Rakshasas are evil spirits cloaked in the guise of humanoid creatures, walking unseen among their intended prey. While in the shape of those it seeks to defile, rakshasas gorge themselves in hideous acts. Were they human, these acts of cannibalism, blasphemy, and worse would mark them as criminals condemned to the cruelest of hells.
When not in the shape of their prey, rakshasas appear as bipeds with the head of an animal. They generally possess the heads of great cats such as tigers or lions.
Although rakshasas are outsiders, they are at home on the Material Plane. They usually hunt alone, but sometimes extended families work together to take down a specific threat or ruin a mortal civilization from the inside out over the course of many generations.
Type: Evil Outsider (Rakshasa)
Attributes: Agility d12, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Notice d10, Performance d8, Persuasion d12, Spellcasting d10, Stealth d10
Pace: 7; Parry: 6; Toughness: 11 (5)
Edges: Arcane Background (Magic), Arcane Resistance
Powers: Bolt, dispel, illusion, invisibility, puppet, protection. Power Points: 20.
Gear: Dagger (Str+d4+1, AP 1, Damaging).
Special Abilities:
Armor +5: Enchanted skin.
Claws: Str+d4.
Darkvision: Ignore Illumination penalties up to 10”.
Environmental Weakness: Piercing.
Innate Powers: Major disguise (humanoid only, self only), minor light, major mind reading (Spellcasting), minor sound.
Resilient: Rakshasas can take one Wound before they’re Incapacitated.
Languages: Common, Infernal, Undercommon.
As big as dogs and wolves, these omnivorous creatures are dangerous if cornered or defending their nests. They tend to move and scavenge in small packs.
Type: Neutral Animal (Rat, Dire)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d8, Stealth d8, Survival d6
Pace: 7; Parry: 5; Toughness: 4
Edges: Acrobat, Alertness
Special Abilities:
Bite: Str+d4.
Infection: Dire rats often bear a disease (GM’s call for type and severity).
Low Light Vision: Dire rats ignore penalties for Dim and Dark Illumination.
Size -1: Dire rats grow to 5 feet long and 50 pounds.
These stumpy, misanthropic fey exist only to indulge themselves in blissful bloodletting and wanton slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore.
Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. They are three feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear iron-shod boots that make a distinctive clanging when they run.
Type: Evil Fey (Redcap)
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d10, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d8, Persuasion d4, Stealth d10
Pace: 8; Parry: 6; Toughness: 10 (5)
Edges: Formation Fighter, Level Headed
Gear: Scythe (Str+d8, AP 1), leather armor (+2).
Special Abilities:
Armor +3: Enchanted skin.
Boot Stomp: Redcaps wear heavy iron boots with spiked soles. They can make an attack with them as a limited free action, dealing Str+d4 damage.
Fey: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
Pack Tactics: The creature adds any Gang Up bonus to its Fighting damage rolls.
Size -2 (Small): Redcaps stand only 3’ tall.
Weakness (Irreligious): Bitter and blasphemous, redcaps can't stand the symbols of good-aligned religions. Presenting such a holy symbol causes a redcap to make a Spirit roll or be Panicked for two rounds. Once tested, they are immune to the effect for the rest of an encounter.
Languages: Aklo, Common, Giant, Sylvan.
This immense creature’s body is covered in chitinous plates, with dozens of centipedelike legs and a massive head. Inside, fires burn with intense heat, causing its external chitin to glow white-hot. This helps the remorhaz to burrow into the earth, especially into glaciers and other icy landscapes in its preferred environments.
These magical beasts are found in a variety of icy climes on Golarian, from the Algid Wastes to the northern reaches of Avistan and the Lands of the Linnorm Kings.
Type: Neutral Magical Beast (Remorhaz)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d10, Stealth d6
Pace: 6; Parry: 6; Toughness: 14 (2)
Edges: Sweep (Imp)
Special Abilities:
Armor +2: Chitinous plates.
Bite/Claws: Str+d6, AP 2.
Burrow (5”): Remorhazes can tunnel swiftly through the earth, stopped only by heavy rock.
Immunity: Fire and cold.
Intense Heat: Anyone hitting the remorhaz with Natural Weapons or unarmed attacks takes 3d6 fire damage. The attacker can also catch fire (see Savage Pathfinder). Weapons hitting the creature take 3d6 damage—if this exceeds the weapon's Hardness, the weapon melts.
Night Vision: Remorhazes ignore all penalties for Illumination.
Resilient: Remorhazes can take one Wound before they’re Incapacitated.
Size 5 (Large): Remorhazes are about 25 feet long and weigh about 5 tons. They can take one extra Wound.
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 creature is Shaken or Wounded from the inside (ignoring its Armor!), everyone inside gets an immediate Athletics roll to escape. If the remorhaz 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.
Languages: Giant (can’t speak).
These undead exist only to exact revenge. They rise from the grave to hunt and kill their murderers. They can’t rest until they find and destroy the culprit. Until they do, they languish in self-loathing and intense hatred.
A revenant appears as bony corpse with similar features as it possessed during life.
Type: Evil Undead (Revenant)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Athletics d8, Fighting d10, Intimidation d8, Notice d8, Persuasion d4, Stealth d6
Pace: 6; Parry: 7; Toughness: 11 (3)
Edges: —
Special Abilities:
Armor +3: Resilient flesh.
Baleful Shriek: A revenant can shriek as a limited action, but no more than once every three rounds. All creatures in a 30-yard radius become Stunned. A successful Spirit roll reduces this to Distracted, or negates the effect with a raise.
Claws: Str+d6.
Hate: A revenant’s existence is fueled by hatred for its murderer. As long as the murderer exists, the revenant exists. If the murderer dies, the revenant dies too. When a revenant sees its murderer, it gains the benefits of minor speed with the Quickness Modifier.
Sense Murderer: A revenant knows the direction but not the distance to its murderer. This sense can bypass any illusions or lies created by the guilty party.
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”.
Weakness (Self-Loathing): When confronted with its reflection or any object that was important to it in life, a revenant makes a Spirit roll to avoid becoming overwhelmed with self-pity. This condition renders the revenant helpless and lasts until it is attacked or sees its murderer. If a revenant resists being overwhelmed, it becomes obsessed with destroying the object of its self-loathing.
Languages: Common.
This large herbivore is known for its size, short-temper, and large horn(s) atop the end of its nose. At least two varieties exist on Golarion—both are notoriously ill-tempered and prone to charging and attacking anything they perceive as approaching too closely. They have a strong sense of smell.
The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. These creatures inhabit warmer grasslands and usually travels in small herds, sometimes called a crash.
Type: Neutral Animal (Rhinoceros)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d8
Pace: 7; Parry: 6; Toughness: 13 (2)
Special Abilities:
Armor +2: Thick hide.
Horns: Str+d6, AP 2.
Size 4 (Large): Rhinoceroses can take one extra Wound.
Trample: Str+d8.
This large rhinoceros has a shaggy pelt of long, brown fur and a row of immense horns on its snout and brow. Unlike its non-woolly cousin, this herbivore usually grazes for food rather than browsing on larger, fibrous plants. They tend to dwell in herds on the plains of colder climates.
Whenever these temperamental beasts perceive a threat (real or imagined), they issue loud bellows and stomp their feet as a prelude to charging and attacking.
Type: Neutral Animal (Woolly Rhinoceros)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d8
Pace: 7; Parry: 6; Toughness: 14 (2)
Special Abilities:
Armor +2: Thick hide.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Horns: Str+d6, AP2.
Size 4 (Large): Woolly rhinoceroses can take one extra Wound.
Trample: Str+d8.
Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other large animals. Rocs seize such prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains.
While rocs are capable of sleeping in the air as they soar across great ranges in search of food, they generally return home to the mountains to roost and procreate.
Rocs prefer rocky crags for their massive nests—places completely inaccessible by terrestrial means. Outside of mating, rocs are extremely antisocial, and may attack others of
their kind in vicious aerial battles in order to
establish their territorial boundaries.
Type: Neutral Animal (Roc)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+3, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d10, Stealth d6
Pace: 4; Parry: 6; Toughness: 14
Edges: —
Special Abilities:
Claws: Str+d6.
Flight: Pace 12.
Low Light Vision: Rocs ignore penalties for Dim and Dark Illumination.
Size 8 (Huge): The typical roc is 30’ in length with an 80’ wingspan. It weighs 8,000 lbs on average. It can take two Wounds before being Incapacitated.
The roper is an ambush hunter. Capable of altering the coloration and shape of its body, a roper in hiding looks remarkably like a stalagmite or pillar—or even a boulder.
When moving or fighting, the roper opens one huge eye, just above a toothy mouth. Long strands of fibrous material whip from the sides of its conical body. They can attack and manipulate items with these strands.
The roper is one of the more intelligent denizens of the deep caverns of Golarion. Its intellectual curiosity is known to some scholars, though this inquisitiveness is eventually overcome by its hunger.
Type: Evil Aberration (Roper)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+4, Vigor d12+1
Skills: Athletics d10, Fighting d8, Notice d8, Occult d8, Persuasion d4, Stealth d10
Pace: 2; Parry: 6; Toughness: 17 (6)
Edges: Arcane Resistance
Special Abilities:
Armor +6: Rubbery hide.
Bite: Str+d6.
Environmental Resistance: Cold.
Environmental Weakness: Fire.
Immunity: Electricity.
Night Vision: Ropers ignore all penalties for Illumination.
Size 3: A roper is 9’ tall and weighs approximately 2,200 pounds.
Strands: Anyone Shaken or Wounded by a tentacle suffers Energy Drain (Vigor). A Vigor roll (at -2 with a raise on the attack) resists this effect.
Tentacles (4): A roper has four tentacle actions and Reach 3. It may lash with its tentacles for Str+d4 damage. Bound or Entangled prey may be bitten as usual.
Languages: Aklo, Undercommon.
Rust monsters spark terror in those who live by the sword and shield. The creature subsists on the heat generated by the oxidation of metal, not only for vitality but also for protection as the energy reinvigorates their crustacean-like shells.
This fearsome monster stands on four legs. It has a strange spiked protrusion at the end of its tail, and two long, feathery antennae. Its preferred attack is to touch an opponent’s metal garments or weapons with its antennae, catalyzing the rusting process.
Type: Neutral Aberration (Rust Monster)
Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Survival d6
Pace: 7; Parry: 5; Toughness: 8 (3)
Edges: —
Special Abilities:
Armor +3: Hard shell.
Bite: Str+d4.
Darkvision: Rust monsters ignore penalties for Illumination up to 10”.
Rusting Touch: When a rust monster hits non-magical armor, or a non-magical weapon hits a rust monster, it suffers rust damage. This reduces a weapon's total damage by 1 (to a maximum of -3, which destroys it). Armor loses 1 point of Armor bonus until it reaches 0 and falls apart. If not destroyed, weapons and armor can be Repaired with an hour’s work per point of damage or armor bonus lost, a Repair roll, and appropriate resources and tools (and a forge if working with iron).
Scent Metal: +2 to Survival (tracking) rolls when pursuing prey clad in metal.