This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.
Phase spiders are voracious predators from the Ethereal Plane who hunt on the Material Plane. When prey is located, the spider shifts to the Ethereal Plane to prepare an ambush. They like to shift to the Material Plane, bite the victim, then retreat back to the Ethereal Plane to wait for the poison to take effect.
Phase spiders are the natural enemy of another denizen of the Ethereal Plane—the xill. The two cultures have long fought a bloody war with no real prospect of a resolution anytime soon.
Type: Neutral Magical Beast (Phase Spider)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d6, Stealth d8
Pace: 7; Parry: 6; Toughness: 9 (2)
Edges: Quick
Special Abilities:
Armor +2: Thick hide.
Bite: Str+d6, AP 2.
Ethereal Ambush: When ambushing foes on the Material Plane from the Ethereal Plane, their prey subtracts 4 from their Notice rolls to avoid Surprise.
Ethereal Jaunt: Phase spiders can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as an action. While on the Ethereal Plane they can be harmed only by magical attacks.
Night Vision: Phase spiders ignore all penalties for Illumination.
Poison (-2): The spider’s bite contains a Lethal poison.
Size 1: Phase spiders are 8 feet long and weigh about 700 lbs.
Wall Walker: Phase spiders move at their full Pace on walls and ceilings.
Languages: Aklo.
The phoenix is a legendary bird of fire that dwells in the most remote parts of the desert. As the birds are known to be great scholars, many seekers of rare lore search out particular phoenixes for advice. Yet it is the phoenix’s ability to rebirth itself from its own dead body for which the creature is best known.
The phoenix is a benevolent creature, aiding those who do good and actively harming those who do evil.
Type: Good Magical Beast (Phoenix)
Attributes: Agility d12+2, Smarts d12, Spirit d10, Strength d12+2, Vigor d12
Skills: Academics d8, Athletics d10, Common Knowledge d8, Fighting d10, Notice d8, Occult d10, Persuasion d10, Spellcasting d10, Stealth d6, Survival d4
Pace: 6; Parry: 7; Toughness: 17
Edges: Arcane Background (Magic), Arcane Resistance, Dodge
Powers: blast (fire storm), dispel, healing, relief. Power Points: 20.
Special Abilities:
Bite/Claws: Str+d8+d6 (fire), AP 2.
Environmental Weakness: Cold.
Fiery Aura: At the end of the phoenix's turn, all adjacent foes take 2d4 damage.
Flight: Pace 12.
Immunity: Fire.
Innate Powers: Major barrier (wall of fire), major detect arcana.
Night Vision: These creatures ignore all penalties for Illumination.
Self-Resurrection: A slain phoenix remains dead for 1d4 rounds unless its body is completely destroyed by an effect such as bolt with the Disintegrate modifier. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death. A phoenix can self-resurrect once per year.
Size 9 (Huge): They can take two extra Wounds.
Swat: Ignores 4 points of Scale penalties.
Languages: Auran, Celestial, Common, Ignan.
This tiny, whimsical-looking fey creature darts about swiftly on wildly colored gossamer wings. They look like very small humans with long pointed ears. Pixies enjoy using their magical abilities to confuse and befuddle humanoids.
Pixies usually dwell in the forests of Golarion—especially in Avistan—but are also found in the Darklands.
Type: Good Fey (Pixie)
Attributes: Agility d12, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Athletics d10, Common Knowledge d8, Fighting d8, Notice d6, Persuasion d8, Shooting d8, Spellcasting d8, Stealth d10
Pace: 5; Parry: 6; Toughness: 7 (4)
Edges: Arcane Background (Magic), Arcane Resistance, Dodge
Powers: Confusion, dispel, entangle, light, protection. Power Points: 15.
Gear: Pixie bow (Range 8/16/32, Damage 2d4) with 20 arrows, pixie sword (Str+d4).
Special Abilities:
Armor +4: Enchanted skin.
Fey: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
Flight: Pace 12.
Innate Powers: Minor invisibility (Self only).
Resilient: Pixies can take one Wound before they’re Incapacitated.
Size -2 (Small): Pixies grow to just over two feet tall and weigh around 30 lbs.
Special Arrows: Pixies can sprinkle pixie dust on their arrow, adding one of the following powers to the arrow: confusion, mind wipe, slumber. Use Shooting to activate the power and hit the target.
Languages: Common, Sylvan.
These massive scavenger worms tunnel beneath the earth of Golarion, consuming almost any organic material they find. They sometimes consume gemstones and other items able to withstand the corrosive acid inside their gullets.
The worms sense vibrations through the earth, detecting a walking person upwards of 200 yards.
Purple worms are notorious for swallowing their prey whole. Bards sing songs about groups of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one.
The stats below are for a monster some 50–80 feet long.
Type: Neutral Magical Beast (Purple Worm)
Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength d12+5, Vigor d10
Skills: Athletics d6, Fighting d10, Notice d10
Pace: 4; Parry: 7; Toughness: 18 (2)
Edges: —
Special Abilities:
Armor +2: Scaly purple hide.
Bite: Str+d8, ignores shield bonuses.
Blindsense: Purple worms ignore penalties for Illumination. They can detect vibrations up to 200 yards.
Burrow (4″): These giant worms tunnel through the ground, blocked only by solid bedrock.
Energy Drain: A creature hit by the worm’s sting suffers Energy Drain (Strength). The victim makes a Vigor roll to resist the effect (-2 with a raise on the attack).
Size 9 (Huge): These worms are usually more than 50′ long and 10′ or more in diameter. They can take two extra Wounds.
Slam: Str. Purple worms crush prey beneath their massive bodies. Lay three Small Blast Templates adjacent to one another in a relatively straight line to represent the portion of the creature’s body used to crush. Everything within must beat the worm in an opposed Athletics versus Agility roll or take its Str as damage. Ignore Scale modifiers when making a slam attack. Sting: Str+d8, AP 3, Reach 2.
Swallow Whole: Anyone hit by a bite attack must make an Evasion roll or be Swallowed Whole. The victim suffers one Wound at the end of his turn from the crushing gullet and acidic bile.
If the worm is Shaken or Wounded from the inside (ignoring its Armor!), everyone inside gets an immediate Athletics roll to escape. If the worm is Shaken or Wounded from the outside, everyone inside gets an Athletics roll at -2 to escape.
Appropriate Tests (GM's call, such as pepper in the nose, extreme nausea from a spell effect or poison, etc.) might cause the beast to cough, sneeze, or vomit. This gives everyone inside an Athletics roll to escape.
Swat: Ignores 4 points of Scale penalties.