Pathfinder For Savage Worlds - Bestiary (v1.4)
Pathfinder For Savage Worlds - Bestiary (v1.4)
Pathfinder For Savage Worlds - Bestiary (v1.4)
1
This page inserted for easier double-sided printing.
BESTIARY
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SENIOR ART DIRECTOR: James Davis
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CONTENTS
Silver Dragon, Adult. . . . . . . . . . . . . . . . . . . 44
DESIGNING THREATS 5 White Dragon, Adult. . . . . . . . . . . . . . . . . . . 46
Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . 5 Dragon Turtle. . . . . . . . . . . . . . . . . . . . . . . . . 46
Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Drider. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Alignment. . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Drow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Drow Noble. . . . . . . . . . . . . . . . . . . . . . . . . . . 48
BESTIARY13 Dryad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Elementals. . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Alligator/Crocodile . . . . . . . . . . . . . . . . . . . . 13 Elephant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Aboleth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Ettercap. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Animated Object. . . . . . . . . . . . . . . . . . . . . . . 14 Ettin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Ankheg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Gargoyle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Archons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Gelatinous Cube. . . . . . . . . . . . . . . . . . . . . . . 55
Trumpet Archon. . . . . . . . . . . . . . . . . . . . . . . 17 Ghast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Auroch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Ghost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Barghest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Ghoul. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Barghest, Greater. . . . . . . . . . . . . . . . . . . . . . 18 Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Basilisk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Giant Animals. . . . . . . . . . . . . . . . . . . . . . . . . 61
Bear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Giant Eagle . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Bear, Dire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 Gnoll. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Beetle, Fire. . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Bird of Prey. . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Goblin Commando . . . . . . . . . . . . . . . . . . . . 66
Black Pudding. . . . . . . . . . . . . . . . . . . . . . . . . 20 Goblin Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Goblin Snake. . . . . . . . . . . . . . . . . . . . . . . . . . 67
Boar, Dire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Goblin Warchanter. . . . . . . . . . . . . . . . . . . . . 67
Bugbear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Golem. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Bunyip. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Griffon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Cat, Large . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Hag. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Cat, Large Dire. . . . . . . . . . . . . . . . . . . . . . . . 23 Night Hag. . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Cat, Small. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Harpy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Hell Hound. . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Cockatrice. . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Nessian Hell Hound . . . . . . . . . . . . . . . . . . . 74
Darkmantle. . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Hobgoblin. . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Deathweb . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Horse, Light . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Demons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Horse, Heavy . . . . . . . . . . . . . . . . . . . . . . . . . 75
Balor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Hydra. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Devils. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Intellect Devourer . . . . . . . . . . . . . . . . . . . . . 76
Pit Fiend. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 Kobold. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Dog/Wolf. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Kyton. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Doppelganger. . . . . . . . . . . . . . . . . . . . . . . . . 32 Lamia. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Dragon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Lamia Matriarch. . . . . . . . . . . . . . . . . . . . . . . 79
Black Dragon, Adult . . . . . . . . . . . . . . . . . . . 34 Lich. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Blue Dragon, Adult . . . . . . . . . . . . . . . . . . . . 35 Linnorm. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Brass Dragon, Adult. . . . . . . . . . . . . . . . . . . . 37 Crag Linnorm. . . . . . . . . . . . . . . . . . . . . . . . . 81
Bronze Dragon, Adult. . . . . . . . . . . . . . . . . . 38 Ice Linnorm. . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Copper Dragon, Adult. . . . . . . . . . . . . . . . . . 39 Tarn Linnorm . . . . . . . . . . . . . . . . . . . . . . . . . 82
Gold Dragon, Adult. . . . . . . . . . . . . . . . . . . . 41 Lion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Green Dragon, Adult. . . . . . . . . . . . . . . . . . . 42 Lizardfolk . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Red Dragon, Adult. . . . . . . . . . . . . . . . . . . . . 43 Lycanthrope . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Manticore. . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Medusa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Shocker Lizard. . . . . . . . . . . . . . . . . . . . . . . 107
Mephit. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Shoggoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Mimic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Sinspawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Minotaur. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Skaveling. . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
Mohrg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Skeleton. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Morlock. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Skeletal Champion. . . . . . . . . . . . . . . . . . . . 110
Mule. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Snake . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Mummy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Soldiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Naga. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Spectre. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Dark Naga. . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Swarm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Guardian Naga. . . . . . . . . . . . . . . . . . . . . . . . 91 Tarrasque. . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Spirit Naga . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Tatzlwyrm. . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Nightmare. . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Tendriculos. . . . . . . . . . . . . . . . . . . . . . . . . . 114
Nymph. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 Tentamort . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Ochre Jelly. . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Town/City Guard. . . . . . . . . . . . . . . . . . . . . 115
Ogre. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Captain of the guard . . . . . . . . . . . . . . . . . . 115
Ogre Mage, Oni . . . . . . . . . . . . . . . . . . . . . . . 95 Townsfolk. . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Ogre Spider. . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Treant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Orc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Troglodyte. . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Orc, Chieftain. . . . . . . . . . . . . . . . . . . . . . . . . 96 Troll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Otyugh. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Unicorn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Owlbear. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Phase Spider. . . . . . . . . . . . . . . . . . . . . . . . . . 97 Vargouille . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Phoenix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 Violet Fungus. . . . . . . . . . . . . . . . . . . . . . . . 121
Pixie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 Wendigo. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Purple Worm . . . . . . . . . . . . . . . . . . . . . . . . . 99 Wight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Rakshasa. . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 Will-O’-Wisp. . . . . . . . . . . . . . . . . . . . . . . . . 123
Redcap. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Wolverine . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Remorhaz . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Wolverine, Dire . . . . . . . . . . . . . . . . . . . . . . 123
Revenant. . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Worg. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Rhinoceros. . . . . . . . . . . . . . . . . . . . . . . . . . . 102 Wraith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
Roc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Wyvern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Roper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Xill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Rust Monster. . . . . . . . . . . . . . . . . . . . . . . . . 104 Xorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Satyr. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Yeth hound . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Shadow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Yeti. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Shambling Mound. . . . . . . . . . . . . . . . . . . . 106 Zombie. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
CHAPTER ONE
DESIGNING THREATS
Great heroes are defined by the threats Instead of listing each of these features
they face and obstacles they overcome. This separately, they are listed together in one
chapter provides the building blocks for bullet in the creature’s profile, such as
monsters and other enemies the characters “Ancestry (Goblin).”
may encounter.
AQUATIC
DESIGNING THREATS The creature is native to the water. It's a
Enemies and monsters can have any Edges natural swimmer and cannot drown. Its Pace
or Hindrances the GM feels are appropriate. in water is specified after the Aquatic ability.
They are not created like player characters
(though they generally have the prerequisites ARMOR
of any Edges, for completeness). Just give A creature’s Armor is written in parentheses
them the abilities you want them to have and next to its total Toughness, and already
spend your time and energy on the plot of added in. Thick, leathery hide generally
the game or how best to entertain your group. offers 2 points of Armor. Creatures like a
stegosaurus generally have 4 or more points
SPECIAL ABILITIES of protection. Supernatural creatures may
have much higher Armor values. A living
statue, for example, might have 8 points of
ALL-AROUND VISION Armor or more.
Some creatures possess the ability to see
Armor Piercing (AP) attacks allow an
in all directions, usually because of unique
attacker to ignore a number of points of
physical features. Creatures with All-Around
Armor equal to the weapon's AP value.
Vision ignore one point of Gang Up bonus.
ANCESTRY BASH
Larger creatures often use their bodies or
Many humanoids have special abilities, Edges,
body parts to pummel their opponents
and Hindrances common to their ancestry.
during combat. See the creature’s statistics
Goblins have Darkvision, Size –1, and Greedy
for any special effects.
(Major), for example. Some non-humanoids
and other creature types may also have a
universal set of features — such as archons, BITE
demons, and devils — when there are See Natural Weapons (page 8).
different versions within a creature category.
5
BLINDSENSE bullet as a reminder. A goblin warchanter, for
SAVAGE PATHFINDER
Designing Threats
least Size 12 or higher. They have Heavy
ENVIRONMENTAL RESISTANCE Armor, can take three additional Wounds,
The creature is resistant (but not immune) to and their attacks count as Heavy Weapons.
a particular type of energy or substance, such Stomp: A Gargantuan creature may stomp
as cold, heat, iron, etc. by using an area effect template (the size of
Damage from the source is reduced by 4, and the template is determined by the GM based
the being adds +4 to resist matching Hazards on the monster’s “footprint”). Defenders must
or powers with a similar Trapping. Evade the attack or take the listed damage.
7
effects and attacks also ignores powers with not Wounded by other forms of damage. An
SAVAGE PATHFINDER
frost or ice Trappings, for example. ancient god given life by cultists, for example,
may only be vulnerable to relics of a rival deity.
INFECTION
A vampire’s bite, a horrid creature that injects LOW LIGHT VISION
eggs into its victim’s skin, or the scratches of Low Light Vision ignores penalties for Dim
some vermin can all cause Infection. and Dark Illumination (not Pitch Darkness).
A victim Shaken or Wounded by a creature
with Infection must make a Vigor roll. LYCANTHROPY
Modifiers to the roll are listed in the creature’s Lycanthropy is an infectious disease with
description, as are the effects of failure. special properties and effects. All naturally-
born lycanthropes carry the disease and can
INNATE POWERS infect others. Anyone Wounded by such a
Various creatures on Golarion have Innate creature must make a Vigor roll or contract
Powers. These are usually magical abilities the disease (See the Curse of Lyncanthropy
with "spell-like" effects or powers. sidebar on page 83 for more details).
Activating an Innate Power is an action and
follows all the power's usual rules such as MINDLESS
Range, line of sight, etc. The creature is immune to puppet, Intimidation,
Automatic Powers: Most Innate Powers are Taunt, and any attempts to manipulate it with
automatic. The creature can activate them abilities that Tests its Smarts.
as an action. Minor powers automatically
activate with success and major powers NATURAL WEAPONS
activate with a raise. Creatures with natural weapons such as
This is true even if the power normally fangs, claws, or horns may attack with any or
requires an opposed or attack roll. A minor all of them using their Fighting skill. Damage
bolt, for example, automatically hits its target is stated for character ancestries and beasts in
as long as any part of it is visible and in their various descriptions.
Range, ignoring Cover, the Dodge Edge, etc. Creatures with natural weapons are always
A major puppet ability means the victim is considered armed. This means they aren’t
automatically enthralled, but can then break Unarmed Defenders and foes fighting
free as listed in that power's description. with Two Weapons gain no advantage
Rolled Powers: If an ability does require against them. In addition, each attack has
a Trait roll, the skill or attribute is listed other features:
in parentheses after the power, like so: BITE: The creature may bite a target it has
invisibility (flamer; True; Spirit). grappled (instead of only crushing its prey,
Bolt (acid arrow; Damage; Athletics). see Grappling in Savage Pathfinder).
As with other powers, a Critical Failure CLAWS: +2 to Athletics (climbing) rolls on
causes Fatigue. any rough or soft surface (not sheer steel,
glass, etc.).
Duration: Innate Powers may be maintained
indefinitely, but terminate instantly if the HORNS: Add +4 damage at the end of one
creature is Incapacitated or Stunned. Fighting action in which it runs, moves
at least 5″(10 yards), and successfully hits
Power Modifiers: Innate Powers can't use
with its horns.
Power Modifiers unless they're listed with
the ability.
NIGHT VISION
INVULNERABILITY Some creatures thrive in the darkest depths
of the night—or in underground caverns and
Invulnerable creatures ignore damage as
dungeons. Creatures with night vision ignore
listed in their description. Unless otherwise
all Illumination penalties.
specified, they can be Shaken or Stunned but
8
PACK TACTICS next turn. Failure causes one Wound and the
victim must make another Vigor roll next
The creature adds its Gang Up bonus to its turn. Success means the victim doesn't suffer
Fighting damage as well as the attack roll. a Wound, but must make a Vigor roll again
next turn. A raise stops the bleeding and no
PARALYSIS further rolls are required from that attack.
Designing Threats
Paralyzing poisons are covered under Poison, A successful Healing roll also stops
below. Other creatures might paralyze their the bleeding.
victims with magic, electricity, or other
sources. Victims Shaken or Wounded by RESILIENT/VERY RESILIENT
a paralyzing effect are Stunned but can't
attempt to recover for d4 + 1 rounds (or Elite Extras are tougher than usual. This
longer if otherwise specified). might include specially bred orcs, particularly
tough thugs and bodyguards, or giant and
dire versions of common animals on Golarion.
POISON
Resilient Extras can take one Wound before
Snakes, spiders, and other creatures inject
they’re Incapacitated, Very Resilient Extras
poisonous venom via bite or scratch. To do so,
can take two. Wild Cards can’t be Resilient
the thing must cause at least a Shaken result
or Very Resilient. The abilities exist to bring
to the victim, who then makes a Vigor roll
select Extras a little closer to the heroes and
modified by the strength of the poison (listed
villains who lead them.
in parentheses after the creature’s Poison
ability). Effects of failure are described in more
detail under Hazards in Savage Pathfinder. SHAPE CHANGE
The specific forms a creature can change into
POUNCE are listed in its description. This typically
takes an action and has an indefinite Duration.
Predators often pounce on their prey to
A creature reverts to its natural form if killed,
best bring their mass and claws to bear. If a
Stunned, or Incapacitated.
creature with pounce makes a Wild Attack,
it adds +4 to its damage instead of +2 to one
successful Fighting attack. SIZE
Size grants a bonus to Toughness (or penalty
REGENERATION for small creatures) and is a guide to the typical
Strength of creatures in that general range.
Hydras, trolls, vampires, and other legendary
creatures can Regenerate their injuries. Size is generally based on mass, but
exceptions exist for extremely large but weak
Regeneration can be Fast or Slow.
creatures, small but strong beings, etc. If no
FAST: Wounded creatures make a Vigor Size is listed, the creature is Size 0.
roll each round—even while Incapacitated.
If the creature has a Scale Modifier, it is listed
Success heals one Wound (or removes
in parentheses after the Size entry.
Incapacitated status), and a raise heals an
additional Wound. Wounds caused by Additional Wounds: Large creatures can
some damage types, listed in the creature’s take an additional Wound, Huge can take
description, don't regenerate but may two, and Gargantuan three. The maximum
still heal naturally. Trolls can't regenerate Wound penalty is always three. This stacks
Wounds caused by flame, for example. with Resilient/Very Resilient (see above).
SLOW: The creature makes a natural Such creatures typically have Reach equal to
healing roll once per day. the additional Wounds granted by Size.
RENDING STUN
Victims Shaken or Wounded by a rending A creature with this ability often has an
attack are bleeding and must make a Vigor electrical attack, mild toxin, mind lash, or
roll as a free action at the beginning of their similar Trapping. When it successfully hits
9
a character (even if it causes no damage), for example, could make four attacks as one
SAVAGE PATHFINDER
she must make a Vigor roll minus any listed action and still have two actions left over.
penalties or be Stunned (see Savage Pathfinder). If the creature is a Wild Card, it rolls its Wild
Die with each tentacle action as usual.
SUMMON If the being performs other actions on its
The creature can summon another creature. turn, such as Taunting or casting a spell, these
This usually takes a limited action and may and the tentacle actions are affected by the
only be performed a certain number of Multi-Action penalty as usual.
times per day. Grappling rolls made with tentacles get
The creature appears within 10" (20 yards) a +2 bonus, and its crushing attack causes
and acts immediately on its summoner's the creature’s Strength in damage unless
Action Card. It remains five rounds otherwise listed.
unless otherwise noted, then returns to its Severing a tentacle is a Called Shot. If
original location. damage exceeds the creature’s Toughness,
A summoned creature can't summon another the limb is severed and the monster is Shaken.
creature, even if it has that ability. If it was already Shaken, it takes a Wound.
10
If an attacker's Action Card is a Joker, he MONSTROUS HUMANOID: Similar to
may ignore this rule. Some magic items Humanoids, these creatures have some
or a creature's Weaknesses also bypass its monstrous features or characteristics, as
Unstoppable ability, as listed in the description. well as magical or beastly abilities.
OOZE: Mindless amorphous creatures,
WALL WALKER Oozes consume resources and pose
Designing Threats
Some creatures have the ability to walk on environmental hazards to other creature
walls. They automatically walk on vertical or types.
inverted surfaces. OUTSIDER: Although these creatures
A Wall Walker’s movement rate when resemble other types, their origin, or
walking on walls is its standard Pace. It may perhaps their composition, comes from
run as usual when walking on walls unless beyond the Material Plane.
the specific creature’s text says otherwise. PLANT: Creatures composed of vegetation,
different than regular plant life, which are
WEAKNESS considered objects.
Some creatures can only be hurt by certain UNDEAD: Any once-living creature
substances, are debilitated by sunlight or reanimated by some magical or
holy symbols, or might perish immediately supernatural force.
if affected by some holy relic, rare object, VERMIN: Any living invertebrate creatures,
or magical item. A Weakness not covered from insects, to arachnids, and arthropods.
by Environmental Weakness (page 11) is
listed here along with the specific rules and
conditions required to trigger it. ALIGNMENT
Like characters, creatures have an alignment
TYPES of either Evil, Good, or Neutral. Each
creature’s alignment is listed in parenthesis
This Bestiary categorizes creatures within after the Type.
Thirteen distinct Types. These broad
In general, most animals, constructs and
categories are referenced in other Savage
vermin are Neutral, while most aberrations,
Pathfinder rules.
outsiders, and undead are Evil. The
ABERRATION: Rare creatures with bizarre alignments of Magical beasts and Humanoids
anatomy, strange abilities, or alien vary widely.
characteristics.
ANIMAL: Any living vertebrate creature
with no magical abilities and no innate
language or culture. Smarts is relative to
the animal world, as indicated by the (A) as TRAPPINGS
a reminder of “animal intelligence.” Like powers, creature attacks and
CONSTRUCT: An artificially created object abilities often have Trappings. A
or creature. red dragon gives off a fiery aura,
for example, and causes additional
DRAGON: The family of legendary magical
fire damage with its claws. A white
reptilian creatures, usually winged.
dragon has an icy aura and does cold
FEY: Supernatural creatures, usually
damage with its claws.
humanoid in appearance, with connections
Specific descriptions may vary, but
to nature or some other fantastical realm.
related types should be considered the
HUMANOID: Biped creatures, with a head,
same for purposes of environmental
torso and limbs. Humanoids usually resistance and the like. A creature
possess language and form cultures. that's resistant to cold is also resistant
MAGICAL BEAST: Similar to Animals, to variations of that, such as ice, frost,
creatures of this type possess some kind of abilities described as freezing, etc.
magical or supernatural ability.
11
SIZE TABLE
SAVAGE PATHFINDER
Use the examples below to estimate the Size of creatures not included in the Bestiary. Mass is usually enough
to determine its Size and Toughness bonus, but account for overall dimensions as makes sense.
Tiny creatures have a Strength score of 1. They can’t make a Strength roll (and therefore can’t Ace or get bonus
damage). They can damage creatures with a Toughness of 1, but can only harm Small or larger beings if they
swarm together (see Swarms, page 112).
TYPICAL
SIZE / TYPICAL HEIGHT /
TOUGHNESS STRENGTH SCALE LENGTH MASS EXAMPLE
BONUS RANGE MODIFIER UP TO… UP TO… CREATURES
TINY
−4 1 −6 6″ <4 lbs Crow, mouse
VERY SMALL
−3 d4−3 −4 18″ 16 lbs House cat, quasit
SMALL
−2 d4−1 −2 3′ 32 lbs Cockatrice, bobcat, mephit
NORMAL
−1 d4 to d6 — 4′ 125 lbs Child, wolf, halfling, goblin
0 d6 to d12 — 6′ 250 lbs Human, dire wolf
1 d8 to d12+1 — 8′ 500 lbs Large human, gorilla, lion, orc
2 d10 to d12+2 — 9′ 1000 lbs Bear, hill giant, horse, ogre, yeti
3 d12 to d12+3 — 12′ 2000 lbs Stone giant, war horse, wyvern
LARGE (+1 WOUND) (15
4 d12+1 to d12+4 +2 15′ 2 tons Frost giant, hydra, ogre spider
5 d12+2 to d12+5 +2 18′ 4 tons Fire giant, mammoth, giant slug
6 d12+3 to d12+6 +2 24′ 8 tons Drake, storm giant
7 d12+4 to d12+7 +2 30′ 16 tons Adult dragon, shoggoth
HUGE (+2 WOUNDS)
8 d12+5 to d12+8 +4 36′ 32 tons Roc, elder air elemental
9 d12+6 to d12+9 +4 50′ 64 tons Purple worm, phoenix
10 d12+7 to d12+10 +4 63′ 125 tons Tarn linnorm
11 d12+8 to d12+11 +4 75′ 250 tons Goliath spider
GARGANTUAN (+3 WOUNDS)
12 d12+9 to d12+12 +6 100′ 500 tons Tarrasque
13 d12+10 to d12+13 +6 125′ 1K tons
14 d12+11 to d12+14 +6 150′ 2K tons
15 d12+12 to d12+15 +6 200′ 4K tons
16 d12+13 to d12+16 +6 250′ 8K tons
17 d12+14 to d12+17 +6 300′ 16K tons
18 d12+15 to d12+18 +6 400′ 32K tons
19 d12+16 to d12+19 +6 500′ 64K tons
20 d12+17 to d12+20 +6 600′ 125K tons
12
CHAPTER TWO
BESTIARY
13
disease Power Modifier restores an afflicted
SAVAGE PATHFINDER
ALLIGATOR/CROCODILE
Alligators and crocodiles lurk in the
wetlands of Golarion, usually freshwater
but sometimes in brackish or saltwater. The
statistics here represent an average specimen
of either species. Much larger versions are
often found in more remote areas.
Type: Neutral Animal (Alligator/Crocodile)
Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Strength d10, Vigor d8
Skills: Athletics d6, Fighting d6, Intimi-
Darkvision: Aboleths ignore penalties for date d6, Notice d8, Stealth d8
Illumination up to 10". Pace: 5; Parry: 5; Toughness: 10 (2)
Hypnotic Pattern: As a limited free action
Edges: —
the aboleth can let loose a hypnotic pattern Special Abilities:
Armor +2: Thick skin.
that disorients creatures. Place a Large
Aquatic: Pace 6.
Blast Template completely within 8". All
Bite: Str+d6.
creatures under the template are Distracted
Low Light Vision: Gators and crocs ignore
unless they make a Spirit roll.
Mucus Cloud: While underwater, an
penalties for Dim and Dark Illumination.
Rollover: Gators and crocs grasp prey in
aboleth exudes a cloud of transparent
slime. Anyone starting their turn adjacent their vice-like jaws and roll with them. If
to an aboleth must make a Vigor roll or lose one of these large reptiles hits with a raise,
the ability to breathe air (but gain the ability its bonus damage is a d10 instead of a d6.
Size 2: Common gators are about 6 to 7′
to breathe water) for 3 hours. Renewed
contact with an aboleth’s mucus cloud and long, thick, heavy, and weigh just under
failing another Vigor roll extends the effect 500 lbs.
for another 3 hours.
Size 5 (Large): An aboleth is 25 feet long ANIMATED OBJECT
and weighs 6,500 pounds. Aboleths can An animated object is not simply one monster,
take one extra Wound. but a whole category. These constructs are
Slime: A creature hit by an aboleth’s created by powerful spellcasters as servants
tentacle must make a Vigor roll at –2 or and guardians. The size and abilities of an
his skin and flesh transforms into a clear, animated object varies wildly.
slimy membrane over the course of 1d4
Type: Neutral Construct (Animated Object)
rounds. The creature’s new “flesh” is soft
Attributes: Agility d6, Smarts d4 (A), Spirit d6,
and tender, reducing its Toughness by 2
Strength d6, Vigor d6
as long as it persists. If the creature’s flesh
Skills: Athletics d6, Fighting d6, Notice d8,
isn’t kept moist, it dries quickly and the
Stealth d8
victim takes 2d8 damage every 10 minutes.
Pace: 6; Parry: 5; Toughness: 7 (2)
Healing with the Neutralize Poison or
Edges: —
14
Special Abilities:
Armor +2: Sturdy construction.
ANKHEG
Bash: Str+d6. Ankhegs are an all-too-common plague upon
Construct: +2 to recover from being Shaken; the rural areas of the world. These horse-sized
ignores 1 point of Wound penalties; doesn't burrowing monsters generally avoid heavily
breathe or suffer from disease or poison. settled areas like cities, but their predilection
Construction: Choose the size of the for livestock and humanoid flesh ensures that
Bestiary
animated object. The animated object has they do not keep to the deep wilderness either.
a number of Construction Points equal to Their preferred habitat is rural farmlands, as
its Size+2. the loose soil of such regions makes it easy
Night Vision: Animated objects ignore all for the creatures to burrow. Tales speak of
penalties for Illumination. larger ankhegs that dwell in remote deserts—
When creating an animated object, spend its such creatures likely feed primarily on giant
Construction Points to give it Construction scorpions and camels, and rarely come in
Abilities from the chart below. Each ability can contact with civilization due to their remote
only be taken once unless otherwise stated. locations.
A GM can add additional abilities if they are Type: Neutral Magical Beast (Ankheg)
trying to create a specific object. Attributes: Agility d6, Smarts d4 (A), Spirit d6,
. Strength d8, Vigor d8
CONSTRUCTION ABILITIES Skills: Athletics d6, Fighting d6, Notice d8,
ONE CONSTRUCTION POINT PER ABILITY Stealth d8
Pace: 5; Parry: 5; Toughness: 10 (2)
Additional Actions: The object can make two
attacks each turn without suffering the two
Edges: —
points of Multi-Action penalties. Special Abilities:
Armor +2: Chitinous hide.
Additional Movement: The object gains a new
Bite: Str+d6 (+d6 Acid, AP 2).
mode of movement (Aquatic, Burrow, Flight, or
Wall Walker) equal to its Pace. Burrow (4”): Ankhegs can glide through
Augmented Damage: Increase the object's Bash any natural earth or stone as easily as a fish
damage one die type or increase its AP by 2. This swims through water.
may be taken up to three times. Night Vision: Ankhegs ignore all penalties
15
ARCHONS HOUND ARCHON
SAVAGE PATHFINDER
LANTERN ARCHON
Shedding a warm and calming radiance,
these orbs of light move with a preternatural
silence and otherworldly grace. They glow
in whatever colors and intensity please them.
Lantern archons are friendly and curious
beings. They are eager to converse with other
creatures. They strive to provide assistance to
those with good inclinations. They speak in
airy, echoing voices.
These archons often serve as guardians for
good creatures on the Material Plane, or as
support troops for celestial armies.
16
Type: Good Outsider (Lantern Archon)
Bestiary
Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d4-2, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d8,
Occult d4, Persuasion d4, Stealth d4
Pace: —; Parry: 5; Toughness: 6 (2)
Edges: Arcane Background (Magic), Quick
Special Abilities:
Armor +2: Heavenly aspect.
Flight: Pace 10.
Innate Powers: Minor bolt (beam of light;
Disintegrate, AP 2), detect evil (per Paladin
Edge), minor light, minor speak language
(self), minor teleport (Greater Teleport, self).
Size –1: These orbs of light are roughly two
Notice d8, Occult d10, Performance d12,
feet in diameter. Persuasion d10, Stealth d10
Languages: Celestial, Draconic, Infernal. Pace: 7; Parry: 7; Toughness: 15 (7)
Edges: Arcane Resistance, Cleric, Combat
P TRUMPET ARCHON Reflexes, Favored Power (Cleric), Frenzy
Lithe and beautiful, with skin the color of Powers: Banish, boost Trait, detect arcana, heal-
marble, this heavenly archon hovers upon ing, light, planar travel, protection, resurrection.
powerful white wings. It radiates a sense of Power Points: 25.
serenity and good tidings. Gear: Trumpet, greatsword (Str+d10+1, AP 3,
These messengers of good deities and Accurate, Damaging).
mighty celestials serve as the vanguard of Special Abilities:
divine armies. Trumpet archons often act as Armor +7: Heavenly aspect.
intermediaries between the gods and mortals. Flight: Pace 9.
They speak with clear, musical voices. Innate Powers: Detect evil (per Paladin
All trumpet archons carry a gleaming Class Edge), minor light, minor relief, minor
magical horn. They use their trumpets to mind link, minor speak language (self), minor
create wondrous music, paralyze enemies, teleport (Greater Teleport, self).
and call other archons to the defense of Protection from Evil: Evil creatures suffer
18
Hardy: A second Shaken result doesn't
cause a Wound to a greater barghest.
Innate Powers: Minor fly (levitate up or
down only), minor invisibility, minor shape
change (goblin or wolf).
Size 1: Greater Barghests are massive
creatures that average 400 lbs.
Languages: Common, Goblin, Infernal.
BASILISK
This squat, reptilian monster has eight legs,
bony spurs jutting from its back, and eyes
that glow with pale green fire. The
basilisk has a nasty disposition and
Bestiary
the ability to turn creatures to stone
with its gaze. Type: Neutral Animal (Bear)
Basilisks live in nearly any terrestrial Attributes: Agility d6, Smarts d4 (A), Spirit d8,
environment, from forest to desert. Their Strength d12, Vigor d10
hides tend to match and reflect their Skills: Athletics d6, Fighting d8, Intimi-
surroundings — a desert-dwelling basilisk date d6, Notice d8, Stealth d6
might be tan or brown, while one that lives Pace: 7; Parry: 6; Toughness: 11 (2)
in a forest is bright or dark green. They lair Edges: Brute
in caves, burrows, or other sheltered areas. Special Abilities:
These dens are often marked by statues of Armor +2: Thick hide.
people and animals in lifelike poses. Bite/Claws: Str+d6, AP 2.
Grab: A bear may immediately make a
Type: Neutral Magical Beast (Basilisk) grappling attempt (+2) as a free action if it
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Shakes or Wounds a foe with claw attack.
Strength d8, Vigor d8 Low Light Vision: Bears ignore penalties
Skills: Athletics d6, Fighting d8, Notice d10, for Dim and Dark Illumination.
Stealth d8 Size 2: These creatures can stand up to 8′
Pace: 4; Parry: 6; Toughness: 10 (3) tall and weigh over 1,000 pounds.
Edges: —
Special Abilities:
Armor +3: Scaly skin.
BEAR, DIRE
Bite: Str+d4, AP 2. A black or brown bear is fearsome enough; a
Gaze: As a limited action, the basilisk can dire bear doubly so.
gaze at an opponent within 5” (10 yards). Type: Neutral Animal (Bear, Dire)
The target must succeed at a Vigor roll at Attributes: Agility d8, Smarts d4 (A), Spirit d6,
–2 or be turned to stone. The victim can be Strength d12+1, Vigor d10
restored with dispel at –2 or by being coated Skills: Athletics d10, Fighting d10, Intimi-
in fresh basilisk blood. date d8, Notice d8, Stealth d8
Night Vision: Basilisks ignore all penalties Pace: 7; Parry: 7; Toughness: 13 (2)
for Illumination. Edges: Alertness, Brute, Killer Instinct
Size 1: Basilisks are 10-13 feet long and Special Abilities:
weigh 300 pounds. Armor +2: Tough Hide.
Bite/Claws: Str+d6, AP 2.
BEAR Low Light Vision: Dire bears ignore
This entry covers large and ferocious bears penalties for Dim and Dark Illumination.
such as grizzlies, black bears, and polar bears. Grab (Imp): A dire bear may immediately
A favored tactic of all these bears is to grapple make a grappling attempt (+2) as a free
their prey then bite with their deadly fangs. action if it gets a raise on a claw attack
against a target of its Size or less.
19
Luminescence: A fire beetle’s glowing
SAVAGE PATHFINDER
BIRD OF PREY
This profile covers eagles, hawks, and similar
large birds of prey, collectively termed
“raptors.” Their talons and hooked-beaks can
rip through flesh with ease.
These nocturnal or diurnal hunters
sometimes serve humanoid masters on
Golarion. They prefer to seize and carry off
smaller quarry, although some are known to
attack livestock.
Resilient: Dire bears can take one
Type: Neutral Animal (Bird of Prey)
Wound before they’re Incapacitated.
Size 4 (Large): These creatures can stand
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Strength d4−2, Vigor d6
up to 12′ tall and weigh up to 8,000 pounds.
Skills: Athletics d8, Fighting d6, Notice d10,
Dire bears can take one extra Wound.
Swat: Ignores 4 points of Scale penalties.
Stealth d8
Pace: 3; Parry: 5; Toughness: 3
Edges: —
BEETLE, FIRE Special Abilities:
This nocturnal beetle is a dull brown color Bite/Claws: Str+d4.
brightened by two glowing green-yellow Flight: Pace 24.
spots on its carapace. This herbivore burrows Low Light Vision: Birds of Prey ignore
through the earth, usually in clusters of penalties for Dim and Dark Illumination.
several beetles or in a small colony of a dozen. Size −2 (Small): Falcons, eagles, and owls
Caged fire beetles are a popular source of stand about 3’ tall with wingspans of 5’ or
long-lasting illumination among eccentrics more.
and miners.
Type: Neutral Vermin (Beetle, Fire) P BLACK PUDDING
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Somewhat common on Golarion, these
Strength d4–3, Vigor d6 dreaded oozes inhabit caves and tunnels
Skills: Athletics d6, Fighting d6, Notice d6, from Varisia to the Darklands. They
Stealth d8 scavenge for organic material,
Pace: 6; Parry: 5; Toughness: 3 (1) consuming all manner of refuse
Special Abilities: but also attacking creatures —
Armor +1: Chitinous skin. especially creatures that possess
Bite: Str+d4. metallic substances.
Flight: Pace 6. Black pudding can reproduce
Low Light Vision: by breaking off pieces of
Fire beetles ignore themselves, which grow
penalties for Dim and over a month’s time
Dark Illumination. into a full-sized creature.
They appear as dark,
20
amorphous blobs but can alter their shape to or when defending themselves. Certain
fit into tight spaces, and to attack with their humanoids sometimes keep these omnivores
ability to envelop an opponent. as guards, warbeasts, or garbage disposals.
Type: Neutral Ooze (Black Pudding) Type: Neutral Animal (Boar)
Attributes: Agility d4, Smarts d4 (A), Spirit d6, Attributes: Agility d6, Smarts d4 (A), Spirit d8,
Strength d8, Vigor d12 Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Stealth d4 Skills: Athletics d6, Fighting d6, Notice d6
Pace: 5; Parry: 6; Toughness: 13 Pace: 7; Parry: 5; Toughness: 7 (1)
Edges: – Edges:—
Special Abilities: Special Abilities:
Acid Form: When a black pudding hits Armor +1: Thick hide.
non-magical armor, or a non-magical Low Light Vision: Boars ignore penalties
weapon hits a black pudding, it suffers for Dim and Dark Illumination.
acid damage. This reduces a weapon's Hardy: A second Shaken result doesn't
Bestiary
total damage by 1 (to a maximum of –3). cause a Wound to a wild boar.
Armor loses 1 point of Armor bonus until Tusks: Str+d4 (treat as horns).
it reaches 0 and falls apart. Weapons and
armor can be Repaired with an hour’s work
per point of damage or armor bonus lost, a BOAR, DIRE
Repair roll, and appropriate resources and Much more aggressive than their smaller
tools (and a forge if working with iron). kin, dire boars attack anything that
Acid Strike: Str+d6. approaches them.
Envelop: Black puddings grapple their foes
with elastic psuedopods that add +2 to their
grappling attempts. They can't crush foes,
but automatically cause 2d6 acid damage
on their action to any Bound or Entangled
prey.
Immunity: Acid.
Ooze: Ignores invisibility and Illumination
penalties; immune to poison, paralysis,
slumber, Stun, blind, Intimidation, Taunt,
puppet; doesn't sleep.
Size 5 (Large): These amorphous blobs can
fill a space of roughly 40 cubic yards. They
can take one extra Wound.
Split: Black puddings split into two smaller
puddings when Wounded by edged or
piercing weapons. These smaller black
puddings are not Wild Cards, are Resilient,
and use the same profile except for the
following changes: Strength d6, Vigor d6,
Size 2, and Toughness 7.
Swat: Ignores 4 points of Scale penalties.
Wall Walker: The pudding can cling
to vertical and inverted surfaces, and
move at their standard Pace.
BOAR
This entry covers a variety of
wild scrofines. Typically, these
creatures pose a danger only
during their rutting season,
21
Type: Neutral Animal (Boar, Dire) mountainous regions. Often, they ally
SAVAGE PATHFINDER
Attributes: Agility d6, Smarts d4 (A), themselves with other goblinoids, usually
Spirit d10, Strength d12+1, Vigor d10 demanding a leadership role or simply
Skills: Athletics d6, Fighting d8, Notice d6 bullying weaker cronies.
Pace: 7; Parry: 5; Toughness: 10 (2)
Type: Evil Humanoid (Bugbear)
Edges: Alertness
Attributes: Agility d6, Smarts d6, Spirit d6,
Special Abilities:
Strength d8, Vigor d6
Armor +2: Tough hide.
Skills: Athletics d6, Common Knowledge d4,
Hardy: A second Shaken result doesn't
Fighting d6, Intimidation d6, Notice d6,
cause a Wound to a dire boar.
Persuasion d4, Shooting d4, Stealth d8,
Low Light Vision: Boars ignore penalties
Survival d6
for Dim and Dark Illumination.
Pace: 6; Parry: 5 or 6 (shield); Toughness: 9 (4)
Rage: Per the Barbarian Class Edge in
Edges: Alertness
Savage Pathfinder.
Gear: Flail (Str+d6, ignores shield bonus), Jav-
Size 1: Larger than humans, these dire
elins (Range 4/8/16, Damage Str+d6), thick
creatures may grow to 8 feet long and
hide vest (+2), light shield.
weigh up to 800 pounds.
Special Abilities:
Tusks: Str+d6, AP 2 (counts as horns).
Armor +2: Thick hide.
Darkvision: Bugbears ignore penalties for
BUGBEAR Illumination up to 10”.
Larger and stronger cousins of goblins, these Languages: Common, Goblin.
evil, greedy humanoids resemble the animals BUGBEAR RAIDER: Agility d8, Vigor d8
for which they are named. The resemblance is (Toughness 10 (4)), Fighting d8 (Parry 6 or
superficial; bugbears are sapient hunters who 7(shield)), are Hardy.
prey on weaker humanoids.
BUGBEAR EXECUTIONER: Strength d10,
Bugbears congregate in tribal bands, Fighting d10 (Parry 7 or 9 (shield)), Intimida-
typically making lairs in the caves of tion d10, medium shield, Frenzy, are Resilient.
BUNYIP
This dangerous coastal predator looks
something like a seal with fins and a mouth
full of several rows of shark-like teeth.
This territorial hunter prefers to lurk near
shorelines and it thrives in either fresh or
saltwater.
Type: Neutral Magical Beast (Bunyip)
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d8, Fighting d8, Notice d6,
Stealth d8
Pace: 6; Parry: 6; Toughness: 6 (1)
Edges: —
Special Abilities:
Armor +1: Tough hide.
Aquatic: Pace 6.
Bite: Str+d6, AP 2.
Night Vision: Bunyips ignore all penalties
for Illumination.
Rage: Per the Barbarian Class Edge in
Savage Pathfinder.
22
Rending: Anyone Shaken or Wounded by
a bite attack begins to bleed profusely and
must make a Vigor roll at the start of their
next turn. Failure causes the victim to take
a Wound. Success prevents the Wound
but the roll must be made again on the
victim's next turn. A raise or successful
healing stops the bleeding.
Resilient: Bunyips can take one
Wound before they’re Incapacitated.
Roar: A bunyip can roar as a free
action, causing anyone who can
hear it to make a Spirit roll or
become Shaken.
Bestiary
CAT, LARGE
This profile covers a variety of
big cats, from mountain lions, to
leopards, and cheetahs.
Type: Neutral Animal (Cat, Large)
Attributes: Agility d8, Smarts d6 (A), Pounce: If a dire large cat
Spirit d8, Strength d8, Vigor d8 makes Wild Attack, it adds +4 to its
Skills: Athletics d8, Fighting d6, Intimida- damage instead of +2.
tion d6, Notice d6, Stealth d8, Survival d6 Size 3: Dire large cats can grow up to 12'
Pace: 8; Parry: 5; Toughness: 6 and weigh more than 6,000 pounds.
Edges: Frenzy
Special Abilities: CAT, SMALL
Bite/Claws: Str+d6. This is an ordinary house cat, the sort that
Low Light Vision: A large cat ignores might be a familiar for a spellcaster, a Beast
penalties for Dim and Dark Illumination. Master’s animal friend, or an alternate form
Pounce: A large cat pounces on its prey to for the shape change power.
best bring their mass and claws to bear.
If it makes a Wild Attack, it adds +4 to its Type: Neutral Animal (Cat, Small)
damage instead of +2. Attributes: Agility d8, Smarts d4 (A), Spirit d8,
Strength d4−3, Vigor d6
CAT, LARGE DIRE Skills: Athletics d8, Notice d6, Stealth d8
Pace: 6; Parry: 2; Toughness: 2
Patient hunters, these monstrous felines stalk Edges: Acrobat
and pounce upon prey with paws the size Special Abilities:
of bucklers. Bite/Claws: Str.
Type: Neutral Animal (Cat, Large Dire) Low Light Vision: Cats ignore penalties for
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Dim and Dark Illumination.
Strength d10, Vigor d8 Size −3 (Very Small): Cats are typically less
Skills: Athletics d8, Fighting d8, Intimida- than a foot high.
tion d8, Stealth d8
Edges: Frenzy (Imp) CENTAUR
Pace: 8; Parry: 6; Toughness: 11 (2) Legendary hunters and skilled warriors,
Special Abilities: centaurs are part man and part horse. These
Armor +2: Tough hide. stoic people usually dwell on the fringes of
Bite/Claws: Str+d6, AP 2. civilization. Their skin is deeply tanned but
Low Light Vision: Dire large cats ignore similar to the humans who occupy nearby
penalties for Dim and Dark Illumination. regions, while their lower bodies resemble
the colorations of local horse breeds.
23
Languages: Common, Elven, Sylvan.
SAVAGE PATHFINDER
COCKATRICE
These small magical creatures look like
featherless chickens with bat-like wings and
reptilian tails. For those who encounter them
for the first time, they seem harmless — and
even a bit absurd — until their power of
petrification makes itself known.
Fortunately, cockatrices are rare on Golarion,
found primarily on the Whistling Plains on
the eastern border of Taldor. Interestingly,
cyclops are immune to the cockatrice’s
petrification. The one-eyed giants domesticate
these creatures as livestock.
Type: Neutral Magical Beast (Cockatrice)
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8,
Stealth d8
Aloof with other peoples and at odds even Pace: 5; Parry: 5; Toughness: 3
with their own kind, centaurs are only slowly Edges: Dodge
coming to accept the modern world. While Special Abilities:
the majority of centaurs still live in tribes Bite: Str+d4.
roaming vast plains or the fringes of eldritch Darkvision: Cockatrices ignore penalties
forests, some have abandoned the isolationist for Illumination up to 10”.
ways of their ancestors to walk among the Energy Drain (Agility): A non-cockatrice
more cosmopolitan cities of Golarion. hit by a bite attack (whether it causes
damage or not) must make a Vigor roll or
Type: Neutral Monstrous Humanoid lose a die type in Agility (–2 with a raise
(Centaur) on the attack). The victim is Incapacitated if
Attributes: Agility d6, Smarts d6, Spirit d8, this would reduce Agility below d4.
Strength d8, Vigor d8 Flight: Pace 9.
Skills: Athletics d6, Common Knowl- Petrification: Anyone Incapacitated by the
edge d6, Fighting d6, Notice d8, monster's Energy Drain is turned to stone
Persuasion d4, Stealth d4, Survival d8 and must make a Vigor roll. If failed, the
Pace: 8; Parry: 5 or 6 victim cannot recover on her own. If
(shield); Toughness: 11 (3) successful, she regains a die type
Edges: Fleet-Footed of Agility and is no longer
Gear: Longsword petrified. Any other lost
(Str+d8), javelins Agility returns one die type
(Range 3/6/12, Damage per day. Victims may also be
Str+d6), chainmail (+3), restored with dispel at –2, but
small shield. each caster may only try
Special Abilities: once.
Ancestry (Centaur ):
Darkvision, Size 2, Kick
(Str+d4).
24
Size −2 (Small): Cockatrices are 2’ tall and prey. The hive’s Infestation ability poses a
weigh 5 pounds. threat to any adversary.
Weakness (Roosters): For irrational Deathwebs lair in tunnels, caves, and
reasons, cockatrices become infuriated by dense woods — anywhere they can weave
roosters. They are Distracted while in the traps to capture prey for the multitude of
presence of roosters, fighting their enemies vociferous spiders.
or fleeing on a moment’s whim.
Type: Neutral Undead (Deathweb)
DARKMANTLE Attributes: Agility d8, Smarts d4 (A), Spirit d8,
Strength d12+2, Vigor d10
These tentacled creatures cling to roosts in Skills: Athletics d8, Fighting d8, Notice d8,
cave ceilings, room rafters, and the like. They Stealth d8
often scavenge for food, but they also hunt Pace: 6; Parry: 6; Toughness: 11 (2)
in favorable conditions. They wait patiently Edges: —
in their perches, using their darkness ability Special Abilities:
Bestiary
before swooping down on prey. Armor +2: Undead exoskeleton.
Darkmantles are found in the Darklands, Bite: Str+d6, AP 2.
most commonly, although they may adopt Darkvision: Deathwebs ignore penalties
a lair above ground in dark forests or ruins. for Illumination up to 10”.
Their names describe them — they look like Infestation: A swarm of poisonous
cloaks with dark granite coloring that blends spiders, which nest within the exoskeleton,
in with most natural surroundings. constantly surround a deathweb in a
Type: Neutral Magical Beast (Darkmantle) Medium Blast Template. Anyone starting
Attributes: Agility d8, Smarts d4 (A), Spirit d6, their turn in the area must Evade or take
Strength d6, Vigor d6 2d6 damage.
Poison (–1): The deathweb’s bite delivers a
Skills: Athletics d6, Fighting d6, Notice d6,
Stealth d10 Lethal poison.
Size 2: The exoskeleton is 10 feet long.
Pace: 5; Parry: 5; Toughness: 4 (1)
Edges: Quick
Special Abilities: DEMONS
Armor +1: Thick hide. Demons come to the Material Plane from the
Bite: Str+d6. Abyss. They are usually summoned by evil
Blindsense: Darkmantles ignore invisibility, spellcasters as bodyguards or to complete
illusion, and all Illumination penalties. some terrible mission. These irredeemably
Flight: Pace 6. evil creatures have destructive and malicious
Innate Powers: Minor darkness (once per tendencies. They sometimes do as they please,
day). despite the reasons for their summoning.
Size –2 (Small): Darkmantles are 3' tall and
weigh 40 lbs.
Tentacles (2): A darkmantle 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.
DEATHWEB
A deathweb is the husk of an enormous
spider, inhabited by thousands of living
spiders. Individually these are normal
spiders of varying size. Together, they form
an undead hive mind. They work together to
swarm around the giant spider’s exoskeleton,
weaving intricate web sheets and hunting
25
SAVAGE PATHFINDER
Death Throes:
When killed, a
balor explodes in a
blinding flash of fire.
Anything within a
Large Blast Template
takes 4d6 fire damage.
This can be Evaded for
half-damage.
Demon: Immune to
electricity, fire, and poison;
+4 damage from cold iron;
–4 damage from acid, cold; minor detect
P BALOR arcana.
A balor is a towering figure of fire and Entangle: When a balor hits a Normal or
flesh — a horned, flying nightmare armed
smaller sized creature with its whip the
with flaming whip and a mighty sword.
victim is Entangled, or Bound with a raise.
On the Abyss, most balors serve demon Fiery Aura: At the end of the balor's turn, all
lords as general or captains. Some balors are adjacent foes take 2d4 damage.
even demon lords and masters themselves. Flight: Pace 9.
A balor typically commands vast legions of Innate Powers: Major dispel (Area Effect,
demons. It often lets these slavering minions Multiple Powers), minor mind link, minor
fight its battles, although most balors join a teleport (Greater Teleport, self).
fight whenever an opportunity presents itself. Night Vision: Balors ignore all penalties for
26
With its ability to cloak its true form in manages to move out of the template falls
pleasant illusions, the glabrezu uses its magic and is no longer affected.
to grant wishes to mortal humanoids as a Size 5 (Large): Glabrezu demons stand 18’
method of rewarding those who succumb tall and weigh 6,000 lbs. They can take one
to its guile and deceit. A wish granted by a extra Wound.
glabrezu always fulfills the wisher’s need Summon: As a limited action this creature
in the most destructive way possible — can summon another glabrezu or two
although such methods might not be vrocks, once per day.
immediately apparent. Swat: Ignores 4 points of Scale penalties.
Very Resilient: The glabrezu can take two
Type: Evil Outsider (Glabrezu)
Wounds before being Incapacitated.
Attributes: Agility d6, Smarts d8, Spirit d8,
Strength d12+3, Vigor d10 Languages: Abyssal, Celestrial, Draconic.
Skills: Athletics d6, Common Knowledge d6,
QUASIT
Fighting d10, Intimidation d8, Notice d10,
These tiny, winged demons appear on
Bestiary
Persuasion d8, Stealth d4
the Material Plane as a result of an evil
Pace: 7; Parry: 7; Toughness: 17 (5)
spellcaster’s attempt to summon a familiar.
Edges: Arcane Resistance, Sweep (Imp)
Usually, they serve a master, although free
Special Abilities:
Armor +5: Demonic hide.
quasits are known to exist.
Bite/Claws/Pincers: Str+d6, AP 4. Despite their size, these versatile creatures
Darkvision: Glabrezu demons ignore pose real threats to almost any opponent.
penalties for Illumination up to 10”.
Demon: Immune to electricity and
poison; +4 damage from cold iron; –4
damage from acid, cold, fire; minor
detect arcana.
Grant Wish: Once per month, a Glabrezu
demon can grant a mortal humanoid a
wish.
Innate Powers: Minor confusion, minor
dispel, minor illusion (duplicate of caster
only), minor teleport (Greater Teleport,
self).
Rending: Anyone Shaken or
Wounded by a bite attack begins
to bleed profusely and must make
a Vigor roll at the start of their next
turn. Failure causes the victim to
take a Wound. Success prevents the
Wound but the roll must be made
again on the victim's next turn. A
raise or successful healing stops the
bleeding.
Reverse Gravity: As a limited action,
a glabrezu can place a Large Blast
Template within 10” (20 yards). Anyone
in the template who doesn't Evade falls
upward 60 feet. If this causes them to
hit a hard surface (such as a ceiling)
they take damage as if falling. Anyone
who enters the template after it's created
falls upward automatically. The Duration
is five rounds, but anyone who somehow
27
Quasits have poisonous claws, Size–3 (Very Small): Quasits are
SAVAGE PATHFINDER
28
A successful dispel removes the attribute
increases and mind link.
Resilient: Succubi can take one Wound
before they're Incapacitated.
Languages: Abyssal, Celestial, Common,
Draconic.
VROCK
Profane champions of the Abyss, vrocks
embody all the rage, hatred, and violence
of that despicable realm. As ravenous and
grotesquely opportunistic as the avian
scavengers they resemble, vrocks
delight in bloodshed, relishing the
sounds and sensations of ripping the still-
Bestiary
pulsing entrails from a living husk.
Vrocks usually form from the evil souls of
hateful and wrathful mortals, particularly
criminals, mercenaries, or assassins.
Type: Evil Outsider (Vrock)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d12, Vigor d10+1 Spores: When a vrock's Action Card is a
Skills: Athletics d6, Common Knowledge d6, Jack or higher, it releases a cloud of spores.
Fighting d10, Intimidation d8, Notice d10, All non-vrocks in a Small Blast Template
Occult d8, Stealth d6, Survival d8 centered on the vrock are Vulnerable,
Pace: 6; Parry: 7; Toughness: 12 (4) Distracted, and Fatigued as vines grow
Edges: Arcane Resistance, Sweep from their bodies.
Special Abilities:
Armor +4: Demonic hide. Languages: Abyssal, Celestrial, Draconic.
Bite/Claws: Str+d6, AP 2.
Dance of Ruin: Any number of vrocks DEVILS
can spend their entire turn performing a Devils are evil outsiders from the nine layers
dance of ruin, taking no other actions. If a of Hell. They seek to destroy all things good,
vrock performs the Dance of Ruin for two on Golarion and elsewhere. Whether for sport
consecutive turns, it releases an explosion or at the bidding of superiors, devils delight
of energy. Every foe within 20” (40 yards) in dragging mortal souls to the depths of their
takes 2d6 electricity damage for each vrock home plane.
that finished the dance. This can be Evaded Many types of devils are known to scholars
for half-damage. and occultists. Each of these masters of
Darkvision: Vrocks ignore penalties for corruption specializes in unique forms of
Illumination up to 10”. depravity or temptation. Devils are often
Demon: Immune to electricity and poison; summoned by evil spellcasters — and are
–4 damage from acid, cold, fire; minor detect quick to make devious bargains with the
arcana. souls they intend to take. Ultimately their
Flight: Pace 8. allegiance is always to the hierarchies of Hell.
Innate Powers: Minor illusion (duplicate
of caster only), minor teleport (Greater BONE DEVIL
Teleport, self). These tall, withered skeletal devils have long
Screech: A vrock can screech as a limited
bony tails ending in a wicked barbed stinger.
action, causing non-demons within 5" (10 They are the interrogators and inquisitors of
yards) to make a Vigor roll or be Stunned. devilkind. As such they enforce the infernal
Size 1: Vrocks stand 8’ tall and weigh 400
order and the will of the archdevils.
lbs.
29
Size 1: Bone devils are 9’ tall and weigh
SAVAGE PATHFINDER
ICE DEVIL
Ice devils are monstrous humanoid insects,
and the strategic geniuses of Hell’s armies.
They prefer to let their minions engage in
melee while supporting them with their
powers and other abilities, but are dangerous
foes in combat in their own right.
Type: Evil Outsider (Ice Devil)
Attributes: Agility d12, Smarts d8, Spirit d8,
Strength d12+1, Vigor d12
Skills: Athletics d10, Battle d8, Common
Knowledge d8, Fighting d10, Intimida-
Fearsome opponents, they possess several tion d8, Notice d8, Occult d8, Spellcasting d8,
magical abilities, as well as flight and a Stealth d10
poisonous sting. Pace: 7; Parry: 7 or 9 (Spear); Toughness: 15 (5)
Edges: Arcane Background (Magic), Arcane
Type: Evil Outsider (Bone Devil)
Resistance, Frenzy, Trademark Weapon
Attributes: Agility d10, Smarts d6, Spirit d8,
(Imp, spear)
Strength d12, Vigor d12
Powers: Barrier (wall of ice), blast (ice storm),
Skills: Athletics d8, Common Knowledge d4,
burst (cone of cold), illusion. Power Points:
Fighting d8, Intimidation d10, Notice d8,
15.
Occult d8, Spellcasting d8, Stealth d6
Gear: Spear (Str+d6, AP 1, Reach 1, Elemental
Pace: 7; Parry: 6; Toughness: 14 (5)
(Cold)).
Edges: Arcane Background (Magic), Arcane
Special Abilities:
Resistance, Frenzy
Armor +5: Fiendish resilience.
Powers: Barrier, illusion, invisibility. Power
Bite/Tail: Str+d6, AP 2.
Points: 15.
D e v i l : Ignore penalties for Illumination
Special Abilities:
Armor +5: Fiendish resilience.
up to 10”; –4 damage from
Bite/Claws/Sting: Str+d4, AP 2.
acid; immune to cold, fire,
Devil: Ignore penalties for
poison.
Fast Regeneration: Ice
Illumination up to 10”; –4
devils may attempt a natural
damage from acid, cold; immune
healing roll every round until
to fire, poison.
Fear (–1): Bone devils are
Incapacitated.
Fear (–2): Ice devils are
terrifying beings.
Flight: Pace 9.
terrifying enemies to witness.
Innate Powers: Minor
Flight: Pace 9.
Innate Powers: Minor
mind link, minor teleport
mind link, minor teleport (Greater
(Greater Teleport, self).
Poison (–1): The bone
Teleport, self).
Resilient: Ice devils can
devil's stinger contains
take one Wound before they're
a Mild poison.
R e s i l i e n t :
Incapacitated.
Bone
Size 2: Ice devils are 12’ tall
devils can take one
and weigh approximately 700 lbs.
Wound before they're
Incapacitated.
30
Slow: A hit from an ice powerful magic and physical might.
devil's tail or spear They have poisonous fangs as wide
induces numbing cold. as daggers, claws like steel, and a
The opponent must dangerous long tail.
make a Spirit roll at –2
Type: Evil Outsider (Pit Fiend)
or be affected by sloth
Attributes: Agility d12, Smarts d10,
(A raise on the attack
Spirit d10, Strength d12+5, Vigor d12
is also raise on the sloth
Skills: Athletics d8, Battle d10,
effect).
Summon: Once per day
Common Knowledge d8, Fight-
ing d12, Intimidate d12, Notice d10,
as a limited action, this
Occult d12, Persuasion d12, Spellcast-
creature can summon a
ing d10, Stealth d8, Survival d8
bone devil.
Pace: 7; Parry: 8; Toughness: 18 (6)
Languages: Celestial, Common, Draconic, Edges: Arcane Background (Magic), Arcane
Bestiary
Infernal. Resistance, Block, Frenzy (Imp), Level
LEMURE Headed, No Mercy
Powers: Barrier, blast (meteor swarm), deflec-
The least of devilkind, lemures are shapeless
tion, illusion, invisibility, scrying. Power
masses of quivering flesh. These tortured
Points: 15.
souls bear little resemblance to whatever they
Special Abilities:
once were. A malformed face and knobby
Armor +6 (Heavy Armor): Bladed scales.
limbs provide the only hint of their existence
Bite/Claws: Str+d6, AP 6.
before being damned to Hell.
After suffering for ages, some souls are
transformed into lemures. Greater devils can
spot the most corrupt lemures, reshaping
them into true devils to serve obediently in
the legions of the damned.
Type: Evil Outsider (Lemure)
Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Notice d4
Pace: 5; Parry: 4; Toughness: 7 (2)
Edges: —
Special Abilities:
Armor +2: Goopy skin.
Claws: Str.
Devil: Ignore penalties for Illumination up
to 10”; +4 damage from silvered weapons;
–4 damage from acid, cold; immune to fire,
poison.
Mindless: Immune to puppet, Intimidation,
and Taunt.
P PIT FIEND
Pit Fiends are perhaps the most fearsome of
the devils known to Golarian adventurers
and scholars. These massive creatures have
thick muscled frames covered in protective
red scales, flame-seared wings, and eyes
smoldering like embers.
The generals of Hell’s armies — sometimes
among the Dukes of Hell—pit fiends possess
31
Summon: Any devil, once per day.
SAVAGE PATHFINDER
Tail:
Str+d6, AP 4.
Languages: Celestial, Common, Draconic,
Infernal.
DOG/WOLF
The stats below are for large attack dogs, as
well as wolves, hyenas, and the like.
Type: Neutral Animal (Dog/Wolf)
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10,
Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness
Special Abilities:
Bite: Str+d4.
Low Light Vision: A dog or wolf ignores
Devil: Ignore penalties for Illumination up
penalties for Dim and Dark Illumination.
to 10”; +4 damage from silvered weapons;
Size −1: The heads of these canines come to
–4 damage from acid, cold; immune to fire,
an average human’s waist, and they weigh
poison.
about 60 pounds.
Devil Shaping: Pit fiends can transform
Speed: d10 running die.
nearby lemures into a lesser devil up
to three times per day. Ten lemures are
needed to shape one bone devil, while DOPPELGANGER
15 are needed to shape one ice devil. The These strange beings take the shape and
transformation takes a full minute. abilities of other humanoids. Accomplished
Entangle: When a pit fiend hits a Normal mimics, they often live among human
or smaller sized creature with its tail, the communities without ever revealing their
victim is Entangled, or Bound with a raise. true form. Their abilities make them excellent
Fast Regeneration: These devils may spies and assassins; they sometimes ally
attempt a natural healing roll every round themselves with powerful authorities,
unless the Wounds were caused by silvered serving until it no longer suits their whim.
weapons or divine powers. Doppelgangers revert to their natural form
Flight: Pace 9. when killed. They can also assume their
Infection: A victim Shaken or Wounded by natural appearance at will, with a fearsome
a Pit Fiend’s bite must make a Vigor roll effect. They appear as slender humans with
(at –2 with a raise on the attack) to resist a hairless gray skin, bulbous eyes and
Debilitating disease. long arms. Their nebulous facial
Innate Powers: Major dispel (Area Effect, features give the impression of a
Multiple Powers), minor mind link, creature not yet fully-formed.
teleport (Greater Teleport, self), major
wish (once per year), major zombie Type: Neutral Monstrous
(Permanent; five times per day, Humanoid (Doppelganger)
no more than 20 at once). Attributes: Agility d8, Smarts d6,
Poison (–2): The pit fiends bite
Spirit d8, Strength d10, Vigor d6
contains a Mild poison. Skills: Athletics d4, Common
Size 4 (Large): Pit fiends stand
Knowledge d6, Fight-
14’ tall with wingspans of ing d8, Notice d6, Persuasion d8,
20’. They weigh at least Stealth d6, Thievery d4
1,000 lbs. They can Pace: 6; Parry: 6; Toughness:
take one extra Wound. 7 (2)
32
Edges: Combat Reflexes, Dodge, Extraction
Gear: Same as their last victim.
Special Abilities: DRAGON AGE
Armor +2: Rubbery hide. Dragons vary in age and size. The
Claws: Str+d6. base profiles are for a young dragon,
Darkvision: Doppelgangers ignore with all the creature's statistics and
penalties for Illumination up to 10”. Special Abilities. Additional profiles
Immunity: Puppet, slumber. are listed for adults and wyrmlings,
Innate Powers: Major disguise (Size, no which build up or scale down from
Notice roll to detect disguise), Major mind the base statistics.
reading (Spirit; once per character per
encounter).
ADULT
Languages: Common.
This profile lists all Traits, Derived
Statistics, and Edges. Adults have the
P DRAGON
Bestiary
same Special Abilities as their base
Dragons are fearsome monsters that bring counterpart, with any adjustments
doom and despair to the communities they listed. Adults are Wild Cards and so
ravage. Dragons, especially adults, are they aren't Resilient or Very Resilient.
often more than a match for even a party
of experienced adventurers. Their breath WYRMLING
weapons can destroy flora and fauna, not
This profile lists all Traits, Derived
to mention the infrastructure of humanoid
Statistics, and Edges. Wyrmlings have
settlements.
the same Special Abilities as their base
These beasts are quite intelligent as well, and counterpart, with any adjustments
use all of their advantages when confronted listed. Wyrmlings haven't developed
by would-be dragon-slayers. arcane abilities, and thus have no
True dragons are divided into two broad Arcane Background or powers and
categories: chromatic and metallic. In are Resilient instead of Very Resilient.
Golarion, chromatic dragons are almost
universally evil, seeking only to slake their
endless lust for food, treasure, and bloodshed.
Metallic dragons are generally good and
Dragon: Ignore penalties for Illumination;
often protect the lands and peoples under
their care. immune to acid, paralysis, slumber, Stun;
ignore up to 4 points of Scale penalties
BLACK DRAGON when attacking; minor detect arcana.
Flight: Pace 24.
Hissing green acid drips from the fanged
Size 2: Black dragons are 9 feet long from
maw of this black-scaled, horned dragon.
nose to tail and weigh around 1,000 lbs.
Type: Evil Dragon (Black Dragon) Swamp Stride: Black dragons move
Attributes: Agility d6, Smarts d6, Spirit d6, through swamps, bogs, and quicksand with
Strength d12, Vigor d10 ease. They ignore movement penalties for
Skills: Athletics d8, Common Knowledge d4, Difficult Ground in such terrain.
Fighting d8, Intimidation d8, Notice d8, Speak with Reptiles: Black dragons can
Persuasion d4, Stealth d10 speak with any reptiles.
Pace: 9; Parry: 6; Toughness: 13 (4) Very Resilient: These dragons can take two
Edges: Dodge, Frenzy, Quick Wounds before they're Incapacitated.
Special Abilities: Languages: Draconic.
Breath Weapon (Acid): Stream Template,
3d6 damage. May breathe while submerged. P
BLACK DRAGON, ADULT
Aquatic: Pace 9. As Black Dragon with the following updates:
Armor +4: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Type: Evil Dragon (Black Dragon)
33
Attributes: Agility d6, Smarts d8, Spirit d8, BLACK DRAGON, WYRMLING
SAVAGE PATHFINDER
Strength d12+2, Vigor d12 As Black Dragon with the following updates:
Skills: Athletics d8, Common Knowledge d6,
Fighting d10, Intimidation d10, Notice d8, Type: Evil Dragon (Black Dragon)
Occult d10, Persuasion d10, Spellcasting d8, Attributes: Agility d8, Smarts d4, Spirit d6,
Stealth d10 Strength d6, Vigor d6
Pace: 9; Parry: 7; Toughness: 18 (5) Skills: Athletics d8, Common Knowledge d4,
Edges: Arcane Background (Magic), Arcane Fighting d6, Intimidation d6, Notice d6,
Resistance, Dodge, Frenzy (Imp), Quick Persuasion d4, Stealth d12
Powers: Light/darkness, mind link, protection. Pace: 9; Parry: 5; Toughness: 6 (2)
Power Points: 10. Edges: —
Special Abilities: Special Abilities:
Breath Weapon (Acid): Stream Template, Breath Weapon (Acid): Stream Template,
4d6 damage. May breathe while 2d6 damage. May breathe while
submerged. submerged.
Armor +5: Scaly hide. Armor +2: Scaly hide.
Bite/Claws: Str+d8, AP 2. Bite/Claws: Str+d6.
Corrupt Water: Once per day, a black Flight: Pace 12.
dragon can stagnate 10 cubic feet of still Resilient: Wyrmlings can take one Wound
water up to 60 yards away, making it foul before they're Incapacitated.
and unable to support water-breathing life. Size –1: Wyrmlings are small creatures.
The ability spoils liquids containing water Languages: Draconic.
and ruins liquid-based magic items (such
as potions). BLUE DRAGON
Fear (–2): The frightful presence of dragons With scales the color of the desert sky, this
causes Fear checks at –2. large, serpentine dragon moves with an
Size 5 (Large): Adult black dragons are unsettling grace.
18 feet long from nose to tail and weigh Type: Evil Dragon (Blue Dragon)
around 4 tons. They take one Attributes: Agility d6, Smarts d6, Spirit d6,
extra Wound. Strength d12+1, Vigor d10
Languages: Common, Draconic, Skills: Athletics d6, Common Knowledge d6,
Giant. Fighting d8, Intimidation d8, Notice d8,
34
Bestiary
Persuasion d6, Spellcasting d8, Stealth d6, Attributes: Agility d6, Smarts d8, Spirit d8,
Survival d8 Strength d12+3, Vigor d12
Pace: 7; Parry: 6; Toughness: 14 (3) Skills: Athletics d6, Common Knowledge d8,
Edges: Arcane Background (Magic), Dodge, Fighting d10, Intimidation d8, Notice d10,
Frenzy Occult d10, Persuasion d8, Spellcasting d8,
Powers: Sound. Power Points: 5. Stealth d6, Survival d8
Special Abilities: Pace: 7; Parry: 7; Toughness: 18 (3)
Armor +3: Scaly hide. Edges: Arcane Background (Magic), Arcane
Bite/Claws: Str+d6, AP 2. Resistance, Dodge, Frenzy (Imp), Level
Breath Weapon (Electricity): Stream Headed
Template, 3d6 damage. Powers: Boost Trait, environmental protection,
Burrow (4"): Blue dragons can burrow illusion, invisibility, protection, sound. Power
underground. Points: 25.
Desert Thirst: Blue dragons can create or Special Abilities:
destroy two gallons of water as a limited Bite/Claws: Str+d8+d6 (electricity), AP 2.
free action, at a range of 5" (10 yards). Breath Weapon (Electricity): Stream
Dragon: Ignores penalties for Illumination; Template, 4d6 damage.
immune to electricity, paralysis, slumber, Electrical Aura: At the end of the dragon's
Stun; ignore up to 4 points of Scale penalties turn, all adjacent foes take 2d4 damage.
when attacking; minor detect arcana. Fear (–2): The frightful presence of dragons
Flight: Pace 24. causes Fear checks at –2.
Size 4 (Large): Blue dragons are creatures Size 7 (Large): Adult blue dragons are
of immense stature. They take one extra creatures of immense stature. They take one
Wound. extra Wound.
Very Resilient: These dragons can take two Languages: Auran, Common, Draconic, Giant.
Wounds before they're Incapacitated.
Languages: Common, Draconic. BLUE DRAGON, WYRMLING
Type: Evil Dragon (Blue Dragon)
P BLUE DRAGON, ADULT Attributes: Agility d6, Smarts d6, Spirit d6,
Type: Evil Dragon (Blue Dragon) Strength d6, Vigor d6
35
Skills: Athletics d6, Common Knowledge d4, Edges: Arcane Background (Magic), Dodge,
SAVAGE PATHFINDER
36
Languages: Common, Draconic, and any Breath Weapon (Slumber): Cone Template
eight others (GM's call). (sleep gas), minor slumber.
Flight: Pace 12.
P BRASS DRAGON, ADULT Resilient: Wyrmlings can take one Wound
Type: Good Dragon (Brass Dragon) before they're Incapacitated.
Attributes: Agility d6, Smarts d10, Spirit d8, Size –1: Wyrmlings are small creatures.
Strength d12+2, Vigor d12 Languages: Common, Draconic, and any
Skills: Athletics d8, Common Knowledge d8, three others (GM's call).
Fighting d10, Healing d10, Notice d12,
Persuasion d12, Spellcasting d6, Stealth d4, BRONZE DRAGON
Survival d10 This sleek metallic dragon is covered in
Pace: 9; Parry: 7; Toughness: 17 (4) dull metallic scales that range in color from
Edges: Arcane Background (Magic), Arcane shining bronze to mottled blue.
Resistance, Dodge, Frenzy (Imp), Level
Type: Good Dragon (Bronze Dragon)
Headed, Linguist
Bestiary
Attributes: Agility d6, Smarts d8, Spirit d8,
Powers: Deflection, disguise, dispel, environmen-
Strength d12+1, Vigor d10
tal protection, light, mind link, mind reading,
Skills: Athletics d6, Common Knowledge d6,
puppet, sound, speak language. Power Points:
Fighting d8, Intimidation d10, Notice d10,
25.
Occult d10, Persuasion d10, Spellcasting d8,
Special Abilities:
Stealth d8
Armor +4: Scaly hide.
Pace: 7; Parry: 6; Toughness: 13 (3)
Bite/Claws: Str+d8, AP 2.
Edges: Arcane Background (Magic), Dodge,
Breath Weapon (Fire): Stream Template,
Frenzy
4d6 damage.
Powers: Light, mind link. Power Points: 5.
Breath Weapon (Slumber): Cone Template
Special Abilities:
(sleep gas), major slumber at –2.
Aquatic: Pace 9.
Desert Wind: As an action, the dragon can
Armor +3: Scaly hide.
call forth a small sandstorm that functions
Bite/Claws: Str+d6, AP 2.
as minor blind for everyone in a Medium
Breath Weapon (Electricity): Stream
Blast Template.
Template, 3d6 damage. May breath while
Fear (–2): The frightful presence of dragons
submerged.
causes Fear checks at –2.
Breath Weapon (Repulsion): Cone
Flight: Pace 24.
Template (repulsion gas). Anyone in the
Size 5 (Large): Adult brass dragons are
template must make a Spirit roll (at –2 with
18 feet long from nose to tail and weigh
a raise on the Athletics roll) or Panic for
around 4 tons. They take one extra Wound.
d4+1 turns (see Fear in Savage Pathfinder).
Languages: Common, Draconic, and any 14 Dragon: Ignores penalties for Illumination;
others (GM's call). immune to electricity, paralysis, slumber,
Stun; ignore up to 4 points of Scale penalties
BRASS DRAGON, WYRMLING
when attacking; minor detect arcana.
Type: Good Dragon (Brass Dragon) Flight: Pace 24.
Attributes: Agility d8, Smarts d6, Spirit d6, Shape Change: Bronze dragons can take
Strength d6, Vigor d6 any animal or humanoid form, up to three
Skills: Athletics d8, Common Knowl- times per day.
edge d4, Fighting d6, Notice d6, Size 3: Bronze dragons stand around 12
Persuasion d6, Stealth d4 feet long from nose to tail and weigh nearly
Pace: 9; Parry: 5; Toughness: 7 (3) 2,000 lbs.
Edges: — Speak with Animals: Bronze dragons can
Special Abilities: speak with any animals.
Bite/Claws: Str+d6. Very Resilient: These dragons can take two
Breath Weapon (Fire): Stream Template, Wounds before they're Incapacitated.
2d6 damage.
Languages: Aquan, Common, Draconic, Elven.
37
P BRONZE DRAGON, ADULT Fear (–2): The frightful presence of dragons
SAVAGE PATHFINDER
Conjure Food and Water: This dragon can Breath Weapon (Electricity): Stream
conjure nourishing food and water for up to Template, 2d6 damage. May breath while
10 humanoids per day. submerged.
Flight: Pace 18.
Resilient: Wyrmlings can take one Wound
before they're Incapacitated.
S i z e –1: Wyrmlings are small
creatures.
38
Languages: Aquan, Common,
Draconic.
COPPER DRAGON
Bright, metallic copper scales
run from the horn-crowned head
to the ridged tail of this long-
winged dragon.
Type: Good Dragon (Copper Dragon)
At t r i b u t e s : A g i l - ity d6,
Smarts d6, Spirit d8,
Strength d12, Vigor d10
Skills: Athletics d6,
Common Knowledge d6,
Bestiary
Fighting d8, Notice d8, Per-
formance d6, Persuasion d8,
Spellcasting d8, Stealth d8,
Taunt d6, Thievery d6
Pace: 7; Parry: 6; Toughness:
12 (3)
Edges: Arcane Background
(Magic), Danger Sense,
Dodge, Frenzy, Quick
Powers: Light, mind link,
sloth, sound. Power
Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Acid): Stream
Template, 3d6 damage.
Persuasion d12, Spell- casting d10,
Breath Weapon (Slow): Cone Template
Stealth d8, Taunt d8, Thievery d10
(gas), major sloth.
Pace: 7; Parry: 8; Toughness: 17 (4)
Dragon: Ignores penalties for Illumination;
Edges: Arcane Background (Magic),
immune to acid, paralysis, slumber, Stun;
Arcane Resistance, Danger Sense, Dodge,
ignore up to 4 points of Scale penalties
Extraction, Frenzy (Imp), Quick, Provoke
when attacking; minor detect arcana.
Powers: Bolt, deflection, dispel, illusion, invis-
Flight: Pace 18.
ibility, light, mind link, sloth, sound. Power
Innate Powers: Major wall walker (stone
Points: 25.
only).
Special Abilities:
Size 2: Copper dragons are 9′ long from
Armor +4: Scaly hide.
nose to tail and weigh around 1,000 lbs.
Bite/Claws: Str+d8, AP 2.
Very Resilient: These dragons can take two
Breath Weapon (Acid): Stream Template,
Wounds before they're Incapacitated.
4d6 damage.
Languages: Common, Draconic, Gnome. Breath Weapon (Slow): Cone Template
(gas), major sloth. Spirit rolls to resist are
P COPPER DRAGON, ADULT made at –2.
Type: Good Dragon (Copper Dragon) Fear (–2): The frightful presence of dragons
Attributes: Agility d6, Smarts d10, Spirit d10, causes Fear checks at –2.
Strength d12+2, Vigor d12 Flight: Pace 18.
Skills: Athletics d6, Common Knowledge d6, Innate Powers: Major elemental manipulation
Fighting d12, Notice d12, Performance d10, (stone).
39
SAVAGE PATHFINDER
40
damage from cold; ignore up to 4 points of Bite/Claws: Str+d6.
Scale penalties when attacking; minor detect Breath Weapon (Fire): Cone Template, 2d6
arcana. damage.
Flight: Pace 24. Breath Weapon (Weakening): Cone
Shape Change: Bronze dragons can take Template (gas), minor lower Trait (Strength).
any animal or humanoid form, up to three Flight: Pace 18.
times per day. Resilient: Wyrmlings can take one Wound
Size 3: Gold dragons stand around 12′ long before they're Incapacitated.
from nose to tail and weigh nearly 2,000 lbs. Size 0: Gold wyrmlings are man-sized
Very Resilient: These dragons can take two creatures.
Wounds before they're Incapacitated. Languages: Common, Draconic, Elven.
Languages: Common, Draconic, Elven,
Halfling. GREEN DRAGON
Scales the color of emeralds armor this
P GOLD DRAGON, ADULT ferocious acid-breathing dragon. A single
Bestiary
Type: Good Dragon (Gold Dragon) sharp horn protrudes from the end of its
Attributes: Agility d6, Smarts d12, Spirit d10, toothy snout.
Strength d12+4, Vigor d12+1 Type: Evil Dragon (Green Dragon)
Skills: Athletics d6, Common Knowledge d12, Attributes: Agility d6, Smarts d6, Spirit d6,
Fighting d12, Healing d12, Notice 12, Per- Strength d12+1, Vigor d10
suasion d12, Spellcasting d12, Stealth d4 Skills: Athletics d6, Common Knowledge d6,
Pace: 9; Parry: 8; Toughness: 19 (4) Fighting d8, Notice d8, Persuasion d4, Spell-
Edges: Arcane Background (Magic), Arcane casting d8, Stealth d6, Survival d8
Resistance, Common Bond, Dodge, Frenzy Pace: 7; Parry: 6; Toughness: 14 (3)
(Imp), Luck, Strong Willed Edges: Arcane Background (Magic), Dodge,
Powers: Arcane protection, boost Trait, deflection, Frenzy
dispel, healing, protection, light, relief. Power Powers: Entangle. Power Points: 5.
Points: 25. Special Abilities:
Special Abilities: Aquatic: Pace 7.
Bite/Claws: Str+d8+d6 (fire), AP 2. Armor +3: Scaly hide.
Breath Weapon (Fire): Cone Template, 4d6 Bite/Claws: Str+d6, AP 2.
damage. Breath Weapon (Acid): Cone Template, 3d6
Breath Weapon (Weakening): Cone damage. May breath while submerged.
Template (gas), major lower Trait (Strength). Flight: Pace 24.
Spirit rolls to resist are made at –2. Dragon: Ignores penalties for Illumination;
Fear (–2): The frightful presence of dragons immune to acid, paralysis, slumber, Stun;
causes Fear checks at –2. ignore up to 4 points of Scale penalties
Size 7 (Large): Adult gold dragons stand 30 when attacking; minor detect arcana.
feet tall and weigh 16 tons. They can take Size 4 (Large): Green dragons stand around
one extra Wound. 15 feet long from nose to tail and weigh
Languages: Celestial, Common, Dwarven, 2,000 lbs. They can take one extra Wound.
Draconic, Elven, Halfling. Very Resilient: These dragons can take two
Wounds before they're Incapacitated.
GOLD DRAGON, WYRMLING Woodland Stride: Green dragons move
Type: Good Dragon (Gold Dragon) through grasslands, forests and other
Attributes: Agility d6, Smarts d6, Spirit d6, green landscapes with ease. They ignore
Strength d10, Vigor d8 movement penalties for Difficult Ground
Skills: Athletics d6, Common Knowledge d6, in such terrain.
Fighting d8, Healing d8, Notice d8, Persua- Languages: Common, Draconic.
sion d8, Stealth d4
Pace: 9; Parry: 6; Toughness: 10 (4)
Edges: —
Special Abilities:
41
SAVAGE PATHFINDER
Languages: Draconic.
42
RED DRAGON Languages: Common, Draconic.
A crown of cruel horns surrounds the head P RED DRAGON, ADULT
of this mighty fire-breathing dragon. Thick
scales the color of molten rock cover its Type: Evil Dragon (Red Dragon)
long body. Attributes: Agility d6, Smarts d8, Spirit d8,
Strength d12+4 , Vigor d12+1
Type: Evil Dragon (Red Dragon) Skills: Athletics d8, Common Knowledge d8,
Attributes: Agility d6, Smarts d6, Spirit d6, Fighting d10, Intimidation d10, Notice d10,
Strength d12+2, Vigor d10 Occult d8, Persuasion d8, Spellcasting d10,
Skills: Athletics d6, Common Knowledge d6, Stealth d6
Fighting d8, Intimidation d8, Notice d8, Pace: 7; Parry: 7; Toughness: 19 (4)
Persuasion d6, Spellcasting d8, Stealth d6 Edges: Arcane Background (Magic), Arcane
Pace: 7; Parry: 6; Toughness: 14 (3) Resistance, Dodge, Frenzy (Imp), Level
Edges: Arcane Background (Magic), Dodge, Headed
Frenzy Powers: Bolt, boost Trait, deflection, dispel, light,
Bestiary
Powers: Deflection, mind link. Power Points: 5. invisibility, mind link, speed. Power Points: 25.
Special Abilities: Special Abilities:
Armor +3: Scaly hide. Armor +4: Scaly hide.
Bite/Claws: Str+d6+d6 (fire), AP 2. Bite/Claws: Str+d8+d6 (fire), AP 2.
Breath Weapon (Fire): Cone Template, 3d6 Breath Weapon (Fire): Cone Template, 4d6
damage. damage.
Dragon: Ignores penalties for Illumination; Innate Powers: Major empathy (Charm).
immune to fire, paralysis, slumber, Stun; +4 Fear (–2): The frightful presence of dragons
damage from cold; ignore up to 4 points of causes Fear checks at –2.
Scale penalties when attacking; minor detect Fiery Aura: At the end of the dragon's turn,
arcana. all adjacent foes take 2d4 fire damage.
Flight: Pace 24. Size 7 (Large): Adult red dragons are 30'
Size 4 (Large): Red dragons stand around long from nose to tail and weigh 16 tons.
14′ long from nose to tail and weigh over They can take one extra Wound.
2,000 lbs. They can take one extra Wound.
Languages: Common, Draconic, Dwarven,
Very Resilient: These dragons can take
Orc.
two Wounds before they're
Incapacitated.
43
RED DRAGON, WYRMLING Skills: Athletics d6, Common Knowledge d4,
SAVAGE PATHFINDER
Languages: Draconic.
SILVER DRAGON
The metallic scales of this tall, elegant dragon
shine like polished silver, and its tail has a
feathered appearance.
Type: Good Dragon (Silver Dragon)
Attributes: Agility d8, Smarts d8, Spirit d8,
Strength d12+1, Vigor d10
Skills: Athletics d8, Common Knowledge d8,
Fighting d10, Healing d10, Intimidation d10,
Notice d10, Persuasion d10, Spellcast-
ing d10, Stealth d4
Pace: 7; Parry: 7; Toughness: 13 (3)
Edges: Acrobat, Arcane Background (Magic),
Dodge, Frenzy, Strong Willed
Powers: Boost Trait, light, mind link. Power
Points: 10.
Special Abilities:
Armor +3: Scaly hide.
Bite/Claws: Str+d6, AP 2.
Breath Weapon (Ice): Cone Template, 3d6
damage.
Breath Weapon (Paralyzing): Cone
Template (paralyzing gas), major stun.
Dragon: Ignores penalties for Illumination;
immune to acid, cold, paralysis, slumber,
Stun; +4 damage from fire; ignore up to 4
points of Scale penalties when attacking;
minor detect arcana.
Cloud Walker: Silver dragons can
walk and run on clouds or fog at their
full Pace, as if on solid ground.
Flight: Pace 24.
Shape Change: Silver dragons can
take any animal or humanoid form as an
action.
Size 3: Silver dragons are 12′ long
from nose to tail and weigh around 2,000
lbs.
44
Very Resilient: These dragons can take two Size –1:
Wyrmlings are small creatures.
Wounds before they're Incapacitated. Languages: Auran, Common, Draconic.
Languages: Auran, Common, Draconic, Giant.
WHITE DRAGON
P SILVER DRAGON, ADULT This dragon’s scales are a frosty white. Its
Type: Good Dragon (Silver Dragon) head is crowned with slender horns, with a
Attributes: Agility d8, Smarts d12, Spirit d10, thin membrane stretched between them.
Strength d12+3, Vigor d12 Type: Evil Dragon (White Dragon)
Skills: Athletics d8, Common Knowledge d12, Attributes: Agility d6, Smarts d6, Spirit d6,
Fighting d12, Healing d12, Intimidation d12, Strength d12, Vigor d10
Notice d12, Persuasion d12, Spellcast- Skills: Athletics d8, Common Knowledge d4,
ing d12, Stealth d4 Fighting d8, Intimidation d8, Notice d8,
Pace: 7; Parry: 8; Toughness: 19 (4) Persuasion d4, Stealth d8
Edges: Arcane Background (Magic), Arcane Pace: 6; Parry: 6; Toughness: 11 (2)
Bestiary
Resistance, Combat Acrobat, Dodge, Edges: Dodge, Frenzy, Quick
Frenzy (Imp), Strong Willed Special Abilities:
Powers: Barrier, boost Trait, deflection, dispel, Aquatic: Pace 9.
divination, healing, light, mind link. Power Armor +2: Scaly hide.
Points: 25. Bite/Claws: Str+d6+d6 (cold), AP 2.
Special Abilities: Breath Weapon (Ice): Cone Template, 3d6
Armor +4: Scaly hide. damage.
Bite/Claws: Str+d8, AP 2. Burrow (6”): White dragons can burrow
Breath Weapon (Ice): Cone Template, 4d6 underground.
damage. Dragon: Ignores penalties for Illumination;
Breath Weapon (Paralyzing): Cone immune to cold, paralysis, slumber, Stun; +4
Template (paralyzing gas), major stun. damage from fire; ignore up to 4 points of
Vigor rolls to resist are at –2). Scale penalties when attacking; minor detect
Fear (–2): The frightful presence of dragons arcana.
causes Fear checks at –2. Flight: Pace 24.
Size 7 (Large): Adult silver dragons are 30′ Innate Powers: Major darkness (blizzard),
long from nose to tail and weigh 16 tons. major elemental manipulation (snow and ice
They can take one extra Wound. only), major wall walker (any icy surface,
Languages: Auran, Common, Draconic, including vertical or inverted surfaces.
Dwarven, Giant, Terran. Size 2: White dragons are 9′ long from nose
to tail and weigh around 1,000 lbs.
SILVER DRAGON, WYRMLING Very Resilient: These dragons can take two
Type: Good Dragon (Silver Dragon) Wounds before they're Incapacitated.
Attributes: Agility d6, Smarts d6, Spirit d8, Languages: Draconic.
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d6, P WHITE DRAGON, ADULT
Fighting d8, Healing d8, Intimidation d8, Type: Evil Dragon (White Dragon)
Notice d8, Persuasion d8, Stealth d4 Attributes: Agility d6, Smarts d6, Spirit d8,
Pace: 7; Parry: 6; Toughness: 7 (3) Strength d12+1, Vigor d10
Edges: — Skills: Athletics d8, Common Knowledge d6,
Special Abilities: Fighting d10, Intimidation d10, Notice d12,
Bite/Claws: Str+d6. Occult d10, Persuasion d4, Spellcasting d8,
Breath Weapon (Ice): Cone Template, 2d6 Stealth d8
damage. Pace: 6; Parry: 7; Toughness: 16 (5)
Breath Weapon (Paralyzing): Cone Edges: Arcane Background (Magic), Arcane
Template (paralyzing gas), minor stun. Resistance, Dodge, Frenzy (Imp), Quick
Flight: Pace 18. Powers: Bolt, boost Trait, deflection, dispel, light.
Resilient: Wyrmlings can take one Wound Power Points: 20.
before they're Incapacitated. Special Abilities:
45
Armor +5: Scaly hide.
DRAGON TURTLE
SAVAGE PATHFINDER
L a n g u a g e s : Draconic.
46
Edges: Mighty Blow, Sweep
Special Abilities:
Aquatic: Pace 6. +2 Stealth rolls underwater.
Armor +2: Hard shell.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Steam): Cone Template
5d6 damage. May breath while submerged.
Capsize: A dragon turtle can attempt to
capsize a ship by making an opposed roll
of its Strength against the ship captain’s
Boating skill.
Dragon: Ignore Illumination penalties;
immune to fire, paralysis, slumber, Stun.
Size 7 (Large): These huge creatures average
25’ long, with shells 15’ in diameter. They
Bestiary
can take one extra Wound before they're
Incapacitated.
Languages: Aquan, Common, Draconic.
DRIDER
Driders are created from the body of a
drow, warped and mutated through
special poisons and elixirs to take on the
characteristics of a giant spider.
A female drider’s lower spider body
is sleek and graceful like a black
widow’s body, while its torso and
beautiful face retain characteristics
of the drow (with the addition of sharp,
poisonous fangs). A male drider’s lower body Ancestry (Elf): Agile, Elven Magic, Low
is bulky like a tarantula, while its upper body
Light Vision, Keen Senses, Slender.
is wiry and its hideous face more spider than Bite: Str+d4.
drow, complete with fanged mandibles. Darkvision: Driders ignore penalties for
Type: Evil Aberration (Drider) Illumination up to 10”.
Attributes: Agility d8, Smarts d8, Spirit d8, Immunity: Slumber.
Strength d8, Vigor d10 Innate Powers: Major detect arcana (self, all
Skills: Athletics d8, Common Knowledge d4, Modifiers), minor fly (levitate up or down
Fighting d8, Intimidation d8, Notice d6, only), minor light/darkness.
Occult d8, Persuasion d4, Shooting d6, Poison (-2) : The drider's bite contains a
Spellcasting d8, Stealth d6 Mild poison.
Pace: 6; Parry: 6 or 7 (mace); Toughness: 10 Size 2: Driders are the size of a horse.
(2) Wall Walker: Driders can walk on vertical
Edges: Arcane Background (Magic), Dodge, or inverted surfaces at their full Pace.
Trademark Weapon (heavy mace) Webbing: Driders can cast webs from
Powers: Bolt, dispel, entangle, illusion, invisi- their thorax that are the size of Small Blast
bility, lower Trait, protection, puppet. Power Templates. This is an Athletics roll with
Points: 20. a Range of 6″. A hit means the victim is
Gear: Masterwork heavy mace (Str+d8, AP Entangled, or Bound with a raise.
2), masterwork composite bow (Range Languages: Common, Elven, Undercommon.
12/24/48, Damage Str+d6, AP 2).
Special Abilities:
Armor +2: Mutated hide.
47
Gear: Rapier (Str+d4), hand crossbow (Range
SAVAGE PATHFINDER
P DROW NOBLE
Drow society tends to be matriarchal, with
nobles defined by their Class Edges. The
following profile representing a typical
matriarch priestess.
Type: Evil Humanoid Cleric (Drow)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
DROW Skills: Athletics d8, Common Knowl-
Drow society is corrupt and evil, ruling vast edge d6, Faith d8, Fighting d8,
subterranean cities through fear and might. Intimidation d8, Notice d6, Occult d6, Per-
Many worship demons and enslave other suasion d4, Shooting d8, Stealth d6
peoples, and so are among the underworld’s Pace: 6; Parry: 6 or 7 or 9 (rapier, shield);
most feared and despised denizens. Toughness: 10 (4)
A powerful nobility rules over drow society. Edges: Cleric, Extraction, Frenzy.
The nobles are governed by sadistic and Powers: Boost Trait, deflection, dispel, fear, heal-
dangerous matriarchs who constantly plot ing, puppet, silence. Power Points: 15.
and scheme against rival houses—and lesser Gear: Masterwork rapier (Str+d4, AP 1), hand
kin within their own families. The majority crossbow (Range 5/10/20, Damage 2d4),
of drow are common soldiers and decadent masterwork plate corselet (+4), medium
citizenry, using this base profile. shield (+2 Parry, –2 Cover), 2x Knockout
poison.
Type: Evil Humanoid (Drow) Special Abilities:
Attributes: Agility d8, Smarts d6, Spirit d6, Ancestry (Elf ): Agile, Elven Magic,
Strength d6, Vigor d6 Intelligent, Low Light Vision, Keen Senses,
Skills: Athletics d6, Common Knowledge d4, Slender.
Fighting d6, Intimidation d6, Notice d6, Class Abilities (Cleric): Arcane
Occult d4, Persuasion d4, Shooting d6, Background (Cleric, Lamashtu), Channel
Stealth d6 Energy, Vow.
Pace: 6; Parry: 5 or 6 (rapier); Toughness: 6 (2) Darkvision: Drow ignore penalties for
Edges: — Illumination up to 10”.
Immunity: Slumber.
48
Innate Powers: Minor fly (levitate up or
down only), minor light/darkness. ELEMENTALS
Weakness (Light): Drow subtract 1 from Elementals are living spirits of earth, fire,
Trait rolls requiring sight in bright light. water, or air. Below are the standard
Languages: Elven, Undercommon. elementals, as well as their elder and
small variants.
DRYAD Elder: The profile lists all Traits, Derived
Statistics, and Edges. The Elder elemental
Dryads are tree-based fey who live in secluded
has the same Special Abilities as its base
woodlands far from humanoid settlements.
counterpart, with any adjustments listed.
They appear as comely humanoids with
wooden skin and leaves or blossoms for hair. Small: The profile lists all Traits, Derived
Statistics, and Edges. The Small elemental
These good and benign creatures are nimble
has the same Special Abilities as its base
but not very strong. They use bows and other
counterpart, with any adjustments listed.
weapons in defense, in addition to their
Bestiary
potent magic abilities. COMMON ABILITIES
Each Dryad is bound to a single tree, usually Elemental: No additional damage from
an oak. The creature sickens and eventually Called Shots; ignores 1 point of Wound
dies if it strays more than 300 yards from its penalties; doesn’t breathe, immune to
tree. Dryads dwell in all forests of Avistan, disease and poison; ignore penalties for
although the largest populations exist in the Illumination up to 10”.
Mwangi Expanse.
AIR ELEMENTAL
Type: Good Fey (Dryad) This cloud-like creature has dark hollows
Attributes: Agility d8, Smarts d6, Spirit d10, reminiscent of eyes and a mouth, and a
Strength d6, Vigor d6 howling wind whips it into ominous shapes.
Skills: Athletics d8, Common Knowledge d8,
Fighting d8, Notice d10, Persuasion d6, Type: Neutral Outsider (Air Elemental)
Shooting d8, Spellcasting d8, Stealth d10,
Survival d6
Pace: 6; Parry: 6; Toughness: 9 (4)
Edges: Arcane Background (Magic), Attrac-
tive, Charismatic
Powers: Empathy, slumber. Power Points: 15.
Gear: Dagger (Str+d4), masterwork longbow
(Range 15/30/60, Damage 2d6, AP 2).
Special Abilities:
Armor +4: Enchanted skin.
Fey: Ignore penalties for Dim and Dark
Illumination; +4 damage from cold iron.
Innate Powers: Minor entangle (LBT).
Speak with Plants: Dryads can
communicate freely with all plant life.
Tree Meld: A dryad can meld into or
out of a tree as a limited action. She can
remain melded with a tree as long as she
wishes.
Weakness (Tree Dependent): Beyond 300
yards of its tree, a dryad suffers a level of
Fatigue. After an hour, it is Exhausted.
Every 24 hours, it must make a Vigor roll
or suffer Energy Drain (Vigor). The dryad
can perform a ritual to bond to a new tree.
Languages: Common, Elven, Sylvan.
49
Skills: Athletics d10, Fighting d10, Intimida-
SAVAGE PATHFINDER
50
Pace: 5; Parry: 7; Toughness: 16 (2)
Edges: Sweep
Special Abilities:
Bash: Str+d6, AP 2.
Size 8 (Huge): An elder earth elemental is
40 feet long and weighs 60,000 lbs. It can
take two extra Wounds.
Bestiary
Size –1: A small earth elemental is 4 feet
long and weighs 80 lbs.
FIRE ELEMENTAL
This creature looks like a living, mobile
bonfire, tongues of flame reaching out in
search of things to burn.
Type: Neutral Outsider (Fire Elemental)
Attributes: Agility d12, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Fighting d8, Intimi-
date d6, Notice d6, Occult d4 Bash: Str+d6, AP 2.
Pace: 8; Parry: 6; Toughness: 9 Size 8 (Huge): An elder fire elemental is 40
Edges: — feet long and weighs 12 lbs. It can take two
Special Abilities: extra Wounds.
Bash: Str+d6.
Burn: Anyone hit by a fire elemental's bash
FIRE ELEMENTAL, SMALL
must make an Evasion roll or catch fire, Attributes: Agility d8, Smarts d4, Spirit d6,
taking 2d6 initial damage. Strength d6, Vigor d6
Environmental Weakness: Cold. Skills: Athletics d6, Fighting d6, Intimi-
Immunity: Fire. date d6, Notice d6, Occult d4
Size 4 (Large): This earth elemental is 16 Pace: 8; Parry: 5; Toughness: 4
feet long and weighs 4 pounds. It can take Special Abilities:
one extra Wound. Size –1: A small fire elemental is 4 feet long
Swat: Ignores 4 points of and weighs 2 lbs.
Scale penalties.
WATER ELEMENTAL
FIRE ELEMENTAL, ELDER This translucent creature’s shape
Attributes: Agility d12+1, shifts between a spinning column
Smarts d4, Spirit d8, of water and a crashing wave.
Strength d12+2, Vigor d10 Type: Neutral Outsider (Water
Skills: Athletics d6, Fight- Elemental)
ing d10, Intimidation d10, Attributes: Agility d6, Smarts d4,
Notice d8, Occult d8 Spirit d6, Strength d12, Vigor d8
Pace: 8; Parry: 7; Tough- Skills: Athletics d6, Fighting d8,
ness: 15 Notice d6, Occult d4, Shooting d8,
Edges: Extraction, Frenzy Stealth d6
Special Abilities: Pace: 5; Parry: 6; Toughness: 10
51
Edges: Sweep (Imp) WATER ELEMENTAL, ELDER
SAVAGE PATHFINDER
Special Abilities:
Aquatic: Pace 12.
Attributes: Agility d12, Smarts d4, Spirit d8,
Bash: Str+d6.
Strength d12+3, Vigor d8
Drench: The elemental extinguishes any
Skills: Athletics d12, Fighting d10, Notice d8,
Occult d8, Shooting d10, Stealth d6
flames it comes into contact with.
Immunity: Immune to water-based attacks.
Pace: 5; Parry: 7; Toughness: 14
Seep: Can squeeze through any porous gap
Special Abilities:
Bash: Str+d6, AP 2.
as if it were Difficult Ground.
Size 8 (Huge): An elder water elemental is
Size 4 (Large): This water elemental is 16
40 feet long and weighs 24,000 lbs. It can
feet long and weighs 2,250 pounds. It can
take two extra Wounds.
take one extra Wound.
Swat: Ignores 4 points of Scale penalties. WATER ELEMENTAL, SMALL
Water Blast: Water elementals can send
directed blasts of water to push their foes Attributes: Agility d6, Smarts d4, Spirit d6,
away. They may choose one target or a Strength d8, Vigor d8
Cone Template, and use Shooting for the Skills: Athletics d6, Fighting d6, Notice d6,
roll. Those affected make a Strength roll Occult d4, Shooting d6, Stealth d6
(at −2 if the elemental gets a raise) or are Pace: 5; Parry: 5; Toughness: 5
hurled 2d6″. Anyone who strikes a hard Special Abilities:
Size –1: A small water elemental is 4 feet
object (such as a wall) takes 2d4 non-lethal
damage. long and weighs 34 lbs.
Water Mastery: A water elemental gets
a free reroll on attack and damage rolls if ELEPHANT
both it and its target are touching water. These large herbivores wander the plains of
Golarion in family herds. Common elephants
dwell in warmer climes, while mammoths
inhabit colder regions, such as the northern
reaches of Avistan and the Crown of
the World.
Elephants are hunted for their meat and their
ivory tusks. They sometimes serve as mounts
and beasts of burden—or even beasts of war.
ELEPHANT, COMMON
Type: Neutral Animal (Elephant, Common)
Attributes: Agility d6, Smarts d6 (A), Spirit d8,
Strength d12+4, Vigor d12
Skills: Athletics d6, Fighting d8, Notice d8,
Survival d6
Pace: 7; Parry: 6; Toughness: 13 (1)
Special Abilities:
Armor +1: Thick hide.
Gore: Str+d6, AP 2 (counts as horns).
Low Light Vision: Elephants ignore
penalties for Dim and Dark Illumination.
Size 4 (Large): Elephants can take one extra
Wound.
Swat: Ignores 4 points of Scale penalties.
Trample: Str+d8.
ELEPHANT, MAMMOTH
Type: Neutral Animal (Elephant, Mammoth)
52
Attributes: Agility d6, Smarts d4 (A), Spirit d8,
Strength d12+4, Vigor d12
Skills: Athletics d6, Fighting d10, Notice d10,
Survival d8
Pace: 7; Parry: 7; Toughness: 14 (1)
Edges: —
Special Abilities:
Armor +1: Shaggy fur.
Horns: Str+d8, AP 2.
Low Light Vision: Mammoths ignore
penalties for Dim and Dark Illumination.
Size 5 (Large): Mammoths are massive
creatures, standing around 22’ tall and
weighing over 6 tons. They take can take
one extra Wound.
Bestiary
Swat: Ignores 4 points of Scale penalties.
Trample: Str+d8.
ETTERCAP
Strange and reclusive creatures, Ettercaps • Deadfall (Type: Mechanical; Notice: Yes,
live amongst arachnids in the darkest forests –2; Thievery: Yes –2; Effects: Walking
of Avistan, Varisia, and Andoran. Because under deadfall triggers; targets within
of their innate power to befriend spiders, an 2” suffer 2d6 damage and are Entangled;
Ettercap usually has a few giant spiders in Ettercap can reset in 5 minutes).
its lair. • Noose (Type: Mechanical; Notice: Yes
The creature walks upright like a man but –2; Thievery Modifier: Yes –2; Effects:
bears the face a spider. Instead of hands, an webbing tripwire triggers; target suffers
ettercap’s arms end in long claws from which 1d6 damage and is Bound; Ettercap can
it casts webs. They excel at setting clever traps reset with webbing in 2 minutes).
with their webbing and whatever materials • Spear Trap (Type: Mechanical; Notice:
they have at hand. Yes –2; Thievery: Yes –2; webbing tripwire
Type: Evil Aberration (Ettercap) triggers; target suffers 2d6 damage;
Attributes: Agility d10, Smarts d4, Spirit d6, Ettercap can reset with webbing and in
Strength d6, Vigor d10 5 minutes).
Skills: Athletics d10, Fighting d6, Notice d8, Wall Walker: Ettercaps can cling to vertical
Shooting d6, Stealth d8 and inverted surfaces at their standard
Pace: 6; Parry: 5; Toughness: 7 Pace.
Edges: Alertness, Quick Webbing: Ettercaps can cast webs the size
Special Abilities: of Small Blast Templates as an action. This
Bite/Claws: Str+d6. is a Shooting roll with Range 2/4/8. A hit
Hardy: The creature doesn't suffer a Wound means the victim is Entangled, or Bound
from being Shaken twice. with a raise.
Innate Power: Minor beast friend (spiders Languages: Common.
only).
Night Vision: Ettercaps ignore all penalties ETTIN
for Illumination.
These two-headed creatures are kin to giants.
Poison: The ettercap’s bite contains a Mild
They have orc-like tusks and grimy gray skin.
poison.
Ettins prefer solitude, living in secluded
Traps: Ettercaps are particularly skilled at
hilly regions with cold climes. They lair in
crafting cunning traps with its webs and
caves and hollows throughout Golarion,
debris.
but most commonly in Varisia. Adult ettins
53
Ancestry (Giant): Low Light Vision, Reach
SAVAGE PATHFINDER
GARGOYLE
Resembling hideous stone statues, Gargoyles
are patient winged predators. These evil
creatures often perch high upon natural rock
formations or man-made stone structures,
with equal ease. They remain still enough to
fool all but the most perceptive observers.
While gargoyles require no sustenance, they
often feast on their kills for reasons unknown.
They dwell in the wilds and in cities where
stone structures exist, from Varisia to Avistan
and across the continents.
Type: Evil Monstrous Humanoid (Gargoyle)
stand upwards of 15 feet tall and weigh up Attributes: Agility d6, Smarts d4, Spirit d6,
to 5,000 pounds. Strength d8, Vigor d8
Although not the brightest minds in the Skills: Athletics d8, Fighting d6, Notice d6,
realm, ettins are skillful hunters who prefer Stealth d8
to ambush their prey. Their two heads give Pace: 7; Parry: 5; Toughness: 10 (4)
them prowess in fighting with two weapons— Edges: —
they usually wield a flail in each hand. They Special Abilities:
are known to associate with trolls and Armor +4: Body of stone.
harpies, forming temporary alliances. Ettins Bite/Claws: Str+d6.
sometimes have orc or goblin followers, as Camouflage: Gargoyles blend with natural
well as dire bears as pets. stone, granting them +4 to Stealth rolls in
appropriate environments.
Type: Evil Humanoid (Ettin) Darkvision: Gargoyles ignore penalties for
Attributes: Agility d6, Smarts d4, Spirit d6, Illumination up to 10”.
Strength d12+1, Vigor d6 Environmental Weakness: Magic weapons.
Skills: Athletics d4, Common Knowledge d4, Flight: Pace 9.
Fighting d8, Intimidation d6, Notice d8,
Languages: Common.
Stealth d4, Survival d6
Pace: 7; Parry: 7; Toughness: 11 (2)
Edges: Ambidextrous, Block, GELATINOUS CUBE
Sweep (Imp), Two-Weapon These mindless predators
Fighting and scavengers roam the
Gear: 2x Flail (Str+d6), thick Darklands. They consume
animal pelts (+2), 2x jave- any organic material.
lin (Range 3/6/12, Damage Sometimes materials they
Str+d6). can’t digest—such as metal
Special Abilities: or stone — remain inside the
54
cube. This includes the possessions of past Size 4 (Large): These creatures are at least
humanoid victims. 10’ per side and weigh several tons. They
The large cubes of ooze are usually 3-4 yards take can take one extra Wound.
per side, although they are known to grow Transparent: When motionless, gelatinous
larger and their shape is malleable as they cubes are hard to see (+2 Stealth). Those who
move through tunnels and caverns. walk or fall into a cube are automatically
engulfed.
Scholars debate the origin of the creatures.
Wealthy and powerful people go to great
lengths to capture and use them as guardians. GHAST
Like their lesser kin (ghouls), these undead
Type: Neutral Ooze (Gelatinous Cube) creatures resemble whatever humanoid form
Attributes: Agility d4–2, Smarts d4 (A), they had before coming into unlife. They are
Spirit d6, Strength d6, Vigor d12+1 similar to ghouls in most respects, though
Skills: Fighting d6, Notice d4 more cunning and dangerous.
Pace: 3; Parry: 5; Toughness: 12
Bestiary
Edges: — Type: Evil Undead (Ghast)
Special Abilities: Attributes: Agility d10, Smarts d8, Spirit d10,
Bash: Str+d6. A raise adds +2 acid damage. Strength d8, Vigor d8
Engulf: The cube can attempt to engulf Skills: Athletics d8, Fighting d8, Notice d8,
opponents by taking no other actions in a Stealth d8
turn but moving over other creatures. Those Pace: 6; Parry: 6; Toughness: 9 (1)
who don't Evade are Bound and paralyzed Edges: Frenzy
for d4+1 rounds. While Engulfed, the victim Special Abilities:
takes 2d6 acid damage. Armor +1: Necrotic resilience.
Immunity: Electricity. Bite/Claws: Str+d6, AP 2.
Ooze: Ignores invisibility and all Greater Paralysis: Anyone Wounded by
Illumination penalties; immune to poison, a ghast's claw or bite attack must make a
paralysis, slumber, Stun, blind, Intimidation, Vigor roll or be Paralyzed. Elves are not
Taunt, puppet; doesn't sleep. immune as they are to a ghoul's paralysis.
Paralysis: A gelatinous cube secretes an Hardy: A second Shaken result in combat
anesthetizing slime. Anyone Shaken or doesn't cause a Wound to ghasts.
Wounded by its bash attack must make a Infection: Anyone Wounded by a ghast’s
Vigor roll (at –2 with a raise on the attack) bite attack must make a Vigor roll (at –2 with
or be paralyzed for d4+1 rounds. a raise on the attack) or contract ghoul fever.
Resilient: A gelatinous cube can take one Ghoul fever is a Lethal disease, requiring a
Wound before being Incapacitated. Vigor roll each day to prevent taking
a Wound. Anyone killed by
55
ghoul fever rises from the dead at midnight, Pace: —; Parry: 6; Toughness: 6
SAVAGE PATHFINDER
56
fever rises from the dead at midnight,
becoming a ghoul themselves.
Paralysis: Anyone Wounded by a ghoul’s
natural attack must make a Vigor roll or be
Stunned. Elves are immune to this effect.
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”.
Languages: Common.
GIANT
Bestiary
This section details several varieties
of giantkind found on Golarion. These
humanoids all share a common
characteristic — they are all massive
compared to humans.
All giants speak the Giant language, while
some also understand other tongues.
COMMON ABILITIES
Ancestry (Giant): Low Light Vision,
Reach 1, Swat.
CLOUD GIANT
These majestic giants dwell in the
highest mountains on Golarion. Their
skin ranges in color from milky white
to powder blue. They dress in the finest
clothing and jewelry available. They are
20 feet tall and weigh almost 5,500 pounds.
Cloud giants are divided into two distinct Armor +1: Tough skin.
societies at odds with each other. The Good Hardy: Cloud giants do not suffer a Wound
faction believes in peace and harmony, from being Shaken twice.
preferring to coexist with all giantkind Innate Powers: Minor fly (levitate up and
and other humanoid societies. Their Evil down, self only).
counterparts live in seclusion in their Obscuring Mist: Cloud giants can create a
mountain lairs, viewing other peoples as supernatural mist in a Large Blast Template
mere objects to exploit or ignore. at will. The mist lasts 10 minutes and
Type: Evil or Good Humanoid (Cloud Giant) subtracts 2 from any vision-based Trait
Attributes: Agility d6, Smarts d6, Spirit d8, roll made through or within the mist. This
Strength d12+5, Vigor d12 stacks with Illumination penalties, and is
Skills: Athletics d8, Common Knowledge d6, not negated by Infravision, Darkvision, or
Fighting d10, Intimidation d8, Notice d8, Low Light Vision.
Performance d6, Persuasion d6, Stealth d4 Rock Throwing: Giants are exceptionally
Pace: 8; Parry: 7; Toughness: 17 (4) good at throwing rocks, and can even throw
Edges: Sweep at Extreme Range. Damage Str+d12, Range
Gear: Gargantuan morningstar (Str+d10), 20/40/80, Heavy Weapon.
chain shirt (+3). Size 5 (Large): 20' tall, +1 Wound.
57
Special Abilities:
SAVAGE PATHFINDER
FROST GIANT
These giants usually have frosty-white or icy-
blue skin and long braided hair. They are 15
feet tall and weigh almost 2,800 pounds. They
dwell in the coldest environments of Golarion,
such as the northern reaches of Avistan and
the Crown of the World. Their lairs typically
include pets such as winter wolves, young
white dragons, and mammoths.
Frost giants are feared by other humanoids
because of their battle lust and habit of taking
captives. These giants survive by hunting,
foraging, and raiding for supplies and
slaves. They perceive other peoples purely
as commodities.
They prefer to ambush their prey,
FIRE GIANT throwing heavy rocks from afar or starting
These lumbering giants have short stumpy an avalanche before engaging with their
legs, broad chests, and powerful, muscular greataxes. Impervious to cold, some frost
arms. They are 16 feet tall and weigh upwards giants wear nothing more than animal skins,
of 7,000 pounds. Their hair and beard seem to although warriors often don chain shirts and
be made of fire. They prefer hot locations — decorative helmets of their own design.
the hotter, the better — from the Mindspin Type: Evil Humanoid (Frost Giant)
Mountains of Avistan, to the volcanic regions Attributes: Agility d6, Smarts d4, Spirit d6,
of the Darklands. Strength d12+2, Vigor d10
Fire giants are the most rigid and militaristic Skills: Athletics d8, Common Knowledge d4,
of all the giants. They constantly train for Fighting d8, Intimidation d8, Notice d8
war and employ brutal tactics on anyone and Pace: 7; Parry: 6 or 5 (greataxe); Toughness:
everyone that gets in their way. Their rigid 15 (4)
command structure is complete with soldiers, Edges: Sweep
officers, and even generals, and they obey Gear: Large greataxe (Str+d10, AP 3), chain
orders from their kings unquestioningly. shirt (+3).
Type: Evil Humanoid (Fire Giant) Special Abilities:
Armor +1: Icy skin.
Attributes: Agility d6, Smarts d4, Spirit d6,
Environmental Weakness: Fire.
Strength d12+3, Vigor d10
Skills: Athletics d8, Common Knowledge d4, Immunity: Cold.
Rock Throwing: Giants are exceptionally
Fighting d8, Intimidation d10, Notice d8
Pace: 7; Parry: 6 ; Toughness: 16 (4) good at throwing rocks, and can even throw
Edges: Sweep at Extreme Range. Damage Str+d12, Range
Gear: Large greatsword (Str+d10, AP 2), chain 20/40/80, Heavy Weapon.
Size 4 (Large): 15' tall, +1 Wound.
shirt (+3).
Languages: Common, Giant.
58
HILL GIANT Pace: 7; Parry: 6; Toughness: 13 (3)
Hill giants are the most nomadic of all Edges: Sweep
giantkind. They usually travel in small clans, Gear: Maul (Str+d10, AP 2).
looking for easy pillaging among other Special Abilities:
Armor +3: Granite flesh.
humanoid settlements. Many hill giants
Resilient: Stone giants can take one Wound
roam the frontier of Varisia, especially in the
Storval Plateau. before they’re Incapacitated.
Rock Throwing: Giants are exceptionally
Hill giants look much like humans, just a
good at throwing rocks, and can even throw
lot bigger. They are around 10 feet tall and
at Extreme Range. Damage Str+d12, Range
weigh 1,100 pounds. These selfish brutes tend
20/40/80, Heavy Weapon.
to solve all of their problems with violence. Size 3: 12’ tall.
They like to hit things hard.
Languages: Common, Giant.
Type: Evil Humanoid (Hill Giant)
Attributes: Agility d4, Smarts d4, Spirit d6, STORM GIANT
Bestiary
Strength d12+1, Vigor d10 Storm giants tend toward tanned
Skills: Athletics d6, Common Knowl- complexions, though some rare specimens
edge d4, Fighting d8, Notice d6, have violet skin, deep violet or blue-black
Persuasion d4, Stealth d4 hair, and silvery gray or purple eyes. Such
Pace: 7; Parry: 6; Toughness: 13 (4) violet coloration is considered to be good luck
Edges: Sweep among storm giants, and those possessing it
Gear: Maul (Str+d10, AP 2), hide armor (+2). tend to become leaders among their kind.
Special Abilities: Adults typically stand 21 feet tall and weigh
Armor +2: Leathery Skin. almost 12,000 pounds.
Rock Throwing: Giants are exceptionally
good at throwing rocks, and can even
throw at Extreme Range. Damage Str+d12,
Range 20/40/80, Heavy Weapon.
Size 2: 10' tall
Languages: Giant.
STONE GIANT
This breed of giantkind has dark granite
skin, with sharp, angular facial features.
They blend in easily with natural stone
surroundings. Stone giants are usually 12 feet
tall and weigh around 1500 pounds.
Like their rival hill giant cousins, many
stone giants live in the Storval Plateau of
Varisia. Some dwell in Tusk and Kodar
mountain ranges to the north. They
divide themselves into two primary
societies: so-called “high culture” and
“low culture” philosophies. The Rune
Road giants adopt Thassilonian knowledge,
which is considered taboo by the low culture
adherents who swear by the old ways.
Type: Neutral Humanoid (Stone Giant)
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d12+2, Vigor d10
Skills: Athletics d8, Common Knowl-
edge d6, Fighting d8, Notice d8,
Persuasion d6, Stealth d8
59
Storm giants tend to be reclusive, preferring (Range 12/24/48, Damage Str+d6, AP 2),
SAVAGE PATHFINDER
TAIGA GIANT
These nomadic hunters wander the northern
reaches of Avistan and Casmaron. They
patiently follow herds of auroch, mammoths,
and other creatures. They usually avoid
humanoid settlements, although they
sometimes raid towns or villages when prey
is scarce.
Large even for giantkind — 20 feet tall and
almost 10,000 pounds — taiga giants decorate
themselves with tattoos, jewelry, and spirit
fetishes. They are fond of music and song.
Type: Neutral Humanoid (Taiga Giant)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d12+3, Vigor d12
Skills: Athletics d8, Common Knowledge d6,
Fighting d8, Notice d6, Occult d6, Stealth d4,
Survival d10
Pace: 6; Parry: 6; Toughness: 15 (2)
Edges: Sweep
Gear: Massive spear (Str+d10), hide armor
(+2).
Special Abilities:
Immunity: Illusion, puppet, slumber.
Rock Throwing: Giants are exceptionally
good at throwing rocks, and can even throw
at Extreme Range. Damage Str+d12, Range
20/40/80, Heavy Weapon.
Size 5 (Large): 20' tall, +1 Wound.
60
SpiritSummoning: Once per day a taiga
giant may spend 10 minutes performing
this ritual. Once completed, attacks
targeting the giant suffer a –2 penalty
for 24 hours. In addition, the
giant gains one of the following
benefits for 24 hours: boost
Fighting, boost Spirit, detect
arcana, or environmental
resistance (cold and heat).
Languages: Common, Giant. attack almost any local fauna — including
humanoids—with venomous mandibles.
GIANT ANIMALS
Type: Neutral Vermin (Giant Centipede)
A wide variety of fauna exists on Golarion —
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Bestiary
some creatures grow to gigantic proportions
Strength d6, Vigor d6
relative to their normal-sized cousins.
Skills: Athletics d8, Fighting d6, Notice d6,
This section highlights several dangerous
Stealth d6, Survival d6
examples of giant animals or vermin found
Pace: 7; Parry: 5; Toughness: 7 (2)
in the wilderness or underground.
Edges: —
Special Abilities:
GIANT ANT Armor +2: Chitinous hide.
These insects look much like their smaller Bite: Str+d4.
relatives, but they can grow to the size of Darkvision: Centipedes ignore penalties
small ponies. A giant ant mound is the size for Illumination up to 10”.
of a human village. Mindless: Immune to puppet, Intimidation,
Type: Neutral Vermin (Giant Ant) and Taunt.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Poison: The centipede's bite contains a
Strength d6, Vigor d8 Lethal poison.
Skills: Athletics d6, Fighting d6, Notice d8, Wall Walker: These carnivores can walk
Stealth d4, Survival d6 on vertical or inverted surfaces at their full
Pace: 8; Parry: 5; Toughness: 8 (2) Pace, and may run.
Edges: Formation Fighter
Special Abilities: GIANT CRAB
Armor +2: Chitinous hide. This profile serves for
Bite: Str+d4. any number of
Darkvision: Ants ignore penalties for giant crustaceans,
Illumination up to 10”. from hermits to
Hardy: The creature doesn't suffer a Wound hardshells.
from being Shaken twice.
Mindless: Immune to puppet, Intimidation,
and Taunt.
Poison (–2): The ant’s stinger contains a
Mild poison.
Sting: Str+d4.
Wall Walker: Giant ants can walk
on vertical or inverted surfaces at
their full Pace, and may run.
GIANT CENTIPEDE
These long, segmented predators
are as long as a man is tall. They
61
Skills: Athletics d4, Fighting d6, Notice d6,
SAVAGE PATHFINDER
Stealth d6
Pace: 1; Parry: 5; Toughness: 6
Edges: —
Special Abilities:
Aquatic: Pace 4; +2 Stealth in swamps.
Blindsense: Ignores invisibility and all
Illumination penalties.
Bloodsucker: Anyone hit by a giant leech
takes a level of Fatigue unless completely
covered in armor with a natural bonus of
+3 or more. The leech remains attached
Type: Neutral Vermin (Giant Crab) after the attack and is Vulnerable. On its
Attributes: Agility d8, Smarts d4 (A), Spirit d6, subsequent turns, it automatically causes
Strength d12, Vigor d10 another level of Fatigue until it or its victim
Skills: Athletics d8, Fighting d10, Notice d6 is Incapacitated.
Pace: 6; Parry: 7; Toughness: 10 (3) Hardy: A giant leech doesn’t suffer a
Edges: First Strike Wound from being Shaken twice.
Special Abilities: Mindless: Immune to puppet, Intimidation,
Armor +3: Hardened shell. and Taunt.
Aquatic: Pace 5.
Claws: Str+d4, AP 2, Reach 1. GIANT LIZARD
Darkvision: Giant crabs ignore penalties This profile represents various giant lizards,
for Illumination up to 10”. from geckos to iguanas.
Mindless: Immune to puppet, Intimidation,
Type: Neutral Animal (Giant Lizard)
and Taunt.
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
GIANT LEECH Strength d6, Vigor d6
While some folks believe their smaller cousins Skills: Athletics d10, Fighting d6, Notice d8,
have medicinal value, giant leeches are Stealth d6, Survival d6
dangerous vermin. As big as humans, they Pace: 7; Parry: 5; Toughness: 7 (2)
can latch on to an enemy with their circular Special Abilities:
row of teeth and drain all its blood. They lurk Armor +2: Rubbery hide.
Bite: Str+d4.
in murky waters anywhere on Golarion.
Low Light Vision: Giant lizards ignore
Type: Neutral Vermin (Giant Leech) penalties for Dim and Dark Illumination.
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Wall Walker: Giant lizards can walk on
Strength d6, Vigor d8 vertical or inverted surfaces at their full
Pace, and may run.
GIANT MOSQUITO
Usually nothing more than an annoyance,
these giant bloodsuckers rarely kill —unless
they also carry disease.
Type: Neutral Vermin (Giant Mosquito)
Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Strength d4, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d6,
Stealth d8
Pace: 6; Parry: 5; Toughness: 4
Edges: —
Special Abilities:
Bloodsucker: Anyone hit by a giant
mosquito takes a level of Fatigue unless
62
completely covered in armor with a natural Skills: Athletics d6, Fighting d8, Notice d6,
bonus of +3 or more. The mosquito remains Stealth d4
attached after the attack and is Vulnerable. Pace: 8; Parry: 6; Toughness: 11 (3)
On its next turn, it automatically causes Edges: Frenzy
another level of Fatigue then flies away at Special Abilities:
half Pace, fat and bloated. The mosquito’s Armor +3: Chitinous skin.
attack can’t Incapacitate a victim. Claws: Str+d4, AP 2, +2 to grappling attacks.
Darkvision: The mosquito ignores Darkvision: The scorpion ignores penalties
penalties for Illumination up to 10” (20 for Illumination up to 10”.
yards). Mindless: Immune to puppet, Intimidation,
Flight: Pace 12. and Taunt.
Mindless: Immune to puppet, Intimidation, Poison (–2): The scorpion’s stinger contains
and Taunt. a Lethal poison.
Size –1: Size of a human child. Size 2: Giant scorpions are 8’ long.
Stinger: Str+d4.
Bestiary
GIANT OCTOPUS
The giant octopus is a true monster capable GIANT SLUG
of catching and eating sharks, humans, or No simple garden pests, giant slugs pose a
anything else it can grab with its 20’ long serious threat to those caught in their path.
tentacles. Folk who dwell near swamps, especially, risk
losing livestock and even their homes to these
Type: Neutral Animal (Giant Octopus)
enormous, solitary beasts.
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d12, Vigor d10 Giant slugs constantly wander in search of
Skills: Athletics d10, Fighting d8, Notice d6, food, their preference being fleshy organic
Stealth d10 material, which they slice into smaller, easily
Pace: 4; Parry: 6; Toughness: 10 (2) gulped chunks with their rasp-like tongues.
Edges: Combat Reflexes, Extraction, Quick Deep in the Darklands, some creatures are
Special Abilities: known to ride these slugs as mounts.
Aquatic: Pace 6. Type: Neutral Vermin (Giant Slug)
Armor +2: Leathery skin. Attributes: Agility d4, Smarts d4 (A), Spirit d6,
Bite: Str+d4. Strength d12+2, Vigor d10
Low Light Vision: A giant octopus ignores Skills: Fighting d8, Notice d6
penalties for Dim and Dark Illumination. Pace: 6; Parry: 6; Toughness: 15 (3)
Poison: The creature’s bite delivers a Lethal Edges: —
poison. Special Abilities:
Size 1: The body of a giant octopus is 7’
long.
Tentacles (4): A giant octopus has four
tentacle actions and Reach 2. It may
lash with its tentacles for Str+d4
damage. Bound or Entangled
prey may be bitten as usual.
GIANT SCORPION
Giant scorpions are usually
found in hot climates. Unlike
their normal-size cousins, giant
scorpions are fierce predators.
Type: Neutral Vermin (Giant
Scorpion)
Attributes: Agility d6,
Smarts d4 (A), Spirit d6,
Strength d10, Vigor d8
63
Armor +3: Rubbery hide. Skills: Athletics d10, Fighting d6, Notice d8,
SAVAGE PATHFINDER
Type: Neutral Vermin (Giant Spider) Type: Neutral Vermin (Giant Stag Beetle)
Attributes: Agility d10, Smarts d4 (A), Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Spirit d6, Strength d6, Vigor d6 Strength d12, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6
Pace: 6; Parry: 5; Toughness: 10 (2)
Special Abilities:
Armor +2: Chitinous skin.
Bite: Str+d6, AP 2.
Darkvision: Giant stag beetles ignore
penalties for Illumination up to 10”.
Flight: Pace 4.
Mindless: Immune to puppet, Intimidation,
and Taunt.
Resilient: These creatures can take one
Wound before they're Incapacitated.
Size 2: This beetle is nearly 10 feet long and
weighs 1,000 pounds.
Trample: Str+d6.
64
Type: Neutral Vermin (Goliath
Stag Beetle)
Attributes: Agility d6, Smarts d4 (A),
Spirit d6, Strength d12+5, Vigor d10
Skills: Athletics d6, Fighting d8, Notice d6
Pace: 6; Parry: 6; Toughness: 14 (2)
Special Abilities:
Armor +2: Chitinous skin.
Bite: Str+d6, AP 2.
Darkvision: Goliath stag beetles ignore
penalties for Illumination up to 10”.
Flight: Pace 4.
Mindless: Immune to puppet, Intimidation,
and Taunt. of hyenas, with
Size 5 (Large): A goliath stag beetle is 25
Bestiary
torsos and prehensile
feet long and weighs 8,000 pounds. It can hands of humans. Their
take one extra Wound. normal upright posture is
Trample: Str+d8.
humanoid though they drop to
Very Resilient: Goliath stag beetles can take
all fours when it suits them. Their
two Wounds before they're Incapacitated. heads and facial features — with
short muzzles, furry ears and
GIANT EAGLE powerful jaws — are distinctly
This immense eagle’s feathers are golden hyena-like.
brown and shimmer in the light. Its sharp Organizing themselves into
beak and curved talons are dark yellow. packs, gnolls survive through
Giant eagles are far more than animals — raiding, hunting, and scavenging. They
they possess a supernatural intellect and view prefer warm climes, particularly the plains
themselves as guardians and protectors of and deserts of Garund and Casmaron. Gnolls
their mountain territories. They form lasting rarely form settlements or make attempts
friendships with those who respect them and to alter their environments. They stay on
their mountaintop eyries. the move, hunting, raiding, and sometimes
taking humanoid slaves. It’s common for
Type: Good Magical Beast (Giant Eagle)
gnolls to keep hyenas as pets.
Attributes: Agility d10, Smarts d6, Spirit d6,
Strength d10, Vigor d6 Type: Evil Humanoid (Gnoll)
Skills: Athletics d8, Fighting d8, Notice d12, Attributes: Agility d6, Smarts d6, Spirit d6,
Stealth d4 Strength d8, Vigor d6
Pace: 3; Parry: 6; Toughness: 9 (2) Skills: Athletics d6, Common Knowledge d4,
Edges: Alertness Fighting d6, Intimidation d6, Notice d6,
Special Abilities: Persuasion d4, Shooting d6, Stealth d4,
Armor +2: Thick feathers. Survival d6
Bite/Claws: Str+d6, AP 2. Pace: 6; Parry: 5 or 6 (spear, two-handed);
Flight: Pace 9. Toughness: 7 (2)
Low Light Vision: Giant eagles ignore Edges: —
penalties for Dim and Dark Illumination. Gear: Spear (Range 3/6/12, Damage Str+d6),
Size 2: This magical beast stands 15’ tall, battle axe (Str+d8), short bow (Range
has a wingspan of 30’ and weighs 500 lbs. 12/24/48, Damage 2d6), hide armor (+1).
Languages: Auran (can’t speak). Special Abilities:
Armor +1: Thick fur.
Darkvision: Gnolls ignore penalties for
GNOLL
Illumination up to 10”.
Sometimes called hyenafolk, gnolls stand
roughly a head taller than humans. These Languages: Gnoll.
vicious creatures have double-jointed legs
65
GOBLIN CUTTHROAT: Strength d6, Extraction,
SAVAGE PATHFINDER
P GOBLIN COMMANDO
An elite goblin warrior, the commando
often rides a goblin dog in combat. They
usually wear some manner of leather armor,
equipping themselves with special weapons.
Type: Evil Humanoid (Goblin Ranger)
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d6
Skills: Athletics d6, Common Knowl-
GNOLL SERGEANT: Vigor d8 (Toughness edge d6, Fighting d8, Notice d6,
8 (2)), Fighting d8 (Parry 6 or 7 (spear, two- Persuasion d4, Riding d8, Shooting d8,
handed), Shooting d8, Iron Jaw, are Resilient. Stealth d10, Taunt d6
GNOLL LIEUTENANT: Strength d10, Fight- Pace: 5; Parry: 6; Toughness: 6 (2)
ing d10, are Very Resilient. Edges: Beast Bond, Formation Fighter, Luck,
Ranger
Gear: Horsechopper (Str+d6), bow (Range
GOBLIN 12/24/48, Damage 2d6), light leather jacket
These short, evil humanoids have pointed and leggings (+2), potion of minor healing.
ears, wide mouths, and sinewy arms too Special Abilities:
long for their bodies. Tribal creatures, Ancestry (Goblin): Darkvision, Size –1,
Goblins usually live underground in dark Greedy (Major).
caves or long-forgotten ruins. They form war Class Abilities (Ranger): Armor Restriction
bands ruled by the strongest or smartest of (Medium), Favored Enemy (Animal),
the group. Favored Terrain (Plains), Wilderness Stride.
Goblin tribes survive by raiding nearby Pack Tactics: The creature adds any Gang
settlements and waylaying travelers on the Up bonus to its Fighting damage rolls.
road, and then moving along once their Languages: Common, Goblin.
pillaging leaves little left to steal or despoil.
Type: Evil Humanoid (Goblin) GOBLIN DOG
Attributes: Agility d8, Smarts d6, Spirit d6, Goblin dogs are foul-smelling, rodent-faced
Strength d4, Vigor d6 canines with evil temperaments matching
Skills: Athletics d6, Common Knowledge d6, those of their goblin masters.
Fighting d6, Notice d6, Persuasion d4, Shoot-
ing d6, Stealth d10, Taunt d6 Type: Neutral Animal (Goblin Dog)
Pace: 5; Parry: 5; Toughness: 4 Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Edges: Formation Fighter Strength d6, Vigor d6
Gear: Dogslicer (Str+d4), Skills: Athletics d6, Fighting d6,
goblin bow (Range 8/16/32, Notice d10, Stealth d8
Damage 2d6). Pace: 8; Parry: 5; Toughness:
Special Abilities: 5 (1)
Ancestry (Goblin): Darkvision, Edges: Alertness
Size –1, Greedy (Major). Special Abilities:
Armor +1: Itchy, leathery
Languages: Common, Goblin. hide.
GOBLIN STALKER: Vigor d8 Allergic Reaction: Any non-
(Toughness 5), Fighting d8 (Parry goblin Shaken or Wounded by
6), Shooting d8, Hardy, Pack Tactics. a goblin dog’s bite must make a
Vigor roll (at –2 with a raise on
the attack) or suffer Fatigue as
66
a rash spreads out from the injury. The rash Powers: Dispel, healing, lower Trait. Power
lasts 24 hours, and doesn't stack with itself. Points: 10.
Bite: Str+d4. Special Abilities:
Low Light Vision: These dogs ignore Ancestry (Goblin): Darkvision, Size –1,
penalties for Dim and Dark Illumination. Greedy (Major).
Size –1: The heads of these canines come to Class Abilities (Bard): Arcane Background
an average human’s waist, and they weigh (Bard), Armor Interference (Light), Sharp
about 60 pounds. Tongued.
Speed: d10 running die. Languages: Common, Goblin.
Bestiary
Type: Evil Aberration (Goblin Snake) spirit. The process of creating a golem binds
Attributes: Agility d6, Smarts d4, Spirit d6, the spirit to the artificial body, merging it with
Strength d6, Vigor d6 this specially prepared vessel and subjecting
Skills: Athletics d6, Fighting d6, Notice d6, it to the will of the golem’s creator.
Stealth d8 Being mindless, golems do nothing without
Pace: 6; Parry: 5; Toughness: 5 (1) orders from their creators. They follow
Edges: — instructions explicitly and are incapable
Special Abilities: of complex strategy or tactics. A golem’s
Armor +1: Thick hide. creator can command it within 10” (20 yards).
Bite: Str+d4. A golem usually follows its last instruction
Darkvision: Ignores Illumination penalties to the best of its ability. If attacked it returns
up to 10". the attack.
Goblin Breath: A goblin snake can release The creator can give the golem a simple
a disgusting belch as an action. Any non- command to govern its actions in his
goblin creature in a Small Blast Template
placed adjacent to the snake must make a
Vigor roll at –2 or suffer a level of Fatigue
from the stench.
Size –1: Goblin snakes grow to 9 feet long
and weigh up to 30 pounds.
Languages: Common, Goblin.
P GOBLIN WARCHANTER
This goblin bard possesses great skill
at whipping fellow goblins into furious,
shrieking frenzies.
Type: Evil Humanoid (Goblin Bard)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d4, Vigor d6
Skills: Athletics d6, Common Knowledge d6,
Fighting d6, Notice d6, Performance d8,
Persuasion d4, Shooting d6, Stealth d10
Pace: 5; Parry: 5 or 4 (Whip); Toughness: 6 (2)
Edges: Bard, Bolster, Formation Fighter
Gear: Dogslicer (Str+d4), whip (Str+d4, Parry
–1, Reach 2), goblin bow (Range 8/16/32,
Damage 2d6), masterwork light leather
jacket (+2), potion of minor healing.
67
absence—or can order the golem to obey the Cursed Wounds: Wounds caused by a clay
SAVAGE PATHFINDER
commands of another. The golem’s creator golem don’t heal naturally and all rolls for
can always resume control by issuing a magical healing are at –2.
new command. Night Vision: Clay golems ignore all
penalties for Illumination.
CLAY GOLEM Environmental Weakness: Adamantine
This lumbering figure is sculpted from soft and bludgeoning weapons.
clay, with a vaguely humanoid face. It usually Fearless: Golems are immune to Fear and
wears no clothing, except for a stiff leather Intimidation.
garment around its midsection. Immunity: Powers and magical effects.
Magical weapons and the Damage
Type: Neutral Construct (Clay Golem)
enchantment applies normally, but any
Attributes: Agility d6, Smarts d4, Spirit d8,
additional effects do not.
Strength d12+1, Vigor d8
Rage: May Rage, per the Barbarian Class
Skills: Athletics d4, Fighting d10, Notice d6,
Edge.
Spellcasting d8, Stealth d4
Resilient: Clay golems can take one Wound
Pace: 5; Parry: 7; Toughness: 13 (5)
before they’re Incapacitated.
Edges: Arcane Background (Magic)
Size 2: Clay golems are 9’ tall and weigh
Powers: Speed. Power Points: 10
around 1,000 lbs.
Special Abilities:
Armor +5: Hardened clay. FLESH GOLEM
Bash: Str+d8.
A flesh golem is a ghoulish collection of stolen
Construct: +2 to recover from being Shaken;
humanoid body parts, stitched together into
ignores 1 point of Wound penalties; doesn't a single composite form. Its cadaverous flesh
breathe or suffer from disease or poison. has a sickly green or yellowish tint. A flesh
golem wears whatever clothing its creator
desires, usually just rags. It typically has no
possessions and no weapons.
A flesh golem can’t speak, although it can
emit a hoarse roar of sorts. Most of these
constructs are mindless beings.
Type: Neutral Construct (Flesh Golem)
Attributes: Agility d6, Smarts d4, Spirit d8,
Strength d12, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6,
Stealth d4
Pace: 6; Parry: 6; Toughness: 12 (5)
Edges: —
Special Abilities:
Armor +5: Enchanted flesh.
Bash: Str+d8.
Construct: +2 to recover from being Shaken;
ignores 1 point of Wound penalties; doesn't
breathe or suffer from disease or poison.
Environmental Weakness: Adamantine.
Fearless: Golems are immune to Fear and
Intimidation.
Immunity: Powers and magical effects.
Magical weapons and the Damage
enchantment applies normally, but any
additional effects do not.
Night Vision: Flesh golems ignore all
penalties for Illumination.
68
Rage: May Rage, per the Barbarian Class
Edge.
Resilient: Flesh golems can take one
Wound before they’re Incapacitated.
Size 1: Flesh golems can be up to 8’ tall and
weigh over 500 lbs.
ICE GOLEM
Ice golems are humanoid constructs formed
of carved ice. Their appearance can range
from roughly chiseled figures of ice and
snow to elaborately detailed ice sculptures
and beautiful crystalline statues.
Ice golems can’t speak. They move with the
sound of cracking and popping ice. They
Bestiary
stand a head taller than most humans.
Type: Neutral Construct (Ice Golem)
Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d6,
Stealth d4
Pace: 6; Parry: 6; Toughness: 10 (4)
Edges: —
Special Abilities:
Armor +4: Enchanted ice.
Bash: Str+d6, AP 2 (cold).
Breath Weapon (Cold): Cone Template, 3d6
damage.
Construct: +2 to recover from being Shaken;
ignores 1 point of Wound penalties; doesn't
breathe or suffer from disease or poison.
Environmental Weakness: Adamantine,
Fire. golem cannot speak or make any vocal noise,
Fearless: Golems are immune to Fear and
nor does it have any distinguishable odor.
Intimidation. Iron golems sometimes carry a weapon in
Icy Destruction: When an ice golem is one hand, though they rarely use it, relying
Incapacitated, it shatters in an explosion of instead on their bash attacks.
jagged shards of ice. Anyone adjacent to the Type: Neutral Construct (Iron Golem)
golem takes 2d6 damage. Attributes: Agility d6, Smarts d4, Spirit d8,
Immunity: Cold, powers and magical
Strength d12+3, Vigor d8
effects (not including magical weapons). Skills: Athletics d6, Fighting d10, Notice d6
Night Vision: Ice golems ignore all
Pace: 6; Parry: 7; Toughness: 16 (6)
penalties for Illumination. Edges: —
Resilient: Ice golems can take one Wound
Special Abilities:
before they’re Incapacitated. Armor +6: Iron plating.
Bash: Str+d8, AP 2.
IRON GOLEM
Breath Weapon (Knockout Gas): Cone
An iron golem has a humanoid body made
Template, knockout poison.
from iron. It can be sculpted into any shape its
Construct: +2 to recover from being Shaken;
creator desires, but it almost always displays
ignores 1 point of Wound penalties; doesn't
armor of some sort. Its features are much
breathe or suffer from disease or poison.
smoother than those of a stone golem. An iron
Environmental Weakness: Adamantine.
69
Fearless: Golems are immune to Fear and Pace: 5; Parry: 7; Toughness: 15 (6)
SAVAGE PATHFINDER
70
Night Vision: These beasts ignore all Type: Evil Monstrous Humanoid (Annis
penalties for Illumination. Hag)
Pounce: If a griffon makes a Wild Attack Attributes: Agility d6, Smarts d6, Spirit d8,
when swooping down on prey from above, Strength d12+1, Vigor d10
it adds +4 damage instead of +2 to one Skills: Athletics d6, Common Knowl-
successful Fighting attack. edge d8, Fighting d8, Notice d8,
Size 1: Griffons weigh around 500 pounds. Persuasion d6, Stealth d6
Languages: Common (can’t speak). Pace: 7; Parry: 6; Toughness: 12 (4)
Edges: Alertness
HAG Special Abilities:
Armor +4: Cursed skin.
Hags are evil crones who prey on humanoids Bite/Claws: Str+d6, AP 2.
for vicious and vile purposes. All hags Darkvision: Annis hags ignore penalties
despise beauty, virtue, and purity. They seek for Illumination up to 10”.
to corrupt, despoil, and torment humanoid Innate Powers: Major disguise (self).
Bestiary
societies on Golarion. Size 1: Annis hags stand 8 feet tall and
COMMON ABILITIES weigh around 300 lbs.
All hags have the Ugly (Minor) hindrance. Languages: Common, Giant.
Coven: Hags sometimes form a coven, to
GREEN HAG
pool their talents and gain shared magical
abilities. Any three crones of any type can Knots of dark, moldering hair spill over the
form a coven. When the hags are within 2” features of this sickly, thin, green-skinned
(4 yards) of each other, they gain the Coven crone. A typical green hag stands between 5
Benefits listed below. and 6 feet tall and weighs roughly 150 pounds.
The coven gains Arcane Background Green hags haunt foul swamps and dark,
(Magic), Arcane Mastery, and access to the tangled forests. They delight in murdering
following powers, using Spellcasting d8: innocents, unhinging noble minds, and
Arcane protection, baleful polymorph, debasing the pure of heart. These crones
curse, dispel, divination, are particularly fond of using
elemental manipulation, disguise to assume the forms
mind wipe, puppet, of alluring young maidens and
resurrection, scrying, then seducing young men away
zombie. Power Points: 20 from their lovers or families.
Sometimes they do this
ANNIS HAG merely for spite, other
Also known as black hags times they have malevolent
or iron hags, annis hags plans to infect and ruin
are the largest of their entire settlements.
foul brood. Known for Type: Evil Monstrous Human-
their iron-hard, wart-covered skin oid (Green Hag)
and their claws like rusty blades, Attributes: Agility d6, Smarts d8,
annis hags revel in visceral evils of Spirit d8, Strength d12, Vigor d6
torture and slaughter. Skills: Athletics d6, Common Knowl-
Annis hags dwell in dark caves, edge d6, Fighting d8, Notice d8,
tangled hollows, and cursed ruins Occult d8, Persuasion d8, Stealth d8
deep within frozen swamps or icy Pace: 6; Parry: 6; Toughness: 9 (4)
moors. They stalk forth by night to Edges: Alertness
sow fear and hunt the unwary, using Special Abilities:
their disguise to lure victims into a false Aquatic: Pace 6. Athletics
sense of security before attacking. They (swimming) +2.
often pose as travelers in need of aid or Armor +4: Cursed skin.
pilgrims seeking to share a camp. Claws: Str+d4.
71
Darkvision: Green hags ignore penalties Attributes: Agility d12, Smarts d10, Spirit d8,
SAVAGE PATHFINDER
SEA HAG
Hair like rotting seaweed drapes this ancient
witch. Loose, algae-colored skin sags off her
72
half-starved 6 foot tall frame. Despite her
emaciated appearance, a sea hag weighs
about 150 pounds.
These wicked hags possess terrifying
features that few dare look upon. Reveling
in discord, the foul crones drag sailors to
watery graves and torment the peoples of
the oceans with deceitful promises. Sea hags
prefer to dwell relatively close to shore where
they can prey upon fishermen and crew of
trading vessels.
Type: Evil Monstrous Humanoid (Sea Hag)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d12, Vigor d10
Bestiary
Skills: Athletics d6, Common Knowledge d4,
Fighting d6, Notice d8, Occult d6, Persua-
sion d6, Stealth d8
Pace: 6; Parry: 5; Toughness: 9 (2)
Edges: —
Special Abilities:
Aquatic: Pace 8. Sea hags get +2 to all Stealth
rolls underwater.
Armor +2: Cursed skin.
Claws: Str+d4.
Darkvision: Sea hags ignore penalties for rookeries overlooking bogs and marshlands.
Illumination up to 10”. They relish the “taste” of their prey’s fear and
Evil Eye: As a limited action, the crone can pain. Harpies tend to “play” with their food,
stare down her opponent, causing distress especially favoring humans and elves.
and uncertainty. If the hag succeeds in
an opposed Spirit roll, her opponent is Type: Evil Monstrous Humanoid (Harpy)
Distracted. If she gets a raise, the victim is Attributes: Agility d8, Smarts d4, Spirit d8,
also Vulnerable. Strength d6, Vigor d6
Fear: A sea hag is nauseatingly hideous. Skills: Athletics d8, Common Knowledge d6,
Anyone who looks at a sea hag makes a Fighting d8, Intimidation d6, Notice d8,
Fear check. Performance d8, Stealth d4
Pace: 5; Parry: 6; Toughness: 8 (3)
Languages: Common, Giant.
Edges: —
Gear: Morning star (Str+d6), leather vest and
HARPY greaves (+2).
These winged carnivorous creatures look like Special Abilities:
a cross between a human and a bird of prey. Armor +1: Tough hide.
Their faces appear human from a distance, Captivating Song: When a harpy sings, all
although closer inspection reveals sharp teeth non-harpies within 100 yards must make
and inhuman eyes. a Spirit roll. Anyone who fails must move
Harpies have feathers instead of hair. Their towards the harpy, using the most direct
hands and feet bear the flesh-ripping talons path possible. Anyone encountering a cliff
of predatory avians. These creatures are or other hazard gets another Spirit roll to
known for their overpowering musk — they end the effect before moving into peril. The
are usually smelled before they are seen. effect lasts as long as the harpy sings. Those
They sometimes wear perfumes to cover their who succeed on the Spirit roll are immune
natural odors. to the captivating song for 24 hours.
Claws: Str+d6.
Harpies live in temperate mountain areas
of the Inner Sea region. They prefer craggy
73
Special Abilities:
SAVAGE PATHFINDER
74
kin, these creatures value societal Pace: 12; Parry: 4; Toughness: 8
structure and organization, Edges: Fleet-Footed.
with strict behavioral Special Abilities:
mores, traditional Kick: Str+d4, to the front or
rites of passage, and rear as desired.
tribal laws. Size 2: Typical light horse
Bestiary
means of survival. These Fighting to d6.
creatures raid and pillage
nearby settlements, often Type: Neutral Animal (Horse, Heavy)
taking slaves along with Attributes: Agility d8, Smarts d4 (A),
their plunder. Spirit d6, Strength d12+1, Vigor d10
Skills: Athletics d8, Fighting d4,
Type: Evil Humanoid Notice d6
(Hobgoblin) Pace: 10; Parry: 4; Toughness: 10
Attributes: Agility d8, Smarts d6, Edges: —
Spirit d6, Strength d8, Vigor d8 Special Abilities:
Skills: Athletics d6, Common Kick: Str+d4, to the front or rear as desired.
Knowledge d6, Fighting d6, Notice d6, Per- Size 3: A draft horse of about 1,000 to 1,500
suasion d4, Shooting d6, Stealth d6 lbs.
Pace: 6; Parry: 5; Toughness: 8 (2)
Hindrances: Ruthless (Minor)
Edges: —
Gear: Longsword (Str+d8), javelin (2) (Range
4/8/16, Damage Str+d6), hide armor (+2).
Special Abilities:
Darkvision: Hobgoblins ignore penalties
for Illumination up to 10”.
Languages: Common, Goblin.
HOBGOBLIN BRUTE: Strength d8, Vigor d10
(Toughness 9 (2)), Fighting d8, Soldier, are
Hardy, light shield (Parry 6 or 7 (shield)).
HOBGOBLIN MAULER: Strength d10, Fight-
ing d10, First Strike, No Mercy, are Resilient,
Maul (Str+d10, AP 2).
HORSE, LIGHT
Riding horses compromise speed with
carrying capacity. The smaller "pony" version
is Size 1 and Strength d10.
If trained for combat, increase Fighting to d6.
Type: Neutral Animal (Horse, Light)
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Strength d12, Vigor d8
Skills: Athletics d8, Fighting d4, Notice d6
75
Type: Neutral Magical Beast (Hydra)
HYDRA
SAVAGE PATHFINDER
INTELLECT DEVOURER
Thought by some to be invaders from
another dimension or planet, the sinister
intellect devourers are certainly one of
the world’s cruelest races. Incapable of
experiencing emotions or wallowing
in the sins of physical pleasure on their
own, intellect devourers are forced to
steal bodies in order to indulge their
gluttony, lust, and cruelty.
76
Stories tell of entire cities Environmental Weakness:
of these creatures deep Adamantine and magic weapons.
underground, where host Immunity: Fire, empathy,
bodies are worn like puppet, slumber.
clothes to hideous orgies Innate Powers: Minor
and vile feasts. Lone confusion, minor detect arcana,
intellect devourers often minor invisibility, major mind
dwell in ruins or caves on link, major shrink (self), minor
the edge of a civilized stun.
region so they can Resilient: Intellect devourers can
make periodic forays into town to “shop” take one extra Wound before they're
for an attractive new body. Incapacitated.
Size –2 (Small): An intellect devourer is 3
Type: Evil Aberration (Intellect Devourer)
feet long and weighs about 60 pounds.
Attributes: Agility d12, Smarts d8, Spirit d8,
Bestiary
Strength d6, Vigor d12 Languages: Undercommon (can't speak).
Skills: Athletics d6, Common Knowledge d8,
Fighting d8, Notice d10, Persuasion d6, KOBOLD
Spellcasting d10, Stealth d12 Small reptilian humanoids, kobolds have
Pace: 7; Parry: 6; Toughness: 8 (2) short snouts and long tails. Known as craven
Edges: Arcane Resistance, Quick creatures, they are sensitive to light. They
Special Abilities: typically reside in underground caverns or
Armor +2: Aberrant hide. in the sewers of great cities, coming to the
Blindsense: Intellect devourers ignore surface only in the dark of night to steal
invisibility, illusion, and all Illumination livestock or precious minerals.
penalties. Kobolds dwell in various regions of Golarion,
Body Thief: As a limited action, an intellect
most commonly in Andoran but also in other
devourer can reduce its size, crawl into nations from Cheliax to Absalom. Their
the mouth of a helpless or recently dead underground tunnels and cave systems
creature (no more than one day), and are known to contain many traps designed
burrow into the victim’s skull to devour to discourage intruders or capture
its brain. This causes four Wounds that can small prey.
be soaked. If the victim is slain (or already
dead), the creature usurps control of the Type: Evil Humanoid (Kobold)
body and may use it as its own. Otherwise Attributes: Agility d6, Smarts d6,
the intellect devoured is ejected. Spirit d6, Strength d4,
While in control, the devourer has access Vigor d6
to the host’s abilities, except Arcane
Backgrounds and Innate or Mystic Powers
(it can still use its own Innate Powers,
however). It knows (and can speak) the
languages known by the victim and basic
information about the victim’s identity
and personality, yet has none of its specific
memories or knowledge.
The host decays to uselessness in seven
days (unless magically preserved). If this
happens or the host body is slain, the
intellect devourer is ejected. Onc ejected,
the devourer is stunned.
Claws: Str+d4.
Environmental Resistance: Cold,
electricity.
77
Skills: Athletics d6, Common Knowl- Skills: Athletics d8, Common Knowl-
SAVAGE PATHFINDER
edge d6, Fighting d6, Notice d6, edge d6, Fighting d8, Intimidate d8,
Persuasion d4, Shooting d6, Stealth d8 Notice d8, Stealth d6
Pace: 6; Parry: 5; Toughness: 6 (2) Pace: 6; Parry: 6 or 7 (chain); Toughness: 10
Edges: Alertness (5)
Gear: Small spear (Str+d4), sling (Range Edges: Trademark Weapons (Spiked Chain)
4/8/16, Damage Str+d4), leather tunic (+2). Gear: Spiked chain (Str+d6, AP 1, Ignore
Special Abilities: Shields), spiked chain armor (+3).
Ancestry: Darkvision, Size –1. Special Abilities:
Weakness (Light): Kobolds subtract 1 from Armor +2: Extraplanar resistance.
Trait rolls requiring sight in bright light. Dancing Chains: Damage 2d6, AP 2, Reach
78
Change Shape: As a limited action, a
lamia can assume the form of any Size 0
humanoid.
Claws: Str+d6, AP 2.
Night Vision: Lamias ignore all penalties
for Illumination.
Pounce: If a lamia makes a Wild Attack
it adds +4 damage instead of +2 to one
successful Fighting attack.
Resilient: Lamias can take one extra
Wound before they're Incapacitated.
Size 2: Lamia are more than 8 feet long
and weigh upwards of 650 lbs.
Languages: Abyssal, Common.
Bestiary
P LAMIA MATRIARCH
These evil leaders of the lamyros delight
in causing pain and suffering. They
sometimes equip themselves with armor,
weapons and magical items, even though
Lamashtu has endowed them with
magical prowess and dangerous claws.
Type: Evil Monstrous Humanoid (Lamia
Matriarch)
Attributes: Agility d12, Smarts d8, Spirit d8,
Strength d12, Vigor d10
Skills: Athletics d10, Common Knowledge d6,
Fighting d10, Notice d8, Occult d8, Persua-
sion d8, Spellcasting d8, Stealth d8
P LICH
Few creatures on Golarion are more feared
Pace: 7; Parry: 8; Toughness: 11 (1) than the lich. The pinnacle of necromantic
Edges: Arcane Background (Magic), Arcane art, the lich is a spellcaster who has chosen
Resistance, Block, Frenzy, Two-Weapon to shed his or her life as a method to cheat
Fighting death by becoming undead. While many
Powers: Bolt, healing, illusion, invisibility, pro- who reach such heights of power stop at
tection, speed. Power Points: 20. nothing to achieve immortality, the very
Gear: 2x scimitar (Str+d6). idea of becoming a lich is abhorrent to most
Special Abilities: creatures.
Armor +1: Serpent hide.
Change Shape: As a limited action a lamia Type: Evil Undead Wizard (Lich)
matriarch can change into any humanoid Attributes: Agility d8, Smarts d12, Spirit d8,
between Size –1 and 1 with a Spellcasting Strength d6, Vigor d8
roll. Changing back also requires a roll. Skills: Academics d8, Athletics d6, Common
Innate Powers: Minor detect arcana, major Knowledge d8, Fighting d6, Notice d6,
empathy (Charm, Spellcasting, Duration of Occult d8, Persuasion d6, Shooting d6,
one week), minor sound. Spellcasting d10, Stealth d4
Night Vision: Lamia matriarchs ignore all Pace: 6; Parry: 5; Toughness: 12 (4)
penalties for Illumination. Edges: Concentration, Extraction, Level
Size 3: Lamia are massive serpent like Headed (Imp), Wizard
creatures that weigh more than 1000 lbs. Powers: Barrier, blind, bolt, curse, darkness/light,
Languages: Abyssal, Common, Draconic. detect arcana, fear, fly*, illusion*, invisibility*,
intangibility*, lower trait, sloth*, shrink*,
speak language, summon ally, teleport. Power
Points: 25
79
phylactery stops the lich from returning to
Gear: Boots of levitation, headband of major
SAVAGE PATHFINDER
undeath.
mental superiority (Smarts), ring of minor Undead: +2 Toughness; +2 to recover from
protection, potion of invisibility, scroll of
being Shaken; no additional damage from
puppet, scroll of teleport with Greater Tele-
Called Shots; ignores 1 point of Wound
port modifier.
penalties; doesn’t breathe; immune to
Special Abilities:
disease and poison; ignores penalties for
Armor +2: Lich resilience.
Illumination up to 10”
Bash: Str+d4.
Unstoppable: A lich can’t suffer more than
Class Abilities (Wizard): Arcane
one Wound from a single attack (after Soak
Background (Wizard), Arcane Bond
rolls are made).
(phylactery), Armor Interference
(Any), School (Necromancy; Illusion, Languages: Abyssal, Aklo, Celestial, Common,
Transmutation). Draconic, Dwarven, Elven, Giant, Gnome,
Environmental Weakness: Bludgeoning Goblin, Infernal, Orc, Undercommon.
and enchanted weapons.
Fear (–2): The sight of a lich inspires terror P LINNORM
in mortals. Linnorms are primeval dragons of the
Immunity: Cold, electricity. northern regions of Golarion. They thrive
Paralyzing Touch: Any living creature hit on their hatred for those they deem lesser
by a lich must make a Vigor roll (at –2 with creatures, and seek to inflict as much
a raise on the attack) or be permanently suffering as possible unto their unfortunate
paralyzed, unless dispel is cast on them. victims. Linnorms usually live in remote
Anyone paralyzed appears dead unless areas and hibernate for centuries, so their
examined with a Healing or Notice roll at lust for devastation can go unnoticed—even
–1. forgotten—for generations.
Power over Undead: A lich has the ability to
command any mindless undead,
such as skeletons and zombies.
R e j u ve n a t i o n : Liches
store their essence in a
jar, bottle, metal box, or
other container called a
"phylactery." When a lich
is slain, its phylactery
immediately begins
to rebuild the undead
spellcaster’s body
over the next 1d10
days. After this time
the lich awakens fully
healed. Destroying the
80
These greedy and
gluttonous creatures have massive
serpentine, wingless bodies. They
all have breath weapons and an
innate magical ability to fly,
even without wings. Most
notably, all linnorms share a
potent defense, known as
the Death Curse.
COMMON ABILITIES
Linnorm: Fly at Pace 18;
ignore all penalties for
Illumination; may attempt
a natural healing
Bestiary
roll every round
unless the Wounds
were caused by
cold iron objects;
+4 damage from
cold iron weapons;
major detect arcana
(all Modifiers); immune
to Bound & Entangled,
cold, curse, puppet, illusion,
invisibility, paralysis, poison,
sloth, slumber, Stun; ignore 4
Death Curse (Fire): Anyone who slays a
points of Scale penalties when attacking
with their claws. crag linnorm must make a Spirit roll at –4
to resist acquiring a Weakness to Fire. This
P CRAG LINNORM curse can’t be dispelled.
This immense, wingless dragon has a green Immunity: Fire.
serpentine body, a triple tail, and powerful Poison (–4): The crag linnorm’s bite
predator in its own right. Favored by the of 60’ long and weigh 12,000 pounds. They
gods or perhaps some primal intelligence of can take one extra Wound.
the fey, the crag linnorm bestows a fiery curse Languages: Aklo, Draconic, Sylvan.
on any who manage to slay it.
P ICE LINNORM
Type: Evil Dragon (Crag Linnorm) The ice linnorm dwells amid glacial crevasses
Attributes: Agility d10, Smarts d4, Spirit d10, and atop wind-blasted mountain peaks. Tales
Strength d12+5, Vigor d12+1 speak of climbers unwittingly clambering
Skills: Athletics d8, Fighting d12, Notice d12 over the flanks of a particularly immense ice
Pace: 7; Parry: 8; Toughness: 18 (3) linnorm coiled around a mountain, only to
Edges: Arcane Resistance, Combat Reflexes find death at its furious fangs and claws at
Special Abilities: the summit of their goal. During the fiercest
Aquatic: Pace 10.
winters, ice linnorms are said to slither down
Armor +3: Scaly hide.
to the lowlands to eat entire villages.
Bite/Claws: Str+d8, AP 2.
Breath Weapon (Magma): Crag linnorms Type: Evil Dragon (Ice Linnorm)
expel a 20” (40 yard) Line of magma for 3d6 Attributes: Agility d12+1, Smarts d4,
damage. Lingering Damage inflicts another Spirit d10, Strength d12+7, Vigor d12+2
3d4 at the start of the victim's next turn. Skills: Athletics d10, Fighting d12,
Notice d12+1
81
Although legends speak of even more
SAVAGE PATHFINDER
82
Pace: 8; Parry: 6; Toughness: 7
Edges: Frenzy (Imp)
Special Abilities:
CURSE OF LYCANTHROPY
Bite/Claws: Str+d6 AP 2. Often called a curse, lycanthropy is an
Low Light Vision: Lions ignore penalties infectious disease. Anyone Wounded
for Dim and Dark Illumination. by a naturally-born lycanthrope must
Pounce: Lions pounce on their prey to best succeed at a Vigor roll or contract
bring their mass and claws to bear. If a the disease.
lion makes a Wild Attack, it adds +4 to its
A creature that catches lycanthropy
damage instead of +2.
displays no immediate symptoms.
Size 1: Typical males are about 400 pounds.
The infected doesn't gain any of the
profile's abilities until the night of
LIZARDFOLK the next full moon when the victim
Lizardfolk are proud and powerful reptilian involuntarily assumes animal form
Bestiary
predators. They live in communal villages and forgets his or her own identity.
scattered deep within swamps and marshes . The character remains in animal form
Although many other peoples view lizardfolk until the next dawn. He remembers
society poorly, their isolated communities are nothing about the entire episode
actually vibrant cultures. Lizardfolk have an (or subsequent episodes) unless he
oral history stretching back to before humans succeeds with a Spirit roll at –2, in
walked upright. which case he becomes aware of his
Most lizardfolk stand 6 to 7 feet tall and condition.
weigh 200 to 250 pounds, their powerful Success with the healing power and
muscles covered in scales of gray, green, Neutralize Disease modifier cures the
or brown. They prefer to hunt and work affliction if applied within the first
during the day and retire to their communal hour after being infected. With a raise,
homes at night. the power cures the disease within the
first full 24 hours.
Type: Neutral Humanoid (Lizardfolk)
Attributes: Agility d6, Smarts d6, Spirit d6, Consuming a potion of wolfsbane,
Strength d6, Vigor d6 created with a Survival roll at –2,
Skills: Athletics d6, Common Knowl- within an hour of being infected
edge d4, Fighting d6, Notice d6, gives an afflicted lycanthrope an
Persuasion d4, Stealth d4 additional Vigor check to recover from
Pace: 6; Parry: 5 or 6 (shield); Toughness: 8 (3) the disease.
Edges: — See Becoming a Lycanthrope sidebar
Gear: Light mace (Str+d6), 3x javelin (Range on page 85 for more information
3/6/12, Damage Str+d6), light shield. about characters contracting this
Special Abilities: disease.
Armor +3: Scaly skin.
Aquatic: Pace 3. Lizardfolk can hold their
breath four times longer than a human. with the disease (or curse) of lycanthropy.
Bite/Claws: Str+d4. The former have better control over their
Languages: Draconic. shapechanging, while the inflicted are
compelled to take the were-shape during a
LYCANTHROPE full moon. Natural lycanthropes carry the
Lycanthropes are shape changing humanoid disease and can infect others. See Curse of
creatures. They can take humanoid form, Lycanthropy on page 83.
animal form, or fearsome hybrid shape with Several types of were-creatures exist on
characteristics of the two. Golarion, from werebears to weretigers. The
Two types of lycanthropes are known — Inner Sea region is known as a particular
those born naturally and those infected hub of activity, from the Darkmoon
Vale in Andoran to Wolf’s Ear in Varisia.
83
one of three forms: dire rat, hybrid, or
SAVAGE PATHFINDER
original form.
Environmental Weakness: Silver.
Fast Regeneration: Lycanthropes may
attempt a natural healing roll every round
unless the Wounds were caused by silvered
objects.
Fear (–1): Wererats chill the blood of all
who see them.
Infection: Anyone Wounded by a
naturally-born wererat’s bite must make a
Vigor roll or contract lycanthropy (see page
83).
Low Light Vision: Lycanthropes ignore
penalties for Dim and Dark Illumination.
Size 1: Wererats are stout creatures.
Languages: Common.
84
strange birthmarks on the palm of the hand
are all commonly accepted indications of
a werewolf. BECOMING A LYCANTHROPE
Of all the lycanthropes, the werewolf is the When a character becomes a
most widespread and the most feared. Stories lycanthrope, he develops the ability
of werewolves haunting lonely forest roads, to change into multiple forms (listed
prowling misty moors on the outskirts of with each type).
rural societies, or dwelling in the shadows of
Each form also has the following
the largest cities are quite common.
Special Abilities:
Type: Evil Humanoid (Werewolf, Hybrid Change Shape: As a limited action, a
Form) lycanthrope can assume one of three
Attributes: Agility d8, Smarts d4, Spirit d8, forms: animal, hybrid, or original.
Strength d10, Vigor d8 Animal Form: Use the dire
Skills: Athletics d8, Common Knowledge d8, creature profile.
Bestiary
Fighting d8, Intimidation d8, Notice d10,
Hybrid Form: Use the original profile
Stealth d10, Survival d10
with the following adjustments:
Pace: 8; Parry: 6; Toughness: 9 (2)
Edges: — Attributes: Increase these attributes
Special Abilities: by one die type—Spirit, Strength,
Armor +2: Thick hide. and Vigor.
Bite/Claws: Str+d6, AP 2. Special Abilities:
Change Shape: As a limited action, this Armor +2: Thick hide.
lycanthrope can assume one of three forms: Bite/Claws: Str+d6.
dire wolf, hybrid, or original form. Environmental Weakness: Silver.
Fast Regeneration: Lycanthropes may Fast Regeneration: Lycanthropes
attempt a natural healing roll every round may attempt a natural healing roll
unless the Wounds were caused by silvered every round unless the Wounds
objects. were caused by silvered objects.
Environmental Weakness: Silver. Low Light Vision: Lycanthropes
Fear (−2): Werewolves chill the blood of all ignore penalties for Dim and Dark
who see them. Illumination.
Infection: Anyone Wounded by a naturally- Size +1: They hybrid form is one
born werewolf’s bite must make a Vigor roll Size larger than the original.
or contract lycanthropy (see page 8). Original: Use the original creature's
Low Light Vision: Lycanthropes ignore
profile with the Shape Change ability.
penalties for Dim and Dark Illumination.
Size 1: Werewolves are stout creatures.
Languages: Common.
WOLF, DIRE
These large and feral canines are often Armor +2: Thick furry hide.
used by orcs as attack dogs. They may also Bite: Str+d6, AP 2. A raise on the attack
be found roaming in packs in the deepest, staggeres a Size 1 or smaller victim, making
darkest woods. him Vulnerable.
Low Light Vision: Dire wolves ignore
Type: Neutral Animal (Wolf, Dire)
penalties for Dim and Dark Illumination.
Attributes: Agility d8, Smarts d6 (A), Spirit d6,
Size 2: Dire wolves are around 9' long and
Strength d10, Vigor d8
800lbs.
Skills: Athletics d8, Fighting d8, Intimida-
Speed: d10 running die.
tion d10, Notice d10, Stealth d8
Pace: 8; Parry: 6; Toughness: 10 (2)
Edges: Alertness
Special Abilities:
85
Night Vision: Manticores
SAVAGE PATHFINDER
MEDUSA
Medusas are human-like creatures
with snakes instead of hair. All known
medusas are female. At distances
of 10 yards or more, a medusa
can easily pass for a beautiful
human if she wears something to
cover her serpentine locks. Even
up close it’s hard to discern her
identity if she wears clothing to
conceal her head and face.
Medusas use lies and disguises to
get close enough to opponents to use their
MANTICORE petrifying gaze. Sometimes they choose to
A manticore has the body of a lion, the wings play with their prey and fire arrows from
of a dragon, and a vaguely human head. Its a distance to lead enemies into traps. Some
mouth contains rows of razor sharp teeth and enjoy creating intricate decorations out of
its tail ends in a ball of darts or spines. their victims, using their petrified remains as
Manticores inhabit many wild areas of accents to their swampy lairs.
Golarion, favoring the hills of Glenebon Type: Evil Monstrous Humanoid (Medusa)
and the Mwangi Expanse, as well as the Attributes: Agility d8, Smarts d8, Spirit d8,
hinterlands of Varisia. For unknown reasons, Strength d6, Vigor d10
they also gravitate towards forests where Skills: Athletics d8, Common Knowledge d6,
Darkwood grows. Fighting d8, Intimidation d10, Notice d10,
These fierce and thoroughly evil predators Occult d8, Persuasion d10, Shooting d10,
devour every part of their victims, even Stealth d8
their gear. Pace: 6; Parry: 7; Toughness: 9 (2)
Edges: Alertness, Level Headed, Marksman,
Type: Evil Magical Beast (Manticore) Trademark Weapon (Longbow)
Attributes: Agility d8, Smarts d6, Spirit d8, Gear: Dagger (Str+d4), masterwork longbow
Strength d12, Vigor d10 (Range 15/30/60, Damage 2d6, AP 2), quiver
Skills: Athletics d8, Fighting d8, Intimida- of 20 arrows.
tion d6, Notice d8, Shooting d8, Stealth d6, Special Abilities:
Survival d6 All-Around Vision: Medusas can see in all
Pace: 6; Parry: 7; Toughness: 10 (1) directions. They ignore one point of Gang
Edges: Trademark Weapon (Spikes) Up bonuses.
Special Abilities: Armor +2: Monstrous flesh.
Armor +1: Spiny hide.
Bite: Str. The snake heads can bite.
Bite/Claws: Str+d6, AP 2.
Darkvision: The medusa ignores penalties
Flight: Pace 8.
for Illumination up to 10”.
86
Gaze: As a limited action, the medusa can Mephit Summoning: Once per day as
gaze at an opponent within 5” (10 yards). a limited action, a mephit can summon a
The victim must make a Vigor roll (–2) or mephit of the same element to aid her.
be turned to stone. He can be restored with Size –2 (Small): Mephits are small
dispel at –2, though any individual caster creatures.
may try only once per target.
Poison (–2): The snake heads’ bite contains AIR MEPHIT
a Lethal poison. Air mephits are commonly found on the
Plane of Air. These mephits are whimsical
Languages: Common.
and prone to distraction.
MEPHIT Powers: Deflection.
Mephits are the servants of powerful Special Abilities:
Flight: Pace 10.
elemental creatures. Key sites and locations
Breath Weapon (Sand): Cone Template,
on the elemental planes are full of mephits
Bestiary
scurrying about on important errands 2d4 damage.
Regeneration (Winds): May attempt a
or duties.
natural healing roll every round, even if
Each kind of mephit is associated with
Incapacitated, in gusty or windy areas.
one element that defines its special abilities.
This is the base profile, followed by Special EARTH MEPHIT
Abilities for each mephit. Earth mephits are commonly found on the
Type: Neutral Outsider (Mephit) Plane of Earth. These mephits are plodding
Attributes: Agility d8, Smarts d4, Spirit d6, and humorless.
Strength d6, Vigor d6 Powers: Elemental Manipulation (soften earth
Skills: Athletics d8, Fighting d6, Notice d6, and stone), growth.
Spellcasting d8, Stealth d8 Special Abilities:
Pace: 6; Parry: 5; Toughness: 5 (2) Breath Weapon (Stone): Cone Template,
Edges: Arcane Background (Magic), Dodge 2d4 damage.
Powers: Varies. Power Points: 5. Burrow (6”): Earth mephits can burrow
Special Abilities: underground.
Armor +2: Outsider resistance. Regeneration (Below Ground): May
Claws: Str +d4.
attempt a natural healing roll every round,
Darkvision: Mephits ignore penalties for
even if Incapacitated, while underground.
Illumination up to 10”.
87
FIRE MEPHIT MIMIC
SAVAGE PATHFINDER
natural healing roll every round, even if adhesive slime that affects any creatures
Incapacitated, if underwater. or items that touch it. When it hits with a
Fighting attack, it automatically grapples
the victim. Likewise, when the mimic is
hit by an opponent’s physical attack, it
automatically grapples the attacker.
Opponents can't break free while
the mimic is alive, except by using a
strong alcohol or universal solvent.
Armor +2: Stout body.
Bash: Str+d6, AP 2.
Darkvision: Mimics ignore penalties for
Illumination up to 10”.
Immunity: Acid.
Mimic Object: A typical mimic can
assume the shape of an object roughly
man-sized, such as a large chest, a
statue, or a door. The creature can’t
substantially alter its Size.
Very Resilient: A mimic can
take two Wounds before being
Incapacitated.
Languages: Common.
MINOTAUR
Minotaurs have massive, bull-
like heads, horns, and hooves. On
88
Golarion, minotaurs live in small tribes
or solitary lairs. They typically worship
Lamashtu or Rovagug. These fierce
humanoids are eager for battle and they the
savor the taste of their opponents’ flesh.
Most notably, minotaurs possess an uncanny
ability: they never get lost. Perhaps this is a
gift from Lamashtu, who legends say created
the minotaur before Earthfall. Regardless,
minotaurs prefer to lair in mazes, using this
ability to their advantage when intruders
dare to invade.
Type: Evil Monstrous Humanoid (Minotaur)
Attributes: Agility d6, Smarts d4, Spirit d6,
Bestiary
Strength d10, Vigor d8
Skills: Athletics d6, Fighting d10, Common
Knowledge d4, Intimidation d8, Notice d6,
Stealth d4, Survival d6
Pace: 6; Parry: 7 or 6 (great axe); Toughness:
11 (2)
Edges: —
Gear: Great axe (Str+d10, AP 3, Parry –1, two
hands), heavy leather vest (+2).
Special Abilities:
Darkvision: These creatures ignore
penalties for Illumination up to 10”.
Horns: Str+d6, AP 2.
Resilient: Minotaurs can take one Wound Skills: Athletics d8, Fighting d8, Notice d10,
before they’re Incapacitated. Stealth d10
Size 3: Minotaurs stand around 7′ tall and Pace: 6; Parry: 6; Toughness: 13 (4)
have the mass of bulls. Edges: Extraction, Quick
Languages: Giant. Special Abilities:
Armor +4: Necrotic resistance.
Bash: Str+d8, AP 2.
MOHRG Infection: Anyone slain by a mohrg raises
Mohrgs are former serial killers whose as a zombie one round later. When a zombie
remains returned to unlife after they were is created, the mohrg may immediately
brought to justice and publicly executed for make a natural healing roll from the surge
their heinous crimes. of negative energy.
These undead things care even less for life Paralysis: Anyone hit by a mohrg's tongue
than they did before their own deaths. They attack must make a Vigor roll (–2 with a
exist solely to wreak havoc on the living. raise on the attack) or be Stunned.
Sometimes mistaken for skeletons or zombies, Tongue: Touch attack.
they are far more dangerous than those Undead: +2 Toughness; +2 to recover from
mindless abominations. They retain some being Shaken; no additional damage from
semblance of their own memories—and the Called Shots; ignores 1 point of Wound
delight they once took in hearing the screams penalties; doesn’t breathe; immune to
of the dying. disease and poison; ignore penalties for
Illumination up to 10”.
Type: Evil Undead (Mohrg)
Very Resilient: Mohrgs can take two
Attributes: Agility d8, Smarts d6, Spirit d6,
Wounds before they’re Incapacitated.
Strength d12, Vigor d10
89
Bite: Str+d4.
SAVAGE PATHFINDER
90
Type: Evil Undead (Mummy) Dark nagas hate other nagas, especially
Attributes: Agility d6, Smarts d4, Spirit d8, other dark nagas, seeing their brethren as
Strength d12+1, Vigor d10 deadly enemies—rightly so.
Skills: Athletics d8, Fighting d10, Notice d8,
Type: Evil Aberration (Dark Naga)
Stealth d8
Attributes: Agility d12, Smarts d8, Spirit d8,
Pace: 5; Parry: 7; Toughness: 14 (5)
Strength d8, Vigor d10
Edges: —
Skills: Athletics d8, Common Knowledge d6,
Special Abilities:
Fighting d8, Intimidation d8, Notice d10,
Armor +5: Necromantic hide.
Occult d8, Persuasion d8, Spellcasting d8,
Bash: Str+d6.
Stealth d10
Fear (–1): The aura of despair emanating
Pace: 7; Parry: 6; Toughness: 11 (2)
from a mummy causes terror in mortals.
Edges: Arcane Background (Magic), Dodge
Environmental Weakness: Fire.
(Imp), Extraction
Hardy: The creature doesn't suffer a Wound
Powers: Blast (fire), bolt, boost Trait, deflection,
from being Shaken twice.
Bestiary
invisibility. Power Points: 15
Immunity: Cold.
Special Abilities:
Mummy Rot: Anyone Shaken or Wounded
Armor +2: Scaly hide.
by a mummy’s attack must make a Vigor
Bite/Sting: Str+d6, AP 2.
roll or contract mummy rot. This is both a
Darkvision: Nagas ignore penalties for
curse and disease, and can only be cured if
Illumination up to 10”.
the curse is first removed. Mummy rot is
Immunity: Mind reading, poison.
a Lethal disease that requires a Vigor roll
Innate Powers: Major detect/conceal arcana,
every day. The victim can't benefit from
minor light, major lower Trait (Smarts),
natural healing or the Healing skill while
major mind reading, minor telekinesis.
afflicted. Attempts to use healing on the
Poison (–2): The naga’s sting delivers a
character suffer –2 to the roll.
Knockout poison.
Undead: +2 Toughness; +2 to recover from
Size 2: Dark nagas are usually 12 feet long.
being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound Languages: Common, Infernal.
penalties; doesn’t breathe; immune to
disease and poison; ignore penalties for
P GUARDIAN NAGA
A contemplative humanoid face framed by a
Illumination up to 10”.
cobra-like hood adorns the body of this long,
P NAGA brightly colored serpent.
Guardian nagas serve as dutiful protectors
Nagas are large snake-like aberrations
of places of fundamental power and
with humanoid faces. Some are Evil, some
sanctity. Many guardian nagas adhere to
are Good, but all have poisonous bites or
the practices of ancient or forgotten faiths.
stings, magical abilities, and their own
Others are merely drawn to sites of innate
personal agendas.
wonder—towering waterfalls, natural spires,
mountaintop temples—minding them out of
P DARK NAGA
their own senses of duty and reverence.
A sharp-featured humanoid head crowns
the shimmering, eel-like black body of the Type: Good Aberration (Guardian Naga)
dark naga. Attributes: Agility d12+1, Smarts d8,
Arrogant and sybaritic, dark nagas seek to Spirit d10, Strength d12, Vigor d12
dominate lesser creatures, relishing the fear Skills: Athletics d8, Common Knowledge d6,
they inspire and the power they wield over Fighting d10, Notice d12+1, Occult d12, Per-
other beings. Their forked tongues spread suasion d10, Spellcasting d10, Stealth d10
only lies, and anyone they can’t manipulate Pace: 7; Parry: 7; Toughness: 13 (2)
they destroy with their poison and destructive Edges: Arcane Background (Magic), Dodge
magical abilities. (Imp), Level Headed
91
Powers: Blast (fire), bolt, dispel, divination, heal- seeing their innate magical talents as
SAVAGE PATHFINDER
P NYMPH
Nymphs appear as gorgeous young
women with large almond-
shaped eyes, elf-like ears and
silky human hair. Their beauty
is so dazzling that a mere glance
Bestiary
can stun a person — a direct look
from a nymph can blind.
These fey creatures are found across
the Inner Sea region, from Avistan, to Varisia
and Andoran. They sometimes provide aid
to travelers of Good alignment, though they
have an impulsive and unpredictable streak.
Type: Good Fey (Nymph) Fey: Ignore penalties for Dim and Dark
Attributes: Agility d12, Smarts d8, Spirit d8, Illumination; +4 damage from cold iron.
Strength d4, Vigor d10 Innate Powers: Major detect arcana, minor
Skills: Athletics d8, Fighting d8, Notice d8, stun, minor teleport (self).
Persuasion d10, Spellcasting d8, Stealth d8, Inspiration: A nymph can choose to inspire
Survival d8 a single creature and serve as a muse. She
Pace: 6; Parry: 6; Toughness: 10 (3) gives the creature a token (typically a lock of
Edges: Arcane Background (Magic), Very her hair). As long as she favors this person,
Attractive they add +1 to all Spirit and Performance
Powers: Beast friend, blast, boost trait, environ- rolls. This effect lasts as long as the nymph
mental protection, entangle, healing, desires.
relief, protection, summon ally. Languages: Common, Sylvan.
Power Points: 20.
Gear: Masterwork dagger
(Str+d4, AP 1).
OCHRE JELLY
Special Abilities: Ochre jellies are animate masses
Armor +3: Enchanted of yellow, orange, and brown
skin. protoplasm. At rest, their flat,
Blinding Beauty: As a pulsing bodies stretch out to a
limited action, a nymph wide diameter. In motion, they
can force a humanoid often ball up into quivering
looking directly at spherical shapes and almost
her to make a Vigor seem to roll as they move.
roll or gain the Blind In combat, they exude long,
Hindrance. This can be dripping pseudopods to bash
cured using healing with opponents with acidic damage.
the Greater Healing Their malleable bodies allow
Modifier. them to seep through cracks
and holes far smaller than the
space they usually fill. Creatures
dwelling below ground often
93
attempt to seal up any such cracks to Size 4 (Large):
SAVAGE PATHFINDER
fortify their lairs against ochre jellies. Ochre jellies stand one-
half foot tall, spreads out
Type: Neutral Ooze
to a ten foot diameter, and
(Ochre Jelly)
weighs around 2,600 lbs.
Attributes: Agility d4,
They can take one extra
Smarts d4 (A), Spirit d8,
Wound.
Strength d6, Vigor d12
Skills: Athletics d4, Fight-
ing d6, Notice d4, OGRE
Stealth d4 Ogres are foul creatures
Pace: 2; Parry: 5; Toughness: known for their cruelty and
12 viciousness. They have long
Edges: — arms, muscular torsos, and stumpy
Special Abilities: legs that seem far too short for their tall
Bash: Str+d6 (acid). frames. Their small eyes and large toothsome
Divide: Slashing weapons, piercing mouths give them an odious countenance.
weapons, and electricity attacks do no These tribal giantkind live in caves
damage to an ochre jelly. When it would be throughout Golarion’s mountain ranges.
Shaken or Wounded, the creature instead Ogres stand upwards of 10 feet tall and
splits into two identical jellies. An ochre weigh roughly 650 pounds. They are more
jelly can't split more than two times before common in untamed areas, especially in
it is Incapacitated. the wilds of Varisia and Avistan. Ogre
Immunity: Electricity, slashing and tribes value strength, fertility, and hunting
piercing attacks. prowess above all else. Many ogre societies
Ooze: Ignore invisibility, and all worship Lamashtu.
Illumination penalties; immune to poison,
paralysis, slumber, Stun, blind, Intimidation, Type: Evil Humanoid (Ogre)
Taunt, puppet; doesn't sleep. Attributes: Agility d6, Smarts d4, Spirit d6,
Strength d12, Vigor d8
Skills: Athletics d6, Common Knowl-
edge 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.
OGRE RAIDER: Vigor d10 (Toughness 11 (2)),
Fighting d10 (Parry 7), are Very Resilient
OGRE TORTURER: Strength d12, Powerful
Blow, Frenzy (Imp)
94
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,
Bestiary
Spirit d8, Strength d12+1, Vigor d12+1
Skills: Athletics d6, Common Knowl-
edge 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: Type: Neutral Vermin (Ogre Spider)
Armor +1: Thick hide. Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Change Shape: As a limited action, this Strength d12, Vigor d10
creature can change into any humanoid Skills: Athletics d8, Fighting d8, Notice d8,
between Size –2 and 4 with a Spellcasting Stealth d4
roll. Changing back also requires a roll. Pace: 8; Parry: 6; Toughness: 11
Flight: Pace 10. Edges: —
Hardy: The creature doesn't suffer a Wound Special Abilities:
from being Shaken twice. Bite: Str+d6, AP 2.
Innate Powers: Major darkness, minor Darkvision: Ogre spiders ignore penalties
invisibility (self only). for Illumination up to 10”.
Night Vision: Ogre mages ignore all Poison (–2): The spider’s bite contains a
penalties for Illumination. Lethal poison.
Resilient: Ogre mages can take one Wound Size 4 (Large): Ogre spiders can grow to be
before they’re Incapacitated. as large as an elephant, and can take one
Size 2: Ogre mages stand around 9’ tall and extra Wound.
weigh almost 1,000 lbs. Swat: Ignores 4 points of Scale penalties.
Languages: Common, Giant. Very Resilient: Ogre spiders can take two
Wounds before they’re Incapacitated.
OGRE SPIDER Wall Walker: An ogre spider can move on
Often as large as an elephant, an ogre spider vertical surfaces at full Pace. It’s too large
has the thorax and legs of an arthropod, and and heavy to walk on inverted surfaces.
a vaguely humanoid face. The visual effect is
disturbing, to say the least.
95
Ancestry (Orc): Darkvision, Size 1,
ORC
SAVAGE PATHFINDER
Weakness (Light).
Orcs are brutal green-skinned humanoids Weakness (Light): Orcs subtract 1 from
with pig-like features, including snouts, Trait rolls requiring sight in bright light.
long teeth, and sometimes tusks. They have Languages: Common, Orc.
beady eyes and frames slightly larger than ORC BERSERKER: Vigor d8 (Toughness 9 (2)),
most humans. Fighting d8 (Parry 6), are Resilient
Orcs are tribal creatures who value strength ORC SKOLL: Strength d10, Riding d8, Beast
and combat ability. Their societies are usually Bond, wolf mount, are Very Resilient
dominated by the strongest warriors, who
subjugate the meek. Orc bands raid any
neighboring communities — even other orc
P ORC, CHIEFTAIN
The leader of a small orc clan is always the
settlements. They have foul temperaments
most deadly brute in the bunch. Orc chieftains
and rarely take prisoners.
on Golarion generally have a magical item or
Most orcs worship Rovagug, though some two, as well as superior armor and weaponry,
follow other gods such as Lamashtu. They at least compared to their subjects.
inhabit many areas of Golarion, usually in
the Darklands. Type: Evil Humanoid (Orc, Chieftain)
Attributes: Agility d6, Smarts d6, Spirit d6,
Type: Evil Humanoid (Orc) Strength d10, Vigor d8
Attributes: Agility d6, Smarts d4, Spirit d6, Skills: Athletics d8, Common Knowledge d6,
Strength d8, Vigor d6 Fighting d8, Intimidation d8, Notice d6,
Skills: Athletics d6, Common Knowledge d4, Shooting d8, Stealth d6
Fighting d6, Intimidation d6, Notice d6, Pace: 6; Parry: 6 or 5 (great axe); Toughness:
Shooting d6, Stealth d6 11 (4)
Pace: 6; Parry: 5; Toughness: 8 (2) Gear: Great axe (Str+d10, AP 2, Parry –1),
Edges: Brute plate corselet (+4), chain arms and legs (+3).
Gear: Falchion (Str+d8, AP 1), javelin (Range Edges: Brute, Sweep
4/8/16, Damage Str+d6), light leather armor Special Abilities:
(+2). Ancestry (Orc): Darkvision, Size 1,
Special Abilities: Weakness (Light).
Weakness (Light): Orcs subtract 1 from
Trait rolls requiring sight in bright light.
Languages: Common, Orc.
OTYUGH
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
96
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, Intim-
idation 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
Bestiary
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
Resilient: Owlbears can take one Wound
roughly the size of a horse. Some grow even
larger. before they're Incapacitated.
Size 2: Owlbears stand 8-10 feet tall, and
Tentacles: (2): Str+d4, Reach 1.
weigh up to 1,500 lbs.
Languages: Common.
97
its own dead body for which the creature is
SAVAGE PATHFINDER
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: Athletics d10, Common Knowledge d8,
Fighting d10, Notice d8, Occult d10, Per-
suasion d10, Spellcasting d10, Stealth d6,
Survival d4
Pace: 6; Parry: 7; Toughness: 15
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
98
Pixies usually dwell in the forests of The worms sense vibrations through the
Golarion — especially in Avistan — but are earth, detecting a walking person upwards
also found in the Darklands. of 200 yards.
Type: Good Fey (Pixie) Purple worms are notorious for swallowing
Attributes: Agility d12, Smarts d8, Spirit d8, their prey whole. Bards sing songs about
Strength d4, Vigor d6 groups of adventurers vanishing down the
Skills: Athletics d10, Common Knowl- ravenous maw of a purple worm, screaming
edge d8, Fighting d8, Notice d6, as they disappear one by one.
Persuasion d8, Shooting d8, Spellcasting d8, The stats below are for a monster some 50-80
Stealth d10 feet long.
Pace: 5; Parry: 6; Toughness: 7 (4)
Type: Neutral Magical Beast (Purple Worm)
Edges: Arcane Background (Magic), Arcane
Attributes: Agility d6, Smarts d4 (A),
Resistance, Dodge
Spirit d10, Strength d12+5, Vigor d10
Powers: Confusion, dispel, entangle, light, pro-
Skills: Athletics d6, Fighting d10, Notice d10
Bestiary
tection. Power Points: 15.
Pace: 4; Parry: 7; Toughness: 18 (2)
Gear: Pixie bow (Range 8/16/32, Damage 2d4)
Edges: —
with 20 arrows, pixie sword (Str+d4).
Special Abilities:
Special Abilities:
Armor +2: Scaly purple hide.
Armor +4: Enchanted skin.
Bite: Str+d8, ignores shield bonuses.
Fey: Ignore penalties for Dim and Dark
Blindsense: Purple worms ignore penalties
Illumination; +4 damage from cold iron.
for Illumination. They can detect vibrations
Flight: Pace 12.
up to 200 yards.
Innate Powers: Minor invisibility (Self
Burrow (4″): These giant worms tunnel
only).
through the ground, blocked only by solid
Resilient: Pixies can take one Wound
bedrock.
before they’re Incapacitated.
Energy Drain: A creature hit by the worm’s
Size –2 (Small): Pixies grow to just over
sting suffers Energy Drain (Strength). The
two feet tall and weigh around 30 lbs.
victim makes a Vigor roll to resist the effect
Special Arrows: Pixies can sprinkle pixie
(–2 with a raise on the attack).
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.
P PURPLE WORM
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.
99
Size 9 (Huge): These worms are usually appear as bipeds with the head of an animal.
SAVAGE PATHFINDER
more than 50′ long and 10′ or more in They generally possess the heads of great cats
diameter. They can take two extra Wounds. such as tigers or lions.
Slam: Str. Purple worms crush prey Although rakshasas are outsiders, they are
beneath their massive bodies. Lay three at home on the Material Plane. They usually
Small Blast Templates adjacent to one hunt alone, but sometimes extended families
another in a relatively straight line to work together to take down a specific threat
represent the portion of the creature’s body or ruin a mortal civilization from the inside
used to crush. Everything within must beat out over the course of many generations.
the worm in an opposed Athletics versus
Agility roll or take its Str as damage. Ignore Type: Evil Outsiders (Rakshasa)
Scale modifiers when making a slam attack. Attributes: Agility d12, Smarts d6, Spirit d8,
Sting: Str+d8, AP 3, Reach 2. Strength d8, Vigor d8
Swallow Whole: Anyone hit by a bite attack Skills: Athletics d6, Common Knowl-
must make an Evasion roll or be Swallowed edge d6, Fighting d8, Notice d10,
Whole. The victim suffers one Wound at Performance d8, Persuasion d12, Spellcast-
the end of his turn from the crushing gullet ing d10, Stealth d10
and acidic bile. Pace: 7; Parry: 6; Toughness: 11 (5)
If the worm is Shaken or Wounded from Edges: Arcane Background (Magic), Arcane
the inside (ignoring its Armor!), everyone Resistance
inside gets an immediate Athletics roll to Powers: Bolt, dispel, illusion, invisibility, puppet,
escape. If the worm is Shaken or Wounded protection. Power Points: 20.
from the outside, everyone inside gets an Gear: Dagger (Str+d4+1, AP 1, Damaging).
Athletics roll at –2 to escape. Special Abilities:
Armor +5: Enchanted skin.
Appropriate Tests (GM's call, such as
Claws: Str+d4.
pepper in the nose, extreme nausea from a
Darkvision: Ignore Illumination penalties
spell effect or poison, etc.) might cause
up to 10”.
the beast to cough, sneeze, or
Environmental Weakness: Piercing.
vomit. This gives everyone inside
Innate Powers: Major disguise
an Athletics roll to escape.
(humanoid only, self only), minor light,
Swat: Ignores 4 points of major mind reading (Spellcasting),
Scale penalties. minor sound.
Resilient: Rakshasas can
RAKSHASA take one Wound before they’re
Rakshasas are evil spirits Incapacitated.
cloaked in the guise of Languages: Common, Infernal,
humanoid creatures, Undercommon.
walking unseen among
their intended prey. REDCAP
While in the shape
These stumpy, misanthropic fey
of those it seeks to
exist only to indulge themselves
defile, rakshasas gorge
in blissful bloodletting and
themselves in hideous acts.
wa n t o n s l a u g h t e r . L i k e
Were they human, these acts
prune-faced, angry old men,
of cannibalism, blasphemy,
they mollycoddle their own
and worse would mark them
inefficiencies and miseries in gore.
as criminals condemned to
the cruelest of hells. Redcaps are most widely recognized
for their long woolen caps, which they
When not in the shape of
drench in the blood of their victims.
their prey, rakshasas
They are three feet tall, with twisted
frames, pointed ears, and
long white beards. They
100
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; Tough-
ness: 10 (5)
Edges: Formation
Bestiary
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 These magical beasts are found in a variety
them as a limited free action, dealing Str+d4 of icy climes on Golarian, from the Algid
damage. Wastes to the northern reaches of Avistan and
Fey: Ignore penalties for Dim and Dark
the Lands of the Linnorm Kings.
Illumination; +4 damage from cold iron.
Weakness (Irreligious): Bitter and Type: Neutral Magical Beast (Remorhaz)
blasphemous, redcaps can't stand the Attributes: Agility d6, Smarts d4, Spirit d6,
symbols of good-aligned religions. Strength d12+1, Vigor d10
Presenting such a holy symbol causes a Skills: Athletics d6, Fighting d8, Notice d10,
redcap to make a Spirit roll or be Panicked Stealth d6
for two rounds. Once tested, they are Pace: 6; Parry: 6; Toughness: 14 (2)
immune to the effect for the rest of an Edges: Sweep (Imp)
encounter. Special Abilities:
Pack Tactics: The creature adds any Gang Armor +2: Chitinous plates.
Up bonus to its Fighting damage rolls. Bite/Claws: Str+d6, AP 2.
Size –2 (Small): Redcaps stand only 3’ tall. Burrow (5”): Remorhazes can tunnel
swiftly through the earth, stopped only by
Languages: Aklo, Common, Giant, Sylvan.
heavy rock.
Immunity: Fire and cold.
REMORHAZ Intense Heat: Anyone hitting the remorhaz
This immense creature’s body is covered in with Natural Weapons or unarmed attacks
chitinous plates, with dozens of centipede- takes 3d6 fire damage. The attacker can also
like legs and a massive head. Inside, fires catch fire (see Savage Pathfinder). Weapons
burn with intense heat, causing its external hitting the creature take 3d6 damage—if
chitin to glow white-hot. This helps the this exceeds the weapon's Hardness, the
remorhaz to burrow into the earth, especially weapon melts.
into glaciers and other icy landscapes in its Night Vision: Remorhazes ignore all
preferred environments. penalties for Illumination.
101
Resilient: Remorhazes can take one Wound benefits of minor speed with the Quickness
SAVAGE PATHFINDER
Appropriate Tests (GM's call, such as being Shaken; no additional damage from
pepper in the nose, extreme nausea from a Called Shots; ignores 1 point of Wound
spell effect or poison, etc.) might cause the penalties; doesn’t breathe; immune to
beast to cough, sneeze, or vomit. This gives disease and poison; ignore penalties for
everyone inside an Athletics roll to escape. Illumination up to 10”.
Languages: Common.
Languages: Giant (can’t speak).
P REVENANT RHINOCEROS
This large herbivore is known for its size,
These undead exist only to exact revenge.
short-temper, and large horn(s) atop the
They rise from the grave to hunt and kill their
end of its nose. At least two varieties exist on
murderers. They can’t rest until they find
Golarion—both are notoriously ill-tempered
and destroy the culprit. Until they do, they
and prone to charging and attacking anything
languish in self-loathing and intense hatred.
they perceive as approaching too closely.
A revenant appears as bony corpse with They have a strong sense of smell.
similar features as it possessed during life.
Type: Evil Undead (Revenant) RHINOCEROS
Attributes: Agility d8, Smarts d6, Spirit d6, The rhinoceros feeds on leafy plants,
Strength d12, Vigor d8 branches, and even thorny shrubs. Its thick
Skills: Athletics d8, Fighting d10, Intimida- hide is a mottled gray color, and it can run
tion d8, Notice d8, Stealth d6 surprisingly fast for a beast of its size. These
Pace: 6; Parry: 7; Toughness: 12 (3) creatures inhabit warmer grasslands and
Edges: — usually travels in small herds, sometimes
Special Abilities: called a crash.
Armor +3: Resilient flesh.
Type: Neutral Animal (Rhinoceros)
Baleful Shriek: A revenant can shriek as a
Attributes: Agility d6, Smarts d4 (A), Spirit d6,
limited action, but no more than once every Strength d12+1, Vigor d10
three rounds. All creatures in a 30-yard Skills: Athletics d6, Fighting d8, Notice d8
radius become Stunned. A successful Spirit Pace: 7; Parry: 6; Toughness: 13 (2)
roll reduces this to Distracted, or negates Special Abilities:
the effect with a raise. Armor +2: Thick hide.
Claws: Str+d6.
Horns: Str+d6, AP 2.
Hate: A revenant’s existence is fueled by
Size 4 (Large): Rhinoceroses can take one
hatred for its murderer. As long as the extra Wound.
murderer exists, the revenant exists. If the Trample: Str+d8.
murderer dies, the revenant dies too. When
a revenant sees its murderer, it gains the
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WOOLLY RHINOCEROS drop them from great heights before feasting
This large rhinoceros has a shaggy pelt of on the shattered remains.
long, brown fur and a row of immense horns While rocs are capable of sleeping in the
on its snout and brow. Unlike its non-woolly air as they soar across great ranges in search
cousin, this herbivore usually grazes for food of food, they generally return home to the
rather than browsing on larger, fibrous plants. mountains to roost and procreate.
They tend to dwell in herds on the plains of Rocs prefer rocky crags for their massive
colder climates. nests — places completely inaccessible by
Whenever these temperamental beasts terrestrial means. Outside of mating, rocs are
perceive a threat (real or imagined), they extremely antisocial, and may attack others of
issue loud bellows and stomp their feet as a their kind in vicious aerial battles in order to
prelude to charging and attacking. establish their territorial boundaries
Type: Neutral Animal (Woolly Rhinoceros) Type: Neutral Animal (Roc)
Attributes: Agility d6, Smarts d4 (A), Spirit d6, Attributes: Agility d6, Smarts d4 (A), Spirit d6,
Bestiary
Strength d12+2, Vigor d12 Strength d12+3, Vigor d8
Skills: Athletics d6, Fighting d8, Notice d8 Skills: Athletics d6, Fighting d8, Notice d10,
Pace: 7; Parry: 6; Toughness: 14 (2) Stealth d6
Special Abilities: Pace: 4; Parry: 6; Toughness: 14
Armor +2: Thick hide. Edges: —
Gore: Str+d6, AP 2 (counts as horns). Special Abilities:
Hardy: The creature doesn't suffer a Wound Claws: Str+d6.
from being Shaken twice. Flight: Pace 12.
Size 4 (Large): Woolly rhinoceroses can Low Light Vision: Rocs ignore penalties for
take one extra Wound. Dim and Dark Illumination.
Trample: Str+d8. Size 8 (Huge): The typical roc is 30’ in length
with an 80’ wingspan. It weighs 8,000 lbs
ROC on average. It can take two Wounds before
being Incapacitated.
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
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Bite: Str+d6.
SAVAGE PATHFINDER
RUST MONSTER
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
ROPER protection as the energy reinvigorates their
crustacean-like shells.
The roper is an ambush hunter. Capable of
altering the coloration and shape of its body, This fearsome monster stands on four legs.
a roper in hiding looks remarkably like a It has a strange spiked protrusion at the end
stalagmite or pillar —or even a boulder. of its tail, and two long, feathery antennae.
Its preferred attack is to touch an opponent’s
When moving or fighting, the roper opens
metal garments or weapons with its antennae,
one huge eye, just above a toothy mouth.
catalyzing the rusting process.
Long strands of fibrous material whip from
the sides of its conical body. They can attack Type: Neutral Aberration (Rust Monster)
and manipulate items with these strands. Attributes: Agility d10, Smarts d4 (A),
The roper is one of the more intelligent Spirit d6, Strength d6, Vigor d6
denizens of the deep caverns of Golarion. Skills: Athletics d8, Fighting d6, Notice d10,
Its intellectual curiosity is known to some Survival d6
scholars, though this inquisitiveness is Pace: 7; Parry: 5; Toughness: 8 (3)
eventually overcome by its hunger. Edges: —
Special Abilities:
Type: Evil Aberration (Roper) Armor +3: Hard shell.
Attributes: Agility d6, Smarts d6, Bite: Str+d4.
Spirit d6, Strength d12+4, Darkvision: Rust monsters ignore
Vigor d12+1 penalties for Illumination up to 10”.
Skills: Athletics d10, Rusting Touch: When a rust
Fighting d8, Notice d8, monster hits non-magical armor, or
Occult d8, Persuasion d4, a non-magical weapon hits a rust
Stealth d10 monster, it suffers rust damage.
Pace: 2; Parry: 6; Toughness: This reduces a weapon's total
17 (6) damage by 1 (to a
Edges: Arcane Resistance maximum of –3,
Special Abilities: which destroys it).
Armor +6: Rubbery Armor loses 1
hide.
104
point of Armor bonus until it reaches 0 and in life. They have no goals or discernible
falls apart. If not destroyed, weapons and motivations other than to sap life from
armor can be Repaired with an hour’s work the living.
per point of damage or armor bonus lost, a
Type: Evil Undead (Shadow)
Repair roll, and appropriate resources and
Attributes: Agility d6, Smarts d6, Spirit d10,
tools (and a forge if working with iron).
Strength d6, Vigor d6
Scent Metal: +2 to Survival (tracking) rolls
Skills: Athletics d6, Fighting d8, Notice d8,
when pursuing prey clad in metal.
Stealth d12
Pace: —; Parry: 6; Toughness: 7
SATYR Special Abilities:
This handsome, grinning man-creature has Claws: A hit with this attack causes Energy
the furry legs of a goat and a set of curling ram Drain (Strength). A Vigor roll (at –2 with a
horns extending from his temples. He lives a raise on the attack) resists this effect.
solitary life in the forests and woodlands near Infection: Those slain by a shadow's Energy
Bestiary
humanoid settlements, serving as a protector Drain rise as a shadow one round later.
of nature. Known for hedonistic tendencies, Fearless: Shadows are immune to Fear and
a satyr enjoys seducing humanoid women— Intimidation.
his only way to reproduce. Flight: Pace 8.
A satyr focuses and empowers his magic by Incorporeal: Shadows can become invisible
playing haunting melodies on his panpipes. and immaterial at will and can only be
harmed by magical weapons or attacks.
Type: Neutral Fey (Satyr) Invulnerability: Shadows take no damage
Attributes: Agility d8, Smarts d6, Spirit d8, from non-magical attacks.
Strength d6, Vigor d8 Undead: +2 Toughness; +2 to recover from
Skills: Athletics d8, Common Knowledge d8, being Shaken; no additional damage from
Fighting d6, Intimidate d6, Notice d10, Per- Called Shots; ignores 1 point of Wound
formance d8, Persuasion d8, Shooting d6, penalties; doesn’t breathe; immune to
Stealth d10, Survival d6
Pace: 7; Parry: 5; Toughness: 9 (3)
Hindrances: —
Edges: Arcane Background (Magic), Attrac-
tive, 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.
SHADOW
These incorporeal creatures look like a
shadow of a humanoid form. For unknown
reasons, they haunt ruins they inhabited
105
disease and poison; ignore penalties for Constrict: +2 to Athletics and Strength rolls
SAVAGE PATHFINDER
106
Hardy: The creature doesn't contributing lizard, up to a
suffer a Wound from being maximum of 12d6.
Shaken twice. Size –2 (Small): Shocker
Size 4 (Large): Great lizards grow to about three feet
whites can grow up to long, and weigh around 35 lbs.
25′ in length. They can
take one extra Wound. SHOGGOTH
This immense mound of
SHOCKER LIZARD black slime has no defined
This dog-sized lizard shape, but can form eyes,
has two horns, one on tentacles, mouths, and
either side of its head, even stranger things in its
and green scales that crackle heaving bulk.
with sparks of lightning. They live in colonies Some lunatics and fools desperately claim
Bestiary
of various numbers, almost always near a the monstrous shoggoth is nothing more
source of water. In groups, they become than a nightmare. They’re wrong. The truth
formidable foes. is altogether more dire. Shoggoths exist in
Type: Neutral Magical Beast (Shocker Lizard) the deepest of ocean trenches or the most
Attributes: Agility d8, Smarts d4 (A), Spirit d6, remote and forgotten caverns and ruins,
Strength d4, Vigor d6 emerging only rarely to spread madness and
Skills: Athletics d8, Fighting d6, Notice d8, destruction in their slime-caked wakes.
Stealth d10 Type: Neutral Ooze (Shoggoth)
Pace: 7; Parry: 5; Toughness: 4 (1) Attributes: Agility d12, Smarts d4, Spirit d12,
Edges: — Strength d12+6, Vigor d12+1
Special Abilities: Skills: Athletics d12, Fighting d12+2,
Armor +1: Rubbery hide. Notice d12
Bite: Str+d4. Pace: 8; Parry: 9; Toughness: 17 (2)
Electrical Aura: Anyone adjacent to a Edges: Arcane Resistance (Imp), Combat
shocker lizard at the end of its turn must Reflexes, Counterattack, Frenzy, Nerves of
make a Vigor roll or be Shaken by mild Steel, Strong Willed
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
107
Special Abilities: or Wounded from the outside, everyone
SAVAGE PATHFINDER
All-Around Vision: A shoggoth has many inside gets an Athletics roll at –2 to escape.
eyes in its slimy mass organs. It ignores 1 Appropriate Tests (GM's call, such as
point of Gang Up bonuses. pepper in the nose, extreme nausea from a
Aquatic: Pace 8. Amphibious. spell effect or poison, etc.) might cause the
Armor +2 (Heavy Armor): Dense slimy beast to cough, sneeze, or vomit. This gives
mass. everyone inside an Athletics roll to escape.
Bash: Str+d8, AP 4, Reach 2.
Wall Walker: Shoggoths move at their full
Environmental Resistance: Acid,
Pace on walls and ceilings. They can't run.
electricity, and fire.
Fast Regeneration: Shoggoths may attempt Languages: Aklo.
a natural healing roll every round, even if
Incapacitated, until they're slain. SINSPAWN
Fear (−2): Anyone who sees the terrifying Sinspawn are corrupted products of magic,
shoggoth must make a Fear check at −2. manifested by spellcasters in a past era as
Fearless: Shoggoths are immune to Fear shock troops for their armies. Literally the
and Intimidation. embodiment of a sin made flesh, they are
Immunity: Cold, shape change, sonic attacks. sentient abominations of distilled ectoplasm
Maddening Cacophony: A shoggoth imprinted with the soul-image of slain
can give voice to sounds and words sane creatures that possessed an abundance of a
creatures aren’t meant to hear. All creatures particular sin.
within 10” (20 yards) must make a Spirit The following stats represent the most
roll or be Stunned. Each round victims common form of sinspawn.
are Stunned they also take 2d6 damage,
ignoring armor, from this mind melting Type: Evil Aberration (Sinspawn)
attack. Attributes: Agility d8, Smarts d6, Spirit d6,
Ooze: Ignores invisibility and all Strength d8, Vigor d8
Illumination penalties; immune to poison, Skills: Athletics d6, Fighting d8, Intimida-
paralysis, slumber, Stun, blind, Intimidation, tion d6, Notice d6, Stealth d6, Survival d4
Taunt, puppet; doesn't sleep. Pace: 4; Parry: 6 or 7 (ranseur); Toughness:
Size 7 (Large): Shoggoths are massive 7 (1)
mounds of black slime filled with mouths Edges: First Strike
and eyes. They are about 30’ wide and Gear: Ranseur (Str+d6, AP 1, Reach 1)
weigh around 30 tons. They can take one Special Abilities:
extra Wound. Armor +1: Aberrant hide.
Swallow Whole: Anyone hit by a bite attack Bite/Claws: Str+d4.
must make an Evasion roll or be Swallowed Darkvision: Sinspawn ignore penalties for
Whole. The victim suffers one Wound Illumination up to 10”.
at the end of his turn Sinful Bite: Anyone Shaken or Wounded
from the crushing by a sinspawn’s bite becomes overwhelmed
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
worm
is Shaken
108
by sinful thoughts and is Distracted for the Skeletons are often found swarming in vile
next d6 minutes. necromancers’ legions, haunting ruins, or
Languages: Aklo. guarding objects and places according to
some long forgotten imperative.
SKAVELING ANIMAL SKELETON
Skavelings are undead giant bats. They are
This profile covers most animal skeletons
used as guardians and mounts by the foul
smaller than humans.
necromantic denizens of the deepest reaches
of the Darklands. Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Type: Evil Undead (Skaveling)
Strength d6, Vigor d6
Attributes: Agility d10, Smarts d4 (A),
Skills: Athletics d8, Fighting d6, Notice d6,
Spirit d10, Strength d12, Vigor d10
Stealth d6
Skills: Athletics d8, Fighting d10, Notice d8,
Pace: 8; Parry: 5; Toughness: 6
Bestiary
Stealth d8
Edges: —
Pace: 4; Parry: 7; Toughness: 12 (2)
Special Abilities:
Edges: —
Bite/Claws: Str+d4.
Special Abilities:
Fearless: Skeletons are immune to Fear and
Armor +2: Undead resilience.
Intimidation.
Bite: Str+d6.
Size −1: These stats represent a dog-sized
Blindsense: Skavelings ignore invisibility,
skeleton, but may be smaller or larger.
illusion, and all Illumination penalties.
Undead: +2 Toughness; +2 to recover from
Flight: Pace 5.
being Shaken; no additional damage from
Infection: Anyone Shaken or Wounded by
Called Shots; ignores 1 point of Wound
a skaveling’s bite must make a Vigor roll
penalties; doesn’t breathe; immune to
(at –2 with a raise on the attack) or contract
disease and poison; ignore penalties for
ghoul fever. Ghoul fever is a Lethal disease,
Illumination up to 10”.
requiring a Vigor roll each day to prevent
taking a Wound. Anyone killed by ghoul DWARF SKELETON
fever rises from the dead at midnight,
Type: Evil Undead (Skeleton)
becoming a ghoul themselves.
Attributes: Agility d8, Smarts d4, Spirit d4,
Resilient: Skavelings can take one Wound
Strength d6, Vigor d8
before they’re Incapacitated.
Skills: Athletics d6, Fighting d8, Intimida-
Screech: A skaveling can screech once
tion d6, Notice d4, Shooting d6
per day as a limited action. This affects
Pace: 5 (d4); Parry: 6; Toughness: 8
everyone in a 10 yard radius, who make a
Edges: —
Spirit roll or be Stunned.
Gear: Varies.
Size 1: Skavelings are 7’ tall with a massive
Special Abilities:
wingspan.
Claws: Str+d4.
Undead: +2 Toughness; +2 to recover from
Fearless: Skeletons are immune to Fear and
being Shaken; no additional damage from
Intimidation.
Called Shots’ ignores 1 point of Wound
Reduced Pace: Dwarf skeletons reduce
penalties; doesn’t breathe; immune to
pace by −1 and decrease running die by one
disease and poison; ignore penalties for
die type.
Illumination up to 10”.
Undead: +2 Toughness; +2 to recover from
being Shaken; no additional damage from
SKELETON Called Shots; ignores 1 point of Wound
The skin has already rotted from these risen penalties; doesn’t breathe; immune to
dead, leaving them slightly quicker than their disease and poison; ignore penalties for
flesh-laden zombie counterparts. Skeletons Illumination up to 10”.
exist in various shapes and sizes. Many are
mindless, but some retain enough memories
of their lives to use weapons and armor.
109
GIANT SKELETON disease and poison; ignore penalties for
SAVAGE PATHFINDER
110
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”.
SNAKE
Snakes on Golarion are rarely aggressive
unless cornered or frightened.
CONSTRICTORS
Pythons, boa constrictors, and other snakes
over 15′ long are rarely deadly to man in the
Bestiary
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 (Constrictors)
Attributes: Agility d6, Smarts d4 (A), Spirit d8, SOLDIERS
Strength d8, Vigor d6 Goons, grunts, or others with training serve
Skills: Athletics d6, Fighting d6, Notice d10, as foot soldiers for more powerful characters.
Stealth d6 They can be customized and outfitted to fit
Pace: 4; Parry: 5; Toughness: 5 their particular role.
Edges: —
Special Abilities: SOLDIER
Bite: Str.
Type: Any Humanoid (Soldier)
Constrict: +2 to Athletics and Strength rolls
Attributes: Agility d6, Smarts d4, Spirit d6,
made to grapple.
Strength d6, Vigor d6
VENOMOUS Skills: Athletics d6, Common Knowledge d6,
These stats cover a variety of medium-sized Fighting d6, Intimidation d6, Notice d6,
snakes with extremely deadly poison. Such Persuasion d6, Shooting d6, Stealth d4
venomous snakes usually live solitary lives, Pace: 6; Parry: 5; Toughness: 5
although it’s possible to stumble into a nest Hindrances: —
of poisonous vipers. Edges: Soldier
Gear: Varies depending on their employer
Type: Neutral Animal (Venomous) and locality.
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Strength d4−2, Vigor d6 SOLDIER, SEASONED
Skills: Athletics d6, Fighting d8, Notice d12, These mercenaries and troops have seen
Stealth d8 battle and lived to tell about it. They are more
Pace: 4; Parry: 6; Toughness: 2 capable and experienced than regular soldiers.
Edges: Quick They can be customized and outfitted to fit
Special Abilities: their particular role.
Bite: Str+2.
Type: Any Humanoid (Soldier, Seasoned)
Poison: The GM chooses what kind of
Attributes: Agility d6, Smarts d4, Spirit d8,
poison the viper injects with its bite (see
Strength d6, Vigor d8
Poison, page 9).
Skills: Athletics d6, Common Knowledge d6,
Size −3 (Very Small): Most venomous
Fighting d8, Intimidation d8, Notice d6,
snakes are 4–6′ in length, but only a few
Persuasion d6, Shooting d6, Stealth d4
inches thick.
Pace: 6; Parry: 7; Toughness: 6
Hindrances: —
111
Type: Evil Undead (Spectre)
SAVAGE PATHFINDER
112
Special Abilities: an unknown cavern in a remote corner of the
Bite or Sting: Swarms inflict hundreds of world. Yet when it wakens, kingdoms perish.
tiny bites or stings every round, hitting Although far from intelligent, the tarrasque
automatically (unless Shaken) and causing is smart enough to understand a few words
2d4 damage to everyone in the template at in Aklo. Likewise, it isn’t mindless in its
the end of their turn. Damage is applied rampages, but instead focuses on targets
to the least armored location (victims in that threaten it. The tarrasque is difficult to
completely sealed suits are immune). distract with trickery.
Split: Some swarms split into two smaller
swarms when Wounded (GM’s call). Type: Neutral Magical Beast (Tarrasque)
Reduce the Blast Template one size after a Attributes: Agility d8, Smarts d6, Spirit d12,
Wound; Small swarms are destroyed. Strength d12+7, Vigor d12+4
Swarm: +2 to recover from being Shaken, Skills: Athletics d6, Fighting d12+2,
Parry +2. Swarms are composed of many Notice d12+4
small creatures, so cutting and piercing Pace: 7; Parry: 9; Toughness: 29 (6)
Bestiary
weapons do no real damage. Area effect Edges: Arcane Resistance (Imp), Combat
weapons work normally, and a character Reflexes, Counterattack, Frenzy, Nerves of
can stomp to inflict his damage in Strength Steel, Strong Willed, Sweep (Imp)
each round. Some swarms (bees, hornets, Special Abilities:
birds) may be foiled by total immersion in Armor +6 (Heavy Armor): Super-dense
water. carapace.
Bite/Claws/Horns: Str+d8, AP 4, Reach 2.
113
paralysis, poison, puppet, Rending, shape Skills: Athletics d10, Fighting d6, Intimidation d6,
SAVAGE PATHFINDER
114
were caused by fire or flame or they’re put Special Abilities:
to the torch afterward. Armor +3: Aberrant hide.
Immunity: Acid. All-Around Vision: Tentamorts have many
Plant: Ignores penalties for Dim and Dark eyes across their cone-like bodies. They
Illumination; immune to paralysis, poison, ignore 1 point of Gang Up bonuses.
puppet, slumber, Stun; doesn't sleep. Blindsense: Tentamorts ignore invisibility,
Size 4 (Large): Tendriculos grow up to 20 illusion, and all Illumination penalties.
feet tall and weigh around 3,500 lbs. Poison (–2): Mild poison.
Swallow Whole: Anyone hit by a bite attack Resilient: Tentamorts can take one Wound
must make an Evasion roll or be Swallowed before they’re Incapacitated.
Whole. The victim suffers one Wound at the Sting: Str+d6, Reach 1.
end of his turn from the crushing gullet and Tentacle (2): Tentamorts have two tentacle
acidic bile. actions and Reach 1. They may lash with
If the creature is Shaken or Wounded from their tentacles for Str+d4 damage. Bound
the inside (ignoring its Armor!), everyone or Entangled prey may be stung as usual.
Bestiary
inside gets an immediate Athletics roll to
escape. If the worm is Shaken or Wounded TOWN/CITY GUARD
from the outside, everyone inside gets an Individuals charged with maintaining law
Athletics roll at –2 to escape. and order, or keeping the peace, are covered
Appropriate Tests (GM's call, such as by this profile.
pepper in the nose, extreme nausea from a Their attributes and skills may vary
spell effect or poison, etc.) might cause the depending on the locality they serve. Their
beast to cough, sneeze, or vomit. This gives gear represents likely weapons and armor—
everyone inside an Athletics roll to escape. which also varies depending on the
Tentacles (2): A tendriculos has two climate, size of the settlement and other
tentacle actions and Reach 1. It may lash circumstances.
with its tentacles for Str+d4 damage. Bound
or Entangled prey may be bitten as usual. P CAPTAIN OF THE GUARD
Very Resilient: A tendriculos can take two These stats represent a
Wounds before it's Incapacitated. typical leader of guardsmen,
Languages: Sylvan (can't speak). with the Fighter
Class Edge.
TENTAMORT Type: Any Humanoid
This monster looks something like a leathery, (Human Fighter)
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
115
Attributes: Agility d8, Smarts d6, Spirit d8, Attributes: Agility d8, Smarts d6, Spirit d6,
SAVAGE PATHFINDER
TOWNSFOLK
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 Knowl-
edge d4, Fighting d4, Notice d6,
Persuasion d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
116
Gear: Knife (Str+d4), club (Str+d4), or
improvised weapons (Str+d4).
TREANT
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
Bestiary
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: Plant: ignore penalties for Dim and Dark
Animate Trees: A treant can animate two
Illumination; immune to paralysis, poison,
trees at a time, within 30” (60 yards), as puppet, slumber, Stun, doesn't sleep.
a limited free action. The trees take one Size 5 (Large): A typical treant is usually
round to uproot, then can move at Pace 20-30’ feet tall, with a trunk 2 feet in
2. These Extras have the same attributes, diameter, and weighs 4,500 lbs. It can take
Fighting die type, and derived statistics as one extra Wound.
the treant. If they move out of the treant’s Rock Throwing: Giants are exceptionally
range or become Incapacitated, they re-root good at throwing rocks, and can even throw
themselves. The treant can also end the at Extreme Range. Damage Str+d12, Range
animation at will. The trees serve the treant 20/40/80, Heavy Weapon.
loyally. Trample: Str+d6.
Armor +2: Bark skin. Treespeak: Treants can speak with any
Bash: Str+d6, AP 2.
plant. They always begin with a Friendly
Destroy Objects: Treants do double
reaction from other plant life.
damage when attacking objects. Very Resilient: Treants can take two
Environmental Weakness: Fire, slashing.
wounds before they're Incapacitated.
Languages: Common, Sylvan, Treant.
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Stench: The first time anyone enters within
TROGLODYTE
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118
Very Resilient: Trolls can take two Wounds
before they’re Incapacitated.
Languages: Giant.
FERAL TROLL: Vigor d12+2 (Toughness 12
(1)), Fighting d10 (Parry 7), First Strike.
TROLL BRUTE: Strength d12+2, Fighting d12
(Parry 8), Counterattack
UNICORN
Unicorns are fierce, intelligent creatures of
the forest, noble beasts who keep their own
counsel and typically appear only to defend
their homes against evil.
Bestiary
They universally shun all creatures except
for good-aligned fey, good-aligned humanoid
women, and the woodlands’ native animals,
though they may fight alongside other good
creatures against common enemies. A typical
unicorn is 8 feet long and 5 feet tall at the
shoulder, weighing 1,200 pounds.
Type: Good Magical Beast (Unicorn)
Attributes: Agility d10, Smarts d6, Spirit d8,
Strength d10, Vigor d8
Skills: Athletics d6, Faith d8, Fighting d8,
Notice d6, Stealth d6, Survival d6
Pace: 10; Parry: 6; Toughness: 9 (1)
Edges: Arcane Background (Miracles), Frenzy
Powers: Healing, light. Power Points: 10.
Special Abilities: Vampires came to Golarion from the Plane of
Armor +1: Magical hide. Shadow long ago. Exactly how they arrived
Horn: Str+d8, AP 1 remains lost to history and is a matter of
Immunity: Empathy, puppet, Poison. debate in scholarly circles. Over time, these
Innate Powers: Detect evil (per Paladin “true vampires” have spawned many more.
Class Edge), minor teleport (Greater Amongst their own kind, true vampires
Teleport, self). use the slang term full-blood to distinguish
Kick: Str+d4. themselves from those they consider lesser
Night Vision: A unicorn ignores all but associated beings, such as vampire spawn.
penalties for Illumination.
Protection from Evil: Evil creatures
Type: Evil Undead (Vampire)
subtract 2 from Trait rolls made to attack Attributes: Agility d10, Smarts d8, Spirit d8,
a unicorn. Strength d8, Vigor d10
Resilient: Unicorns can take one Wound
Skills: Athletics d8, Common Knowledge d10,
before they’re Incapacitated. Fighting d10, Intimidation d12, Notice d8,
Size 2: Unicorns are the size of large horses.
Persuasion d12, Shooting d8, Stealth d10
Pace: 6; Parry: 7; Toughness: 12 (3)
Languages: Common, Sylvan. Edges: Frenzy (Imp), Level Headed
Special Abilities:
P VAMPIRE Armor +3: Necrotically augmented skin.
Vampires are intelligent undead creatures. Bite/Claws: Str+d4.
They feeds off the blood of the living in order Blood Drain: A vampire can suck blood
to prolong their own unnatural existence. from a bound opponent; instead of crushing
a bound opponent, it drains blood, causing
119
Energy Drain (see below). The vampire poison; ignore penalties for Illumination up
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120
Golarion from time to time. Their putrid kiss
transforms their victims into vargouilles.
Type: Evil Outsider (Vargouille)
Attributes: Agility d6, Smarts d4,
Spirit d6, Strength d6, Vigor d8
Skills: Athletics d10, Fighting d6, Intimida-
tion d6, Notice d6, Stealth d6, Survival d6
Pace: —; Parry: 5; Toughness: 6 (2)
Edges: —
Special Abilities:
Armor +2: Leathery hide.
Bite: Str+d4.
Darkvision: Vargouilles ignore penalties
for Illumination up to 10”.
Flight: Pace 12.
Kiss: A vargouille can kiss a Stunned,
unconscious, or otherwise helpless target.
Anyone kissed must make a Vigor roll at
–2. If failed, the victim goes bald over the
next 24 hours, her skin becomes leathery,
and she sprouts tentacles on her face (she Type: Neutral
Bestiary
has the Ugly (Major) Hindrance). After the Plant (Violet Fungus)
second day, the transformation becomes Attributes: Agility d4, Smarts d4 (A), Spirit d6,
lethal—she dies and her head pops off Strength d6, Vigor d8
and flies away! Every six hours during Skills: Fighting d6, Notice d6
the transformation process, she can make Pace: 2; Parry: 5; Toughness: 9 (3)
another Vigor roll. A successful roll pauses Edges: —
the transformation for a day, or two with Special Abilities:
a raise. It can be cured using healing with Armor +3: Dense fibrous hide.
Greater Healing at a –2 on the casting roll. Plant: ignore penalties for Dim and Dark
Shriek: As a limited action, a vargouille Illumination; immune to paralysis, poison,
can shriek. Non-vargouilles within 10" puppet, slumber, Stun; doesn't sleep.
(20 yards) must make a Vigor roll or be Rot: A victim Shaken or Wounded by the
Stunned. plant’s tentacles must make a Vigor roll to
Size –2 (Small): A vargouille is a flying resist the effects of rot (–2 with a raise on the
head. attack). Failure means one of the victim’s
Languages: Infernal. limbs rots away. This is a permanent Injury.
Any successful healing effect within one
VIOLET FUNGUS hour stops the rot and saves the limb.
Tentacles (2): A violet fungus has two
This human-sized fungus grows from a bed
tentacle actions and Reach 1. It may lash
of tentacular roots. Deep violet tendrils slither
with its tentacles for Str+d4 damage. Bound
out of the dozens of fissures in its pointed cap.
or Entangled prey may be bitten as usual.
It is usually found in a small grove of up to a
dozen fungi.
The carnivorous violet fungus is one of
P WENDIGO
the most notorious and feared dangers of A wendigo appears much like a tall humanoid
Golarion’s Darklands. It feeds on the rot and in the last stages of death from starvation.
decay of organic matter. A violet fungus’s Completely hairless, its flesh is deathly
tendrils are coated with a virulent venom. pale except for its blackened extremities. Its
These plants can move, but they usually fingers end with long talons, while needle-
stay rooted in one place as long as they have like fangs fill its mouth.
rotting organic matter to sustain them.
121
A wendigo has ragged, bloody flesh around the victim gets a full night sleep without
SAVAGE PATHFINDER
WIGHT
Wights are animated corpses, resembling
a cross between ghouls and spectres. Their
eyes burn with hatred, and they have a
hunger for the souls of the living. For some,
earthly desires or material bonds cause their
spirits to remain behind to guard a treasure or
their place of death. Others serve whomever
brought them to unlife. Wights are sometimes
found underwater, in caves or shipwrecks.
Type: Evil Undead (Wight)
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d6, Vigor d8
Skills: Athletics d8, Fighting d8, Intimida-
tion d10, Notice d6, Stealth d8
Pace: 6; Parry: 6; Toughness: 10 (2)
Edges: —
Special Abilities:
122
Armor +2: Leathery dried skin. Immunity: Magic.
Claws: Str +d4. Innate Powers: Major invisibility (self).
Energy Drain: Anyone Shaken or Wounded Will-o’-wisps have the ability to extinguish
by a wight’s claws, suffers Energy Drain their natural glow.
(Vigor). A Vigor roll (at –2 with a Size −3 (Very Small): Will-o’-wisps
raise on the attack) resists this are 1’ in diameter.
effect. Zap: Will-o’-wisps can make
Fearless: Wights are a Touch Attack for 2d6 electrical
immune to Fear and damage.
Intimidation. Languages: Aklo, Common.
Infection: Anyone slain
by these undead raise as a WOLVERINE
wight one round later.
Undead: +2 Toughness;
This muscular omnivore
+2 to recover from being resembles a bear cub but smells
Bestiary
Shaken; no additional damage more like a skunk. Known for
from Called Shots; ignores 1 point its ferocity, a wolverine is often a
of Wound penalties; doesn’t breathe; solitary animal, though a male may
immune to disease and poison; ignore have a few females in his territory.
penalties for Illumination up to 10”. Wolverines have thick, oily fur, and sharp
Languages: Common. crampon-like claws, perfect for climbing.
Type: Neutral Animal (Wolverine)
WILL-O’-WISP Attributes: Agility d8, Smarts d4 (A), Spirit d6,
These strange aberrations live in swamps Strength d8, Vigor d6
throughout Golarion, although no one is Skills: Athletics d8, Fighting d6, Notice d6,
certain why they prefer such environments. Stealth d4
Most commonly, they are encountered in Pace: 6; Parry: 5; Toughness: 5 (1)
the River Kingdoms, where they sometimes Edges: Alertness
gather in small groups. Special Abilities:
Armor +1: Thick hide.
Will-o’-wisps appear as floating lights often
Bite/Claws: Str+d4.
mistaken as lanterns or beacons by travelers.
Hardy: A wolverine doesn't suffer a Wound
The creatures attempt to lure such travelers
from being Shaken twice.
into deep marshes and quicksand, or even to
Low Light Vision: Wolverines ignore
the lairs of other creatures. They do this in
penalties for Dim and Dark Illumination.
hopes of feeding on the fear of dying victims.
Rage: Wolverines go into a Rage when
They can deliver a shocking attack, but they
attacked (per the Barbarian Class Edge
prefer to feed on victims who can’t fight back.
ability in Savage Pathfinder). The creature
Type: Evil Aberration (Will-O'-Wisp) can't end its Rage voluntarily.
Attributes: Agility d12+2, Smarts d8, Spirit d8, Size –1: Wyrmlings are small creatures.
Strength 1, Vigor d6
Skills: Athletics d12, Fighting d8, Notice d10, WOLVERINE, DIRE
Persuasion d8, Stealth d10 A dire wolverine is as large as a bear, its jaws
Pace: —; Parry: 6; Toughness: 2 and claws oversized and brutal, its eyes dark
Edges: Alertness, Dodge, Level Headed and filled with rage. Even more territorial
Special Abilities: than their smaller relatives, they defend their
Darkvision: Will-o’-wisps ignore penalties
lairs to the death.
for Illumination up to 10”.
Feed on Fear: Any time a will-o’-wisp Type: Neutral Animal (Wolverine, Dire)
is within 2” (4 yards) of an Incapacitated Attributes: Agility d10, Smarts d4 (A),
creature, or a creature that failed a Fear Spirit d8, Strength d10, Vigor d8
check, it becomes Resilient for 24 hours. Skills: Athletics d10, Fighting d8, Notice d10,
Flight: Pace 8. Stealth d4
123
Pace: 6; Parry: 6; Toughness: 9 (1) make alliances with goblins and other evil
SAVAGE PATHFINDER
WORG WRAITH
These intelligent and evil creatures are Wraiths are undead creatures born of evil and
a magical species of wolves. Larger than darkness. They hate light and living things,
their animal cousins, they often hunt in as they have lost much of their connection to
packs, typically lead by an alpha worg who their former lives. The vile creatures appear
dominates the other members of the pack. as little more than dark shapes with two
flickering pinpoints of light where their eyes
Unlike their cousins, worgs possess the
should be.
power of speech —and guile. They sometimes
Type: Evil Undead (Wraith)
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d8, Vigor d10
Skills: Athletics d8, Fighting d8, Intimida-
tion d8, Notice d8, Persuasion d6, Stealth d6
Pace: —; Parry: 6; Toughness: 7
Edges: —
Special Abilities:
Claws: Str+d4, AP 2.
Darkvision: Wraiths ignore penalties for
Illumination up to 10”.
Energy Drain: Anyone hit by a wraith's
claws, suffers Energy Drain (Vigor). A
Vigor roll (at –2 with a raise on the attack)
resists this effect.
Ethereal: Wraiths can become
invisible and immaterial at will and can
only be harmed by magical attacks.
Flight: Pace 10.
Infection: Anyone slain by these
undead raise as a wraith one round later.
Weakness (Daylight): A wraith
caught in sunlight cannot attack and is
Vulnerable.
Languages: Common, Infernal.
124
WYVERN
Wyverns are two-legged dragons.
They have no fiery breath, but
possess long necks, sharp teeth, and a
poisonous stinger in their tail.
Wyverns are territorial, aggressive, and
impatient creatures. Unlike some of their
dragon cousins, they have no interest in
diplomacy or subtlety. They are quick
to resort to force to accomplish their
selfish goals.
Type: Neutral Dragon (Wyvern)
Attributes: Agility d8, Smarts d4,
Bestiary
Spirit d8, Strength d12, Vigor d10
Skills: Athletics d6, Fighting d10,
Notice d10, Stealth d6
Pace: 5; Parry: 7; Toughness: 12 (2)
Edges: Frenzy (Imp)
Special Abilities:
Armor +2: Draconic scales.
Bite/Sting: Str+d6, AP 2.
Flight: Pace 8.
Immunity: Slumber, Stun.
Night Vision: Wyverns ignore all
penalties for Illumination.
Poison (–2): The wyvern’s stinger
contains a Mild poison.
Size 3: Wyverns are 16’ long, weighing
nearly 2,000 lbs.
Languages: Draconic.
125
Implant: As a limited action, a xill can lay a Burrow (4”): Xorns can glide through any
SAVAGE PATHFINDER
clutch of eggs in a helpless living creature. natural earth or stone as easily as a fish
The eggs hatch in 24 hours, at which point swims through water.
they begin to consume the host, causing Darkvision: Xorns ignore penalties for
Energy Drain (Vigor) once per hour. A Illumination up to 10”.
successful healing with Remove Disease Environmental Resistance: Electricity.
kills all of the eggs. A Healing roll at –2 Immunity: Cold, fire.
removes the eggs. Failure causes Fatigue. Resilient: Xorns can take one Wound
A critical failure causes a Wound. before they're Incapacitated.
Innate Powers: Major plane shift (self, Size 1: Xorn can grow to 8’ tall.
Ethereal plane only). Languages: Terran.
Paralysis: Anyone Shaken or Wounded by
a xill's bite must succeed at a Vigor roll or YETH HOUND
be paralyzed.
These emaciated creatures resemble canines,
Languages: Common, Infernal. though they originate from the lower planes.
More importantly, the strange hounds have
XORN magical powers, including the ability to fly.
This squat beast is as wide as it is tall. Yeth Hounds sometimes serve evil
Strangely symmetrical, a xorn has three arms, humanoids or other masters, such as demons.
three legs, three eyes, and one huge mouth. It They travel in pairs or wander in packs in the
typically grows to 8 feet in height, but older darkest parts of Golarion, such as the Anferita
and larger specimens exist. Wood of Cheliax.
Xorns are outsiders from the elemental
Type: Evil Outsider (Yeth Hound)
plane of Earth. They travel to Golarion’s
Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Darklands to find and eat precious metals and
Strength d6, Vigor d8
gemstones. Xorns have little interest in native
Skills: Athletics d8, Fighting d8, Notice d8,
species, unless they happen to carry favorite
Stealth d6
meals. Xorns are known to accept bribes to
Pace: 7; Parry: 6; Toughness: 9 (3)
avoid a fight or to provide temporary aid
Edges: Alertness
underground.
Special Abilities:
Xorn elders and leaders often have Class Armor +3: Outsider hide.
Edges. Rogue and Barbarian are Bay: As a limited action, a yeth
most common. hound can let out a terrible howl.
Type: Neutral Outsider All creatures except evil outsiders
(Xorn) within 100 yards must make a
Attributes: Agility d6, Spirit roll or become Panicked.
Bite: Str+d4.
Smarts d6, Spirit d8,
D a r k v i s i o n : Ye t h
Strength d10, Vigor d10
Skills: Athletics d4, Fight- hounds ignore penalties for
ing d8, Intimidate d8, Illumination up to 10”.
Environmental Weakness:
Notice d10, Stealth d8,
Survival d8 Silver.
Flight: Pace 12.
Pace: 4; Parry: 6; Toughness:
Sinister Bite: Any non-
13 (5)
Edges: Combat Reflexes, outsider Shaken or Wounded
Counterattack, Iron Jaw by a yeth hound's bite must
Special Abilities: make a Spirit roll or become
Armor +5: Stone flesh. Distracted.
Bite/Claws: Str+d6, AP 2. Languages: Abyssal or Infernal (can’t
All-Around Vision: Xorns can speak).
see in all directions. They ignore 1 point of
Gang Up bonuses.
126
YETI
Large, white-haired humanoids, Yeti
are sometimes called abominable
snowmen, although it’s unclear
whether that mythical label is accurate
or a misnomer.
These intelligent, stealthy creatures live
in mountain ranges across Avistan as well
as the icy landscapes of the Crown of the
World. Typically, they form small tribes but
are rarely seen in groups—it is more likely to
spot a solitary Yeti, who might easily evade
any attempts to follow it.
Bestiary
Type: Neutral Monstrous Humanoid (Yeti)
Attributes: Agility d6, Smarts d6, Spirit d8,
Strength d10, Vigor d8
Skills: Athletics d10, Fighting d8, Intimi-
dation d8, Notice d8, Stealth d6
Pace: 7; Parry: 6; Toughness: 10 (2)
Edges: Fast Healer
Special Abilities:
Armor +2: Thick fur.
Bite/Claws: Str+d6, AP 2.
Darkvision: Yeti ignore penalties for
Illumination up to 10”.
Environmental Weakness: Fire.
Skills: Athletics d8, Fighting d6, Notice d6,
Frightful Gaze: Enemies that meet the gaze
Stealth d6
of one or more Yeti must succeed at a Spirit Pace: 6; Parry: 5; Toughness: 6
roll or be paralyzed. Edges: —
Immunity: Cold.
Special Abilities:
Bite/Claws: Str+d4.
Rage: Yeti go into a Rage when attacked.
Fearless: Zombies are immune to Fear and
See the Barbarian Class Edge in Savage
Pathfinder. Intimidation.
Size −1: These stats represent a dog-sized
Resilient: Yetis can take one Wound before
they’re Incapacitated. zombie, but may be smaller or larger.
Undead: +2 Toughness; +2 to recover from
Size 2: A Yeti stands around 9’ tall and
weigh almost 1,100 lbs. being Shaken; no additional damage from
Called Shots; ignores 1 point of Wound
Languages: Aklo. penalties; doesn’t breathe; immune to
disease and poison; ignore penalties for
ZOMBIE Illumination up to 10”.
These walking dead are typical groaning Weakness (Head): Called Shots to a
fiends looking for fresh meat. They come zombie’s head do the usual +4 damage.
in various shapes and sizes, such as the
following. GIANT ZOMBIE
These stats are for zombie hill giants, although
ANIMAL ZOMBIE other giantkind may be animated for larger
This profile is for animal zombies smaller and stronger versions. Sometimes, giant
than humans. zombies have weapons and hide armor (+2).
127
Skills: Athletics d6, Fighting d8, Notice d6, Type: Evil Undead (Zombie)
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