This handsome, grinning man-creature has the furry legs of a goat and a set of curling ram horns extending from his temples. He lives a solitary life in the forests and woodlands near humanoid settlements, serving as a protector of nature. Known for hedonistic tendencies, a satyr enjoys seducing humanoid women— his only way to reproduce.
A satyr focuses and empowers his magic by playing haunting melodies on his panpipes.
Type: Neutral Fey (Satyr)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d8, Common Knowledge d8, Fighting d6, Intimidate d6, Notice d10, Performance d8, Persuasion d8, Shooting d6, Stealth d10, Survival d6
Pace: 7; Parry: 5; Toughness: 9 (3)
Hindrances: —
Edges: Arcane Background (Magic), Attractive, Charismatic, Dodge
Gear: Short bow (Range 12/24/48, Damage 2d6), dagger (Str+d4), panpipes.
Powers: Fear, summon ally. Power Points: 10.
Special Abilities:
Armor +3: Enchanted skin.
Fey: Ignore penalties for Dim and Dark Illumination; +4 damage from cold iron.
Horns: Str+d4.
Innate Powers: Minor puppet, minor slumber, minor sound.
Pipes: A satyr uses Performance as his arcane skill. When a satyr plays the panpipes, he gains +2 to Performance rolls. When using his pipes, his Innate Powers are major instead of minor.
Languages: Common, Sylvan.
These incorporeal creatures look like a shadow of a humanoid form. For unknown reasons, they haunt ruins they inhabited in life. They have no goals or discernible motivations other than to sap life from the living.
Type: Evil Undead (Shadow)
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d12
Pace: —; Parry: 6; Toughness: 7
Special Abilities:
Claws: A hit with this attack causes Energy Drain (Strength). A Vigor roll (at -2 with a raise on the attack) resists this effect.
Infection: Those slain by a shadow's Energy Drain rise as a shadow one round later.
Fearless: Shadows are immune to Fear and Intimidation.
Flight: Pace 8.
Incorporeal: Shadows can become invisible and immaterial at will and can only be harmed by magical weapons or attacks.
Invulnerability: Shadows take no damage from non-magical attacks.
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”.
These solitary creatures wander swamps and forests in search of prey. While they can and do consume rotting vegetation to survive, the omnivorous hunters require living tissue in order to reproduce. They relish the brains of humanoids, especially elves.
Shamblers, as they are often called, appear as a mass of tangled vines and dripping slime. They reek of rot, detritus, and freshly turned earth. Despite their appearance, they are intelligent beings — and surprisingly good swimmers.
Type: Neutral Plant (Shambling Mound)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d8, Stealth d10
Pace: 4; Parry: 6; Toughness: 12 (2)
Edges: Sweep
Special Abilities:
Aquatic: Pace 4.
Armor +2: Thick vines.
Bash: Str+d6.
Constrict: +2 to Athletics and Strength rolls made to grapple.
Electric Fortitude: Electricity attacks against the shambler increase its Vigor one die type for the duration of the encounter (max +4 die types).
Environmental Resistance: Shamblers are oddly resistant to fire.
Immunity: Electricity.
Night Vision: Shambling mounds ignore all penalties for Illumination.
Plant: Immune to paralysis, poison, puppet, slumber, Stun, doesn't sleep.
Size 3: Shambling mounds can stand up to 9′ tall and weigh up to 3,800 lbs.
Languages: Common, Sylvan (can’t speak).
Dangerous predators such as bull sharks and similar fish swim the seas of Golarion.
Type: Neutral Animal (Shark)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8 (d10 for bull shark), Vigor d8
Skills: Athletics d8, Fighting d8, Notice d12, Stealth d8
Pace: —; Parry: 6; Toughness: 8 (1)
Edges: —
Special Abilities:
Aquatic: Pace 10.
Armor +1: Rubbery hide.
Bite: Str+d6, AP 2.
Size 1: Sharks weigh up to 500 pounds.
These statistics cover great whites and similar fishes, 18 to 25 feet long.
Type: Neutral Animal (Shark, Great White)
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d12, Stealth d12
Pace: —; Parry: 7; Toughness: 13 (1)
Edges: —
Special Abilities:
Aquatic: Pace 10.
Armor +1: Rubbery hide.
Bite: Str+d8, AP 2.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Size 4 (Large): Great whites can grow up to 25′ in length. They can take one extra Wound.
This dog-sized lizard has two horns, one on either side of its head, and green scales that crackle with sparks of lightning. They live in colonies of various numbers, almost always near a source of water. In groups, they become formidable foes.
Type: Neutral Magical Beast (Shocker Lizard)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d8, Stealth d10
Pace: 7; Parry: 5; Toughness: 4 (1)
Edges: —
Special Abilities:
Armor +1: Rubbery hide.
Bite: Str+d4.
Electrical Aura: Anyone adjacent to a shocker lizard at the end of its turn must make a Vigor roll or be Shaken by mild electrical shock (at -2 if wearing chain or plate mail).
Electric Sense: Shocker lizards automatically detect any electrical discharges within 6” (12 yards), including bioelectrical impulses.
Immunity: Electricity.
Night Vision: Shocker lizards ignore all penalties for Illumination.
Shock: As a limited action, a shocker lizard can deliver a nonlethal burst to an enemy within 1" (2 yards), dealing 2d4 electrical damage. Two or more shocker lizards within 4” (8 yards) of each other can deliver a lethal blast. Place a Medium Blast Template on any contributing lizard. All creatures under any of the templates take 2d6 electrical damage. Increase this damage by 1d6 for each additional contributing lizard, up to a maximum of 12d6.
Size -2 (Small): Shocker lizards grow to about three feet long, and weigh around 35 lbs.
This immense mound of black slime has no defined shape, but can form eyes, tentacles, mouths, and even stranger things in its heaving bulk.
Some lunatics and fools desperately claim the monstrous shoggoth is nothing more than a nightmare. They’re wrong. The truth is altogether more dire. Shoggoths exist in the deepest of ocean trenches or the most remote and forgotten caverns and ruins, emerging only rarely to spread madness and destruction in their slime-caked wakes.
Type: Neutral Ooze (Shoggoth)
Attributes: Agility d12, Smarts d4, Spirit d12, Strength d12+6, Vigor d12+1
Skills: Athletics d12, Fighting d12+2, Notice d12
Pace: 8; Parry: 9; Toughness: 17 (2)
Edges: Arcane Resistance (Imp), Combat Reflexes, Counterattack, Frenzy, Nerves of Steel, Strong Willed
Special Abilities:
All-Around Vision: A shoggoth has many eyes in its slimy mass organs. It ignores 1 point of Gang Up bonuses.
Aquatic: Pace 8. Amphibious.
Armor +2 (Heavy Armor): Dense slimy mass.
Bash: Str+d8, AP 4, Reach 2.
Environmental Resistance: Acid, electricity, and fire.
Fast Regeneration: Shoggoths may attempt a natural healing roll every round, even if Incapacitated, until they're slain.
Fear (-2): Anyone who sees the terrifying shoggoth must make a Fear check at -2.
Fearless: Shoggoths are immune to Fear and Intimidation.
Immunity: Cold, baleful polymorph, sonic attacks.
Maddening Cacophony: A shoggoth can give voice to sounds and words sane creatures aren’t meant to hear. As a limited action, all creatures within 10” (20 yards) must make a Spirit roll or be Stunned. Each round victims are Stunned they also take 2d6 damage, ignoring armor, from this mind melting attack.
Ooze: Ignores invisibility and all Illumination penalties; immune to poison, paralysis, slumber, Stun, blind, Intimidation, Taunt, puppet; doesn't sleep.
Size 7 (Large): Shoggoths are huge mounds of black slime filled with mouths and eyes. They are about 30’ wide and weigh around 30 tons. They can take one extra Wound.
Swallow Whole: Anyone hit by a bash 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 shoggoth is Shaken or Wounded from the outside, everyone inside gets an Athletics roll at -2 to escape.
Appropriate Tests (GM's call) might cause the beast to cough, sneeze, or vomit. This gives everyone inside an Athletics roll to escape.
Wall Walker: Shoggoths move at their full Pace on walls and ceilings. They can't run.
Languages: Aklo.
Sinspawn are corrupted products of magic, manifested by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin.
The following stats represent the most common form of sinspawn.
Type: Evil Aberration (Sinspawn)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d6, Stealth d6, Survival d4
Pace: 4; Parry: 6; Toughness: 7 (1)
Edges: First Strike
Gear: Ranseur (Str+d6, AP 1, Reach 1).
Special Abilities:
Armor +1: Aberrant hide.
Bite/Claws: Str+d4.
Darkvision: Sinspawn ignore penalties for Illumination up to 10”.
Sinful Bite: Anyone Shaken or Wounded by a sinspawn’s bite becomes overwhelmed by sinful thoughts and is Distracted for the next d6 minutes.
Languages: Aklo.
Skavelings are undead giant bats. They are used as guardians and mounts by the foul necromantic denizens of the deepest reaches of the Darklands.
Type: Evil Undead (Skaveling)
Attributes: Agility d10, Smarts d4 (A), Spirit d10, Strength d12, Vigor d10
Skills: Athletics d8, Fighting d10, Notice d8, Stealth d8
Pace: 4; Parry: 7; Toughness: 12 (2)
Edges: —
Special Abilities:
Armor +2: Undead resilience.
Bite: Str+d6.
Blindsense: Skavelings ignore invisibility, illusion, and all Illumination penalties.
Flight: Pace 5.
Infection: Anyone Shaken or Wounded by a skaveling’s bite must make a Vigor roll (at -2 with a raise on the attack) or contract ghoul fever. Ghoul fever is a Lethal disease, requiring a Vigor roll each day to prevent taking a Wound. Anyone killed by ghoul fever rises from the dead at midnight, becoming a ghoul themselves.
Resilient: Skavelings can take one Wound before they’re Incapacitated.
Screech: A skaveling can screech once per day as a limited action. This affects everyone in a 10 yard radius, who make a Spirit roll or be Stunned.
Size 1: Skavelings are 7’ tall with a massive wingspan.
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”.
The skin has already rotted from these risen dead, leaving them slightly quicker than their flesh-laden zombie counterparts. Skeletons exist in various shapes and sizes. Many are mindless, but some retain enough memories of their lives to use weapons and armor.
Skeletons are often found swarming in vile necromancers’ legions, haunting ruins, or guarding objects and places according to some long forgotten imperative.
This profile covers most animal skeletons smaller than humans.
Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6, Stealth d6
Pace: 8; Parry: 5; Toughness: 6
Edges: —
Special Abilities:
Bite/Claws: Str+d4.
Fearless: Skeletons are immune to Fear and Intimidation.
Size -1: These stats represent a dog-sized skeleton, but may be smaller or larger.
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”.
Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d6, Notice d4, Shooting d6
Pace: 5 (d4); Parry: 6; Toughness: 8
Edges: —
Gear: Varies.
Special Abilities:
Claws: Str+d4.
Fearless: Skeletons are immune to Fear and Intimidation.
Reduced Pace: Dwarf skeletons reduce pace by -1 and decrease running die by one die type.
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”.
This profile is for skeleton hill giants, although other giantkind may be animated for larger and stronger versions. Sometimes, giant skeletons have weapons and hide armor (+2).
Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d12, Vigor d6
Skills: Athletics d4, Fighting d10, Intimidation d6, Notice d4, Shooting d6
Pace: 6; Parry: 7; Toughness: 9
Edges: —
Gear: Varies.
Special Abilities:
Bite/Claws: Str+d4.
Fearless: Skeletons are immune to Fear and Intimidation.
Reach (1): Hill giant skeletons have an unnaturally long reach.
Size 2: These skeletons are around 10 feet tall.
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”.
This profile is for most man-sized humanoid skeletons. Some have weapons and armor.
Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 7
Edges: —
Gear: Varies.
Special Abilities:
Claws: Str+d4.
Fearless: Immune to Fear and Intimidation.
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”.
A skeletal champion retains some of its intelligence from life. They are far more cunning, formidable, and powerful than common, mindless skeletons.
Some skeletal champions remember powers from a life as a mage or priest (GM’s call).
Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8 (+1 longsword), Intimidation d6, Notice d4, Shooting d8
Pace: 6; Parry: 7 or 9 (shield); Toughness: 12 (4)
Edges: Elan, Trademark Weapon (Longsword)
Gear: Masterwork Longsword (Str+d8, AP 1), plate corselet (+4), medium shield.
Special Abilities:
Claws: Str+d4.
Fearless: Skeletal Champions are immune to Fear and Intimidation.
Immunity: Cold.
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”.
Snakes on Golarion are rarely aggressive unless cornered or frightened.
Pythons, boa constrictors, and other snakes over 15′ long are rarely deadly to man in the real world because they aren’t particularly aggressive. On Golarion, however, such snakes might be guardians, familiars, or just plain carnivorous hunters.
Type: Neutral Animal (Snake, Constrictor)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d8, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d10, Stealth d6
Pace: 4; Parry: 5; Toughness: 5
Edges: —
Special Abilities:
Bite: Str.
Constrict: +2 to Athletics and Strength rolls made to grapple.
These stats cover a variety of medium-sized snakes with extremely deadly poison. Such venomous snakes usually live solitary lives, although it’s possible to stumble into a nest of poisonous vipers.
Type: Neutral Animal (Snake, Venomous)
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d4-2, Vigor d6
Skills: Athletics d6, Fighting d8, Notice d12, Stealth d8
Pace: 4; Parry: 6; Toughness: 2
Edges: Quick
Special Abilities:
Bite: Str+2.
Poison: The GM chooses what kind of poison the venomous snake injects with its bite (see Poison).
Size -3 (Very Small): Most venomous snakes are 4–6′ in length, but only a few inches thick.
Goons, grunts, or others with training serve as foot soldiers for more powerful characters. They can be customized and outfitted to fit their particular role.
Type: Any Humanoid (Soldier)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: —
Edges: Soldier
Gear: Varies depending on their employer and locality.
These mercenaries and troops have seen battle and lived to tell about it. They are more capable and experienced than regular soldiers. They can be customized and outfitted to fit their particular role.
Type: Any Humanoid (Soldier)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d6, Stealth d4
Pace: 6; Parry: 7; Toughness: 6
Hindrances: —
Edges: Combat Reflexes, Soldier, Trademark Weapon
Gear: Varies depending on their employer and locality. They usually have one weapon of quality—masterwork or magical—as well as thick hide armor (+2) or chain armor (+3).
These translucent, incorporeal figures have faces distorted by wrath into a hideous mask. Most spectres are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.
Spectres look much as they did in life. They are easily recognized by those who knew them. They retain a strong sense of identity, and even ancient, insane spectres generally remain coherent.
Type: Evil Undead (Spectre)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d10, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d10, Persuasion d4, Stealth d12
Pace: —; Parry: 6; Toughness: 5
Special Abilities:
Claws: A hit with this attack causes Energy Drain (Vigor). A Vigor roll (at -2 with a raise on the attack) resists this effect.
Darkvision: Spectres ignore penalties for Illumination up to 10”.
Flight: Pace 10.
Incorporeal: Spectres can become invisible and immaterial at will and can only be harmed by magical weapons or attacks.
Infection: Anyone slain by a claw attack raises as a spectre 1d4 rounds later.
Invulnerability: Spectres take no damage from non-magical attacks.
Resilient: Spectres can take one Wound before they’re Incapacitated.
Unnatural Aura: Animals, wild or domesticated, can sense the unnatural presence of a spectre at a distance of 10 yards. They will not willingly get closer unless persuaded. As long as an animal is within 10 yards of a spectre, it is Distracted.
Weakness (Daylight): Spectres flee from direct sunlight. While exposed to it, they cannot attack and are Vulnerable.
Languages: Common.
Sometimes the most deadly foes come in the smallest packages. The swarm described here can consist of most anything—from biting ants to stinging wasps to filthy rats. They cover an area equal to a Large, Medium, or Small Blast Template and attack everyone within it every round. When a swarm is Incapacitated it’s effectively dispersed.
Swarms aren’t intelligent enough to do anything but move and bite and shouldn’t take Multi-Actions, make Tests, etc.
Type: Neutral Animal or Vermin (Swarm)
Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Notice d6
Pace: 10; Parry: 4; Toughness: 7
Edges: —
Special Abilities:
Bite or Sting: Swarms inflict hundreds of tiny bites or stings every round, hitting automatically (unless Shaken) and causing 2d4 damage to everyone in the template at the end of their turn. Damage is applied to the least armored location (victims in completely sealed suits are immune).
Split: Some swarms split into two smaller swarms when Wounded (GM’s call). Reduce the Blast Template one size after a Wound; Small swarms are destroyed.
Swarm: +2 to recover from being Shaken, Parry +2. Swarms are composed of many small creatures, so cutting and piercing weapons do no real damage. Area effect weapons work normally, and a character can stomp to inflict his damage in Strength each round. Some swarms (bees, hornets, birds) may be foiled by total immersion in water.