion d4, Stealth d4
Pace: 7; Parry: 6; Toughness: 10 (2)
Hindrances: Mean
Edges: Frenzy (Imp), Powerful Blow
Gear: Great flail (Str+d8, ignore shields), thick hide vest (+2), javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Ancestry (Ogre): Menacing, Night Vision, are Resilient, Size 2.
Languages: Giant.
Although these evil outsiders usually manifest in the form of an ogre, they are truly fiendish spirits with powerful magical abilities. They often take command of ogre tribes, pressing the brutes into servitude. They are also known to subjugate other humanoid settlements, ruling without mercy and demanding all manners of tribute.
Whatever the reason for leaving the lower planes, an ogre mage indulges its destructive lusts while on the Material Plane. They gravitate to Inner Sea region, wreaking havoc from Tian Xia to Cheliax. They usually have ornate armor and weapons, forged at the expense of whatever society they have commandeered.
Type: Evil Outsider (Ogre Mage, Oni)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Occult d6, Persuasion d6, Spellcasting d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 14 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Frenzy
Powers: Intangibility, puppet. Power Points: 10
Gear: Greatsword (Str+d10, AP 2), composite longbow (Range 12/24/48, Str+d8, AP 1), chain shirt (+3).
Special Abilities:
Armor +1: Thick hide.
Change Shape: As a limited action, this creature can change into any humanoid between Size -2 and 4 with a Spellcasting roll. Changing back also requires a roll.
Flight: Pace 10.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Innate Powers: Major darkness, minor invisibility (self only).
Night Vision: Ogre mages ignore all penalties for Illumination.
Resilient: Ogre mages can take one Wound before they’re Incapacitated.
Size 2: Ogre mages stand around 9’ tall and weigh almost 1,000 lbs.
Languages: Common, Giant.
Often as large as an elephant, an ogre spider has the thorax and legs of an arthropod, and a vaguely humanoid face. The visual effect is disturbing, to say the least.
Type: Neutral Vermin (Ogre Spider)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d8, Notice d8, Stealth d4
Pace: 8; Parry: 6; Toughness: 11
Edges: —
Special Abilities:
Bite: Str+d6, AP 2.
Darkvision: Ogre spiders ignore penalties for Illumination up to 10”.
Poison (-2): The spider’s bite contains a Lethal poison.
Size 4 (Large): Ogre spiders can grow to be as large as an elephant, and can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Very Resilient: Ogre spiders can take two Wounds before they’re Incapacitated.
Wall Walker: An ogre spider can move on vertical surfaces at full Pace. It’s too large and heavy to walk on inverted surfaces.
Orcs are brutal green-skinned humanoids with pig-like features, including snouts, long teeth, and sometimes tusks. They have beady eyes and frames slightly larger than most humans.
Orcs are tribal creatures who value strength and combat ability. Their societies are usually dominated by the strongest warriors, who subjugate the meek. Orc bands raid any neighboring communities—even other orc settlements. They have foul temperaments and rarely take prisoners.
Most orcs worship Rovagug, though some follow other gods such as Lamashtu. They inhabit many areas of Golarion, usually in the Darklands.
Type: Evil Humanoid (Orc)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Brute
Gear: Falchion (Str+d8, AP 1), javelin (Range 4/8/16, Damage Str+d6), light leather armor (+2).
Special Abilities:
Ancestry (Orc): Darkvision, Size 1, Weakness (Light).
Weakness (Light): Orcs subtract 1 from Trait rolls requiring sight in bright light.
Languages: Common, Orc.
Type: Evil Humanoid (Orc)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation d6, Notice d6, Shooting d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 9 (2)
Edges: Brute
Gear: Falchion (Str+d8, AP 1), javelin (Range 4/8/16, Damage Str+d6), light leather armor (+2).
Special Abilities:
Ancestry (Orc): Darkvision, Size 1, Weakness (Light).
Resilient: Orc berserkers can take one Wound before they’re Incapacitated.
Weakness (Light): Orcs subtract 1 from Trait rolls requiring sight in bright light.
Languages: Common, Orc.
Type: Evil Humanoid (Orc)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Common Knowledge d4, Fighting d6, Intimidation d6, Notice d6, Riding d8, Shooting d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (2)
Edges: Beast Bond, Brute
Gear: Falchion (Str+d8, AP 1), javelin (Range 4/8/16, Damage Str+d6), light leather armor (+2). Wolf mount.
Special Abilities:
Ancestry (Orc): Darkvision, Size 1, Weakness (Light).
Very Resilient: Orc skolls can take two Wounds before they’re Incapacitated.
Weakness (Light): Orcs subtract 1 from Trait rolls requiring sight in bright light.
Languages: Common, Orc.
The leader of a small orc clan is always the most deadly brute in the bunch. Orc chieftains on Golarion generally have a magical item or two, as well as superior armor and weaponry, at least compared to their subjects.
Type: Evil Humanoid (Orc, Chieftain)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Shooting d8, Stealth d6
Pace: 6; Parry: 6 or 5 (great axe); Toughness: 11 (4)
Gear: Great axe (Str+d10, AP 3, Parry -1), plate corselet (+4), chain arms and legs (+3).
Edges: Brute, Sweep
Special Abilities:
Ancestry (Orc): Darkvision, Size 1, Weakness (Light).
Weakness (Light): Orcs subtract 1 from Trait rolls requiring sight in bright light.
Languages: Common, Orc.
Scholars and experts in the occult debate the origin of this strange omnivore. Whether an accident of nature or the result of a magical experiment, the scavenger is known to dwell in the swamps and sewers of Avistan and Garund. They survive on the garbage and waste of other creatures.
The large spherical body of an otyugh is dominated by its large toothy mouth. The creature has three stumpy legs and three long tentacles—two with barbs and one with numerous eyes. Although their appearance may give the impression of a mindless-carrion-eater, the aberrations possess reason and the power of Common speech.
Type: Neutral Aberration (Otyugh)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d8, Stealth d6, Survival d6
Pace: 4; Parry: 6; Toughness: 10 (2)
Edges: Block, First Strike, Quick
Special Abilities:
Armor +2: Thick rubbery hide.
Bite: Str+d4, AP 2.
Darkvision: These creatures ignore penalties for Illumination up to 10”.
Immunity: Disease.
Infection: Victims Shaken or Wounded from a bite must make a Vigor roll at -2 or gain a Debilitating disease.
Resilient: Otyughs can take one Wound before they're Incapacitated.
Size 3: An average otyugh’s main body is roughly the size of a horse. Some grow even larger.
Tentacles: (2): Str+d4, Reach 1.
Languages: Common.
Appearing as a cross between a giant owl and a dire bear, this magical predator is known for its ferocity and aggression.
Theories abound as to their origins. They prefer to dwell in forests but are sometimes found in the Darklands. A mated pair will fight to the death to defend their offspring.
Type: Neutral Magical Beast (Owlbear)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d10, Stealth d6, Survival d6
Pace: 6; Parry: 6; Toughness: 10 (1)
Hindrances: Loyal
Edges: Alertness
Special Abilities:
Armor +1: Thick hide.
Bite/Claws: Str+d6, AP 2.
Grab (Imp): An owlbear may immediately make a grappling attempt (at +2) as a free action if it gets a raise on its claw attack against a target of its Size or less.
Night Vision: These creatures ignore all penalties for Illumination.
Resilient: Owlbears can take one Wound before they're Incapacitated.
Size 2: Owlbears stand 8–10 feet tall, and weigh up to 1,500 lbs.