The legendary tarrasque is among Golarion’s most destructive monsters. Thankfully, it spends most of its time in a deep torpor in an unknown cavern in a remote corner of the world. Yet when it wakens, kingdoms perish.
Although far from intelligent, the tarrasque is smart enough to understand a few words in Aklo. Likewise, it isn’t mindless in its rampages, but instead focuses on targets that threaten it. The tarrasque is difficult to distract with trickery.
Type: Neutral Magical Beast (Tarrasque)
Attributes: Agility d8, Smarts d6, Spirit d12, Strength d12+7, Vigor d12+4
Skills: Athletics d6, Fighting d12+2, Notice d12+4
Pace: 7; Parry: 9; Toughness: 29 (6)
Edges: Arcane Resistance (Imp), Combat Reflexes, Counterattack, Frenzy, Nerves of Steel, Strong Willed, Sweep (Imp)
Special Abilities:
Armor +6 (Heavy Armor): Super-dense carapace.
Bite/Claws/Horns: Str+d8, AP 4, Reach 2.
Carapace: The tarrasque is immune to all magical attacks, except those using blast templates. On a roll of 1 or 2 on a d6, any non-blast template attack is deflected back to the caster at full force.
Fear (-4): Anyone who sees the terrifying tarrasque must make a Fear check at -4.
Fearless: The tarrasque is immune to Fear and Intimidation.
Hyper Fast Regeneration: The tarrasque may attempt two natural healing rolls every round, even if Incapacitated, until they're slain.
Immunity: Acid, baleful polymorph, disease, Energy Drain, fire, lower Trait, paralysis, poison, puppet, Rending, Stun.
Low Light Vision: The tarrasque ignores penalties for Dim and Dark Illumination.
Powerful Leaper: +4 to Athletics (jumping) rolls.
Size 13 (Gargantuan): The tarrasque can reach up to 90' tall and weigh more than 30 tons. They can take three extra Wounds.
Speed: d10 running die.
Spines: A tarrasque may fire a spine from its tail as an action (Range 15/30/60, Damage Str+d6, AP 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 creature is Shaken or Wounded from the inside (ignoring its Armor!), everyone inside gets an immediate Athletics roll to escape. If the tarrasque 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.
Unstoppable: The tarrasque can’t suffer more than one Wound from a single attack (after soak rolls are made).
Languages: Aklo (can't speak).
Slithering like a large snake, this creature has the head of a dragon and a pair of clawed arms to help with movement and grappling. A sickly green mists wafts from its open maw.
Tatzlwryms spend most of their time lying in wait for prey, whether animal or humanoid. They hoard the remains of their hunts even though they have no use for the treasure. The eldest accumulate morbid troves of bones, debris, and valuables. These creatures often dwell in dense forests or underground caverns. They are known to favor Darkwood forests, in particular.
Type: Neutral Dragon (Tatzlwyrm)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Athletics d10, Fighting d6, Intimidation d6, Notice d6, Stealth d10, Survival d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: Alertness, Extraction
Special Abilities:
Armor +2: Scaly skin.
Bite/Claws: Str+d4, AP 2.
Grab (Imp): A tatzlwyrm may immediately make a grappling attempt (at +2) as a free action if it gets a raise on a Fighting attack against a target of its Size or less.
Immunity: Slumber, stun.
Poisonous Breath: As a limited action, the tatzlwrym breathes a vapor of Paralyzing poison each round it has an opponent Entangled or Bound. The victim is automatically Shaken by the poison and must make a Vigor roll. Failure means the victim is Incapacitated for 2d6 rounds, or twice that with a Critical Failure.
Pounce: The wyrm pounces on its prey to best bring its mass and claws to bear. If a tatzlwyrm makes a Wild Attack, it adds +4 to its damage instead of +2.
Night Vision: The creature ignores all penalties for Illumination.
A tendriculos is a creature brought into being through a corruption of nature. This is often a result of foul magic concentrated in a particular area. Sometimes, these creatures manifest from places where the boundaries between the Material Plane and the mysterious realm of the fey have worn thin.
The plant creature’s thick trunk is capped by a crown of wide leaves, whipping vines, mushrooms, and a ravenous purple maw. It is a voracious and dangerous hunter, preferring to ambush prey.
Type: Neutral Plant (Tendriculos)
Attributes: Agility d4, Smarts d4 (A), Spirit d8, Strength d12+1, Vigor d10
Skills: Fighting d8, Notice d6, Stealth d8
Pace: 5; Parry: 6; Toughness: 12 (2)
Edges: —
Special Abilities:
Armor +2: Dense bark.
Bite: Str+d6, AP 2.
Fast Regeneration: Tendriculos may attempt a natural healing roll every round, even if Incapacitated, unless their Wounds were caused by fire or flame or they’re put to the torch afterward.
Immunity: Acid.
Plant: Ignores penalties for Dim and Dark Illumination; immune to paralysis, poison, puppet, slumber, Stun; doesn't sleep.
Size 4 (Large): Tendriculos grow up to 20 feet tall and weigh around 3,500 lbs.
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 tendriculos 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.
Tentacles (2): A tendriculos has two tentacle actions and Reach 1. It may lash with its tentacles for Str+d4 damage. Bound or Entangled prey may be bitten as usual.
Very Resilient: A tendriculos can take two Wounds before it's Incapacitated.
Languages: Sylvan (can't speak).
This monster looks something like a leathery, eyeless squid with a squat body the size of a rain barrel. Its lower body splits into a tangle of tentacles the creature uses to slowly move. Meanwhile, two longer tentacles—one thick and muscular, the other lithe and tipped with a bone stinger—emerge from either side of its upper body.
Tentamorts live in marshes or in underground caverns near water sources. These patient predators usually wait for prey to come to them, relying on their poison and quickness.
Type: Neutral Aberration (Tentamort)
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8
Pace: 4; Parry: 6; Toughness: 9 (3)
Edges: Quick
Special Abilities:
All-Around Vision: Tentamorts have many eyes across their cone-like bodies. They ignore 1 point of Gang Up bonuses.
Armor +3: Aberrant hide.
Blindsense: Tentamorts ignore invisibility, illusion, and all Illumination penalties.
Poison (-2): Mild poison.
Resilient: Tentamorts can take one Wound before they’re Incapacitated.
Sting: Str+d6, Reach 1.
Tentacle (2): Tentamorts have two tentacle actions and Reach 1. They may lash with their tentacles for Str+d4 damage. Bound or Entangled prey may be stung as usual.
Individuals charged with maintaining law and order, or keeping the peace, are covered by this profile.
Their attributes and skills may vary depending on the locality they serve. Their gear represents likely weapons and armor— which also varies depending on the climate, size of the settlement and other circumstances.
These stats represent a typical leader of guardsmen, with the Fighter Class Edge.
Type: Any Humanoid (Human Fighter)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Athletics d6, Battle d4, Common Knowledge d6, Fighting d8, Intimidation d8, Notice d6, Persuasion d6, Shooting d6, Stealth d6, Survival d6
Pace: 6; Parry: 7 or 9 (shield); Toughness: 9 (3)
Hindrances: —
Edges: Block, Command, Extraction, Fighter, Soldier
Gear: Masterwork long sword (Str+d8, AP 1), club (Str+d4), light crossbow (Range 10/20/40, Damage 2d6, AP 2), chain armor (+3), medium shield.
Special Abilities:
Class Abilities (Fighter): Martial Flexibility.
Elite guards or watchmen have extensive life experience or special training. They serve as shock troops, bodyguards for important persons, and protectors of valuable property.
Type: Any Humanoid (Human)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4, Survival d4
Pace: 6; Parry: 7 or 9 (shield); Toughness: 8 (2)
Hindrances: —
Edges: Block, Extraction, Soldier
Gear: Long sword (Str+d8), club (Str+d4), light crossbow (Range 10/20/40, Damage 2d6, AP 2), studded leather armor (+2), medium shield.
These are everyday regular town or city patrols.
Type: Any Humanoid (Human)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d6, Intimidation d4, Notice d6, Persuasion d6, Shooting d4, Stealth d4
Pace: 6; Parry: 5 or 7 (shield); Toughness: 7 (2)
Hindrances: —
Edges: Soldier
Gear: Short sword (Str+d6), light crossbow (Range 10/20/40, Damage 2d6, AP 2), leather armor (+2), medium shield (Parry +2, Cover -2).
This profile covers everything from farmers, to merchants, and artisans. They are everyday folks, not soldiers or town guards.
Their attributes and skills may vary as needed. For example, artisans probably have Repair d6, while a stableboy probably has Riding d4. Their gear represents only what might be in hand whenever any unplanned combat takes place. Townsfolk rarely wear armor.
Type: Any Humanoid (Human)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d4, Common Knowledge d4, Fighting d4, Notice d6, Persuasion d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Gear: Knife (Str+d4), club (Str+d4), or improvised weapons (Str+d4).
Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, they are slow and methodical in most things but formidable when compelled to fight. They excel at tearing down what others build and they have an inherent dislike of loggers.
Treants are primarily solitary creatures, although they occasionally gather to share information and reproduce. In grave and rare times, treants convene a moot, which may last for months on end.
These animated trees have knotted bark with vaguely humanoid features. They tend to resemble the species of trees most common in their woodland territories— from the jungles of Garund, to Fangwood Forest in Nirmathas, and the Verduran Forest in Avistan.
Type: Good Plant (Treant)
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12+3, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, Persuasion d6, Stealth d4 (+4 in forests)
Pace: 6; Parry: 7; Toughness: 15 (2)
Hindrances: Cautious
Edges: Brave, Iron Jaw, Iron Will
Special Abilities:
Animate Trees: A treant can animate two trees at a time, within 30” (60 yards), as a limited free action. The trees take one round to uproot, then can move at Pace 2. These Extras have the same attributes, Fighting die type, and derived statistics as the treant. If they move out of the treant’s range or become Incapacitated, they re-root themselves. The treant can also end the animation at will. The trees serve the treant loyally.
Armor +2: Bark skin.
Bash: Str+d6, AP 2.
Destroy Objects: Treants do double damage when attacking objects.
Environmental Weakness: Fire, slashing.
Plant: Ignore penalties for Dim and Dark Illumination; immune to paralysis, poison, puppet, slumber, Stun, doesn't sleep.
Size 5 (Large): A typical treant is usually 20–30’ feet tall, with a trunk 2 feet in diameter, and weighs 4,500 lbs. It can take one extra Wound.
Rock Throwing: Treants are exceptionally good at throwing rocks, and can even throw at Extreme Range. Damage Str+d12, Range 20/40/80, Heavy Weapon.
Trample: Str+d6.
Treespeak: Treants can speak with any plant. They always begin with a Friendly reaction from other plant life.
Very Resilient: Treants can take two wounds before they're Incapacitated.
Languages: Common, Sylvan, Treant.
Troglodytes are feral cave dwellers with scaly gray bodies like that of cave lizards. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, raiding the settlements of those who dwell above or below ground.
Troglodytes are one of the oldest of the intelligent peoples. Ruins found in some remote caverns testify to the fact that their empire was once among the largest in the world. At the dawn of recorded history, troglodyte civilization was generations ahead of other humanoids.
Type: Evil Humanoid (Troglodyte)
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges: Combat Reflexes, Formation Fighter
Gear: Heavy club (Str+d6), 2× Javelin (Range 3/6/12, Damage Str+d6).
Special Abilities:
Armor +2: Scaly skin.
Bite/Claws: Str+d4.
Darkvision: Troglodytes ignore penalties for Illumination up to 10”.
Hardy: The creature doesn't suffer a Wound from being Shaken twice.
Stench: The first time anyone enters within 2” (four yards) of a troglodyte, they must make a Vigor roll or become Distracted as they are overcome by nausea.
Languages: Draconic.
Trolls are large humanoids with greenish hide, sharp claws, and bestial faces. Their stooped posture belies their size—14 feet tall and 1,000 pounds—but doesn’t diminish their formidable presence.
Trolls regenerate quickly, unless the damage inflicted is fire or acid-based. They deliver powerful blows with their claws, though they are also capable of fighting with weapons.
The creatures dwell in the wild areas of the Inner Sea region, most commonly in northern Avistan. In most troll societies, the males are solitary hunters and wanders, while the females and children live in extended family groups.
Type: Evil Humanoid (Troll)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Fighting d8, Intimidation d10, Notice d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 11 (1)
Edges: Sweep
Special Abilities:
Ancestry (Giant): Night Vision, Reach 1, Size 2, Swat.
Armor +1: Rubbery hide.
Bite/Claws: Str+d6, AP 2.
Fast Regeneration: Trolls may attempt a natural healing roll every round, even if Incapacitated, unless their Wounds were caused by fire or acid or they’re put to the torch afterward.
Rending: Victims Shaken or Wounded by a rending attack are bleeding and must make a Vigor roll as a free action at the beginning of their next turn. Failure causes one Wound and the victim must make another Vigor roll next turn. Success means the victim doesn't suffer a Wound, but must make a Vigor roll again next turn. A raise stops the bleeding and no further rolls are required from that attack. A successful Healing roll also stops the bleeding.
Very Resilient: Trolls can take two Wounds before they’re Incapacitated.
Languages: Giant.
Type: Evil Humanoid (Troll)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d12+2
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d6, Stealth d6
Pace: 6; Parry: 7; Toughness: 12 (1)
Edges: First Strike, Sweep
Special Abilities:
Ancestry (Giant): Night Vision, Reach 1, Size 2, Swat.
Armor +1: Rubbery hide.
Bite/Claws: Str+d6, AP 2.
Fast Regeneration: Trolls may attempt a natural healing roll every round, even if Incapacitated, unless their Wounds were caused by fire or acid or they’re put to the torch afterward.
Rending: Victims Shaken or Wounded by a rending attack are bleeding and must make a Vigor roll as a free action at the beginning of their next turn. Failure causes one Wound and the victim must make another Vigor roll next turn. Success means the victim doesn't suffer a Wound, but must make a Vigor roll again next turn. A raise stops the bleeding and no further rolls are required from that attack. A successful Healing roll also stops the bleeding.
Very Resilient: Trolls can take two Wounds before they’re Incapacitated.
Languages: Giant.
Type: Evil Humanoid (Troll)
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+2, Vigor d12
Skills: Athletics d6, Fighting d12, Intimidation d10, Notice d6, Stealth d6
Pace: 6; Parry: 8; Toughness: 11 (1)
Edges: Counterattack, Sweep
Special Abilities:
Ancestry (Giant): Night Vision, Reach 1, Size 2, Swat.
Armor +1: Rubbery hide.
Bite/Claws: Str+d6, AP 2.
Fast Regeneration: Trolls may attempt a natural healing roll every round, even if Incapacitated, unless their Wounds were caused by fire or acid or they’re put to the torch afterward.
Rending: Victims Shaken or Wounded by a rending attack are bleeding and must make a Vigor roll as a free action at the beginning of their next turn. Failure causes one Wound and the victim must make another Vigor roll next turn. Success means the victim doesn't suffer a Wound, but must make a Vigor roll again next turn. A raise stops the bleeding and no further rolls are required from that attack. A successful Healing roll also stops the bleeding.
Very Resilient: Trolls can take two Wounds before they’re Incapacitated.
Languages: Giant.