Pathfinder For Savage Worlds - Bestiary (v1.4)

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BESTIARY

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CREDITS
PATHFINDER CREDITS:
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DESIGNERS: Brian Cortijo, Adam Daigle, Mike Ferguson,
Joshua J. Frost, James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds,
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Adam Vehige, Ilker Serdar Yildiz, Eva Widermann, Tyler Walpole, Ben Wootten, Kevin Yan, and Kieran Yanner
ART DIRECTOR: Sarah E. Robinson
SENIOR ART DIRECTOR: James Davis

PATHFINDER FOR SAVAGE WORLDS:


SAVAGE WORLDS RULES: Shane Lacy Hensley, with Clint Black
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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

example, has the Bard Class Edge, with all its


A creature with this ability can perceive its features listed as “Class Abilities (Bard).”
environment using non-visual senses. This
includes keen sense of smell, echolocation, or
the ability to sense vibrations in the ground or
CLAWS
even in the air. They ignore invisibility, illusion, See Natural Weapons (page 8).
and all Illumination penalties.
COMMON ABILITIES
BREATH WEAPONS To save space and keep the profile as clean as
Most dragons and other “fire breathers” use possible, identical Special Abilities common
a Cone Template for their attacks (see Area to all members of a particular type of creature
Effect attacks in Pathfinder for Savage Worlds). A can often be found at the start of their section.
few specific creatures, such as blue and black
dragons, use the Stream Template instead. CONSTRUCT
Unless otherwise noted, breath attacks may Golems and other animated objects are
be evaded (see Evasion in Pathfinder for Savage collectively called “constructs.” Some
Worlds) and take the creature’s entire turn — are sentient beings while others are mere
they can’t perform Multi-Actions in the same automatons following the will of their masters.
round they make a breath attack. Whatever their origin or material, constructs
have several inherent advantages over
BURROW creatures of flesh and blood.
From massive worms to sand-dwelling Constructs add +2 when attempting to
humanoids, many creatures are able to recover from being Shaken, ignore 1 point
burrow beneath the earth and move within it. of Wound penalties, don’t breathe or eat, are
Burrowers can tunnel underground and immune to poison and disease, don’t Bleed
reappear elsewhere for devastating surprise Out, and Wounds are removed with Repair
attacks against their foes. The distance a instead of Healing with no “Golden Hour.”
creature can burrow on its turn is written
immediately after its Burrow ability. DARKVISION
A burrowing creature may tunnel on its Some creatures on Golarion possess the
action, and may erupt from the ground extraordinary ability to see without a light
at any point within its burrowing Pace in source. Creatures with this ability ignore
the same turn. It can't be attacked beneath penalties for Illumination up to 10” (20 yards).
the earth unless the attacker has some
means of detecting it and penetrating the ENERGY DRAIN
intervening dirt. With a successful touch or attack, a victim
Burrowing creatures erupt from beneath must make a resistance roll (usually Vigor)
their foes and may take them by surprise. or lose a die type in the targeted attribute.
If the target was unaware of the burrower’s If the attack would reduce an attribute below
presence, the creature makes an opposed d4, the victim is Incapacitated until healed or
Stealth roll versus the victim’s Notice (see he recovers a lost die type (see below). If the
Attacking from Stealth in Savage Pathfinder). targeted attribute was Vigor, he must make a
Targets on Hold may attempt to interrupt an Vigor roll at the end of his next turn or perish.
attack before it occurs if they detect it.
Recovery: Unless slain, a victim recovers
Burrowers can’t usually surprise a foe once one die type every 24 hours, or if given respite
their presence is known, but can still burrow with the Restoration modifier.
for protection and mobility.
ELEMENTAL
CLASS ABILITIES Air, earth, fire, and water form the basis of
When a creature has a Class Edge, the specific the elemental realms, wherein dwell strange,
features of the Edge are listed in a single unfathomable creatures.
6
Elementals have bodies of pure earth, water, If a creature’s Pace is at least 24, attackers
air, or fire and thus ignore additional damage subtract 1 when making attacks against it. If
from Called Shots, ignore 1 point of Wound it’s Pace is 48 or higher, attackers subtract 2.
penalties, don’t breathe or eat, are immune to
poison and disease, and can only be healed by GARGANTUAN
magic or natural healing. Gargantuan creatures are those that are at

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.

ENVIRONMENTAL WEAKNESS HARDY


The being is susceptible to a specific type of A decisive blow is needed to put very tough
energy or substance, such as cold, iron, etc. or determined creatures down. A second
The creature takes +4 damage from matching Shaken result doesn't cause these tenacious
sources, and is at –4 when resisting matching beasts a Wound.
Hazards or powers with a similar Trapping.
HORNS
ETHEREAL See Natural Weapons (page 8).
Ghosts, shadows, will-o’-wisps, and similar
intangible creatures have no form in the IMMUNITY
physical world (or can turn it on and off Creatures born in fire aren’t affected by heat,
at will). They can become substantial and and a horror made of pure lightning ignores
invisible (and vice-versa) as a free action, a bolt attack with an electrical Trapping. They
and can only be affected by magical items or ignore damage and effects based on any
weapons and supernatural powers. attack with that Trapping.
Immunities include related types of attacks
FEAR as well. A monster that ignores cold-based
Particularly frightening monsters cause
Fear checks to all who see them. Some truly
terrifying monsters may inflict penalties on
Fear checks as well. A creature with Fear −2,
for instance, causes those who see it to make OTHER SPECIAL ABILITIES
their Fear checks at −2. See the Fear rules in The Special Abilities listed in this
Savage Pathfinder for effects. chapter cover a range of common
characteristics for monsters and
FEARLESS nonplayer characters. They should
help Game Masters figure out how
Mindless creatures, constructs, and the like
to create their own monstrous foes or
don’t suffer from the weaknesses of the
convert those from other Pathfinder
mortal mind. A fearless creature is immune
products.
to Fear effects and Intimidation. It may still be
Taunted (usually due to catching its attention Of course many of the creatures in
than to any emotional distress). this book have rare or unique Special
Abilities as well. Skim through those
when creating or converting monsters
FLIGHT with similar abilities, mixing and
A creature can fly at the listed Pace. It uses matching as you see fit.
its Athletics to maneuver if a roll is required.

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.

SWALLOW WHOLE TRAMPLE


With a successful bite attack, the victim must Elephants, rhinoceroses, and other large
make an Evasion roll or be Swallowed Whole. creatures can trample smaller victims
At the end of the creature's subsequent turns, underfoot while moving at least 5″ (10 yards)
anyone swallowed must make a Vigor roll at in a straight line. This applies only when the
–2 or take a Wound from the crushing gullet foes are at least two sizes smaller. See the
and acidic bile. This continues until they're creature's description for other conditions.
freed or perish. Anyone in the creature's path must Evade
If the creature is Shaken or Wounded from or take the listed damage. Those it tramples
the inside (ignoring its Armor!), everyone may attack it after if passes (see Withdrawing
inside gets an immediate Athletics roll to from Melee in Savage Pathfinder), unless it has
escape. If the monster is Shaken or Wounded Extraction or a similar ability.
from the outside, the escape roll is made at –2.
Appropriate Tests (GM's call, such as pepper UNDEAD
in the nose, extreme nausea from a spell effect Zombies, skeletons, and similar physical
or poison, etc.) might cause the beast to cough, horrors are particularly difficult to destroy.
sneeze, or vomit. This gives everyone inside In most cases, undead creatures are Evil, but
an Athletics roll to escape. there are exceptions. Below are the benefits of
being such an abomination.
SWAT • Add +2 to Toughness and Spirit rolls to
The monster has learned to hunt or deal with recover from being Shaken, ignore addi­
creatures smaller than itself. It ignores up tional damage from Called Shots, ignore
4 points of Scale penalties when attacking 1 point of Wound penalties, don’t breathe
creatures smaller than itself. or eat and are immune to disease and
poison, don’t Bleed Out, ignore penalties
TENTACLES for Illumination up to 10”, and can only be
The creature has a number of “tentacle actions” healed with magical healing.
specified in its description (usually 2 or 4)
it may use once per turn. All of a creature's UNSTOPPABLE
tentacle actions count as one of its three The creature has strong will, magical
potential actions for the turn, and must stem protections, or great mass. It takes a maximum
from the tentacle in some way — usually a of one Wound per attack no matter how many
Fighting, Shooting, or grappling attack (GM’s Wounds would normally be caused (after
call). A giant octopus with four tentacle actions, Soak rolls are made).

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

This section contains animals, humanoids,


and monsters found throughout Golarion.
Some entries have elite or alternative roles WILD CARD MONSTERS
listed. These take the form of upgrades to the
Creatures noted with this symbol are
base profile. Simply add the upgrades listed
Wild Cards: P. They roll a Wild Die
to turn the base profile into the elite variant
with Trait checks and can take three
(the base bugbear into a bugbear raider, for
Wounds before being Incapacitated.
example).
Iconic creatures and "bosses," such
If the creature has more than one available
as adult dragons or liches, are almost
upgrade, the advancements are cumulative,
always Wild Cards.
so to apply the first before you apply the
second (so to make a bugbear executioner, Named creatures are often Wild
take the base bugbear profile, add the Cards as well, such as the ogre
bugbear raider improvements and then add Jaagrath Kreeg in the Rise of the
the executioner upgrades as well). Runelords Adventure Path or any of
his named kin.
ABOLETH Groups of creatures are often led by
a Wild Card as well, such as a pack of
As befits their hideous primeval appearance,
wolves led by a Wild Card "alpha."
the hermaphroditic aboleths are among the
world’s oldest forms of life. Ancient even Which creatures are and aren't
when the gods first turned their eyes to the Wild Cards is up to the GM and how
Material Plane, the aboleths have always challenging you want a threat to be.
existed apart from other mortal life, alien and
cold and endlessly plotting.
Skills: Athletics d8, Common Knowledge d6,
They once ruled the world with vast empires, Fighting d10, Intimidation d10, Notice d8,
and today view most other forms of life as Persuasion d4, Spellcasting d8, Stealth d4
either food or slaves — and sometimes both. Pace: 2; Parry: 7; Toughness: 14 (1)
They disdain the gods and see themselves as Edges: Arcane Background (Magic)
the true masters of creation. Powers: Illusion, puppet. Power Points: 15.
Type: Evil Aberration (Aboleth) Special Abilities:
Attributes: Agility d6, Smarts d6, Spirit d8, „ Armor +1: Thick skin.
Strength d12, Vigor d12 „ Aquatic: Pace 10.

13
disease Power Modifier restores an afflicted
SAVAGE PATHFINDER

creature to normal, but immunity to disease


offers no protection from this attack.
„ Swat: Ignores 4 points of Scale penalties.
„ Tentacles (2): An aboleth has two tentacle
actions and Reach 6. It may lash with its
tentacles for Str+d6 damage. Bound or
Entangled prey may be bitten as usual.
Languages: Aboleth, Aklo, Aquan,
Undercommon.

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

Burn: The object deals an additional d6 (fire) for Illumination.


damage on attacks. Anyone hit by this attack has „ Size 2: Ankhegs are the size of light horses.
a chance to catch on fire. „ Spit Acid: Once every 6 hours as a
Constrict: The object can make a free grapple limited action, an ankheg can spit
attempt when it hits a creature with a Bash attack. acid in a Stream Template. Creatures
Exceptional Reach: Increase the object's Reach by struck by this acid take 4d4
1. This can be taken up to three times. acid damage. The six
hours after using its
Faster: The object’s Pace is increased by 2. spit acid ability, the ankheg's
Improved Construction: The object’s Armor is bite loses the +d6 (acid), AP 2.
increased by 2. As a result, an ankheg does
Improved Trait: Increase one of this object's not use this ability unless
Traits by one die type or give it a new skill at d4. it is desperate or
This can be taken any number of times. frustrated.
Ranged Attack: Replace the Bash attack with
a ranged attack (Range 6/12/24) with the same
damage as the Bash it replaced. This object uses
Athletics (throwing) for this attack.
Resilient/Very Resilient: This object is Resilient.
If taken a second time it is Very Resilient.
Trample: This object gains the Trample Ability.
An object must be Size 4 or larger to take this.

15
ARCHONS HOUND ARCHON
SAVAGE PATHFINDER

Hound archons look like well-muscled


Archons are outsiders from the plane of
humans with noble canine heads. They stand
Heaven. As creatures of Good and law, they
upright on two legs when in their human
are tasked with the protection of Heaven as
form, and they usually wield a two-handed
well as all who are innocent or free of evil.
greatsword.
Archons are the natural enemies of devils
These archons can also take the shape of a
and demons. Most are veterans of many
dog/wolf or dire wolf, losing their ability to
attacks against their home plane by fiends of
fight with the sword but gaining the Pace,
the Lower Planes.
Speed, and Bite stats for that canine.
Each archon begins as a lantern archon or
Hound archons are disciplined soldiers and
lesser servitor spirit. They gain power and
sentinels. Good-aligned deities send them
prestige through their efforts to aid the cause
to watch over important people and places.
of Good. This includes time on the Material
Under the guise of friendly strays, such
Plane, where they often take on the roles of
hounds might follow their ward or guard
questing knights or other champions, aiding
their post for years in their canine shape.
mortals in good works and promoting
courageous acts. Type: Good Outsider (Hound Archon)
Attributes: Agility d6, Smarts d6, Spirit d8,
COMMON ABILITIES
Strength d8, Vigor d6
„ Archons: Ignores penalties for Illumination;
Skills: Athletics d8, Common Knowledge d4,
+4 to resist poison; immune to electricity Fighting d8, Intimidation d8, Notice d8,
and petrification, aura of menace. Persuasion d4, Stealth d8, Survival d10
„ AURA OF MENACE: Archons are surrounded
Pace: 7; Parry: 6; Toughness: 10 (5)
by an aura of primal power they may Edges: Frenzy, Soldier, Strong Willed
activate as a free action. Any hostile being Gear: Masterwork greatsword (Str+d10, AP
within 3" (6 yards) must make a Spirit roll. 3).
Those who fail subtract 1 from all Trait Special Abilities:
rolls for the next 24 hours, or until they „ Armor +5: Heavenly aspect.
successfully Shake or Wound the archon „ Bite: Str+d4.
that caused the condition. Once a victim „ Innate Powers: Detect evil (per Paladin
attempts the roll he can't be affected by the Class Edge), minor light, minor mind link,
same archon's aura for another 24 hours. minor speak language (self), minor shape
change (self, dire wolf), minor teleport
(Greater Teleport, self).
„ Protection from Evil: Evil creatures
subtract 2 from Trait rolls made to attack a
hound archon.
Languages: Celestial, Draconic, Infernal.

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

just causes. –2 to attack the trumpet archon.


„ Trumpet: As a limited action, the archon
Type: Good Outsider Cleric (Trumpet can sound a mighty blast. Non-archons
Archon) within 20” makes a Vigor roll at –2. Those
Attributes: Agility d10, Smarts d8, Spirit d10, who fail suffer Paralysis for d4+1 rounds.
Strength d12, Vigor d12 Those who succeed can't be affected this
Skills: Athletics d10, Common Knowl- encounter.
edge d4, Faith d10, Fighting d10,
Languages: Celestial, Draconic, Infernal.
17
Barghests come to the material plane to feed
AUROCH
SAVAGE PATHFINDER

on the flesh and souls of mortals, especially


This large, horned bull has a dirty black hide humanoids. They have a connection with
and an aggressive temper. Its horns are wide Lamashtu and often ally themselves with
and sharp, and they usually travel in herds. other followers of the goddess.
Various breeds inhabit the wilds of Golarion,
from the Nesmian plains of Nirmathas to the Type: Evil Outsider (Barghest)
Storval Plateau in Varisia. Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d10, Vigor d8
Type: Neutral Animal (Auroch) Skills: Athletics d8, Common Knowledge d6,
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Fighting d8, Intimidation d8, Notice d8,
Strength d12+1, Vigor d8 Spellcasting d6, Stealth d8, Survival d6
Skills: Athletics d8, Fighting d6, Notice d6 Pace: 6; Parry: 6; Toughness: 9 (3)
Pace: 7; Parry: 5; Toughness: 9 Edges: Arcane Background (Magic), First
Edges: — Strike
Special Abilities: Powers: Deflection, puppet, teleport. Power
„ Horns: Str+d6. Points: 10.
„ Size 3: Aurochs weigh just under a ton. Special Abilities:
„ Stampede: Anyone caught in a stampede „ Armor +3: Fiendish hide.
must Evade as an action on their turn or „ Bite/Claws: Str+d6.
take 2d6 damage. Add a bonus d6 if the „ Darkvision: Barghests ignore penalties for
victim Critically Fails to Evade. This may Illumination up to 10”.
last for multiple rounds with a large herd. „ Hardy: A second Shaken result doesn't
cause a Wound.
BARGHEST „ Innate Powers: Minor fly (levitate up or
The four-legged barghest is likely related to down only), minor shape change (goblin or
the goblinoids of Golarion. In its natural state wolf).
this evil hybrid resembles a cross between a Languages: Common, Goblin, Infernal
wolf and a goblin — and it can assume the
form of either. P BARGHEST, GREATER
Having consumed enough flesh and souls, a
few barghest return to the Abyss where they
transform into greater barghests. Even fewer
return to the material plan to feast yet again.
Type: Evil Outsider (Barghest, Greater)
Attributes: Agility d8, Smarts d10, Spirit d10,
Strength d12+1, Vigor d10
Skills: Athletics d10, Common Knowledge d6,
Fighting d10, Intimidation d8, Notice d8,
Persuasion d8, Spellcasting d8, Stealth d6,
Survival d8
Pace: 7; Parry: 7; Toughness: 12 (4)
Edges: Arcane Background (Magic), First
Strike, Frenzy
Powers: Boost Trait, deflection, growth, puppet,
teleport. Power Points: 15.
Special Abilities:
„ Armor +4: Fiendish hide.
„ Bite/Claws: Str+d8, AP 2.
„ Darkvision: Greater barghests ignore
penalties for Illumination up to 10".
„ Environmental Weakness: Magic weapons.

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

glands provide light in a 2” (4 yard) radius.


A dead fire beetle’s luminescent glands
continue to glow for 1d6 days after death.
„ Mindless: Immune to puppet, Intimidation,
and Taunt.
„ Pack Tactics: The creature adds any Gang
Up bonus to its Fighting damage rolls.
„ Size −3 (Very Small): Fire beetles are
the size of a house cat.

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

CENTAUR WARRIOR: Vigor d10 (Toughness


12 (3)), Fighting d8 (Parry 6 or 7), are Resilient.
CENTAUR CHIEFTAIN: Strength d10,
Counterattack.

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

Type: Evil Outsider (Balor) Illumination.


„ Size 4 (Large): A balor stands 14 feet tall
Attributes: Agility d12, Smarts d10, Spirit d10,
Strength d12+4, Vigor d12+1 and weighs 4,000 pounds. It can take one
Skills: Athletics d8, Battle d10, Common extra Wound.
„ Summon: Once per day as a limited action
Knowledge d8, Fighting d12, Intimidate d12,
Notice d10, Occult d12, Persuasion d12, this creature can summon any demon
Spellcasting d10, Stealth d8 besides a balor.
„ Swat: Ignores 4 points of Scale penalties.
Pace: 7; Parry: 8 or 10 (longsword);
„ Vorpal Strike: When attacking with a
Toughness: 16 (4)
Edges: Ambidextrous, Arcane Background sword or whip, a balor ignores 4 points of
(Magic), Arcane Resistance, Frenzy (Imp), penalties for Called Shots to the head.
Iron Will, Level Headed, Trademark Languages: Abyssal, Celestial, Draconic.
Weapon (Imp, longsword), Two-Weapon
Fighting GLABREZU
Powers: Burst (fire storm), puppet, stun, tele- Ferocious and bestial in form, the glabrezu
kinesis. Power Points: 20. is a master of trickery and lies. These
Gear: Longsword (Str+d8, AP 3, Keen), whip treacherous demons form from the souls of
(Str+d4+1, AP 1, Reach 2, Damaging, Ele- the treasonous, the false, and the subversive.
mental (Fire)). That is, souls of mortals who, in life, bore
Special Abilities: false witness or used treachery and deceit to
„ Armor +4 (Heavy Armor): Demonic hide. ruin the lives of others.

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

magical abilities, and other one-and-a-half feet tall, and weigh


innate nastiness. only 8 pounds.
Type: Evil Outsider (Quasit) Languages: Abyssal, Common.
At t r i b u t e s : Agil-
SUCCUBUS
ity d8, Smarts d4, Spirit d6,
Among the demon hordes, a succubus
Strength d4–2, Vigor d6
can often rise to incredible heights
Skills: Athletics d8, Common
of power via her manipulations and
Knowledge d4, Fighting d6,
sensual charms. Many a demonic war has
Notice d6, Occult d6, Persua-
raged because of the subtle machinations
sion d4, Stealth d10
of these demons. A succubus is formed
Pace: 4; Parry: 5; Toughness: 6 (4)
from the souls of particularly lustful and
Edges: Dodge, Extraction
rapacious evil mortals.
Special Abilities:
„ Armor +4: Demonic hide. Type: Evil Outsider (Succubus)
„ Bite/Claws: Str. Attributes: Agility d10, Smarts d10, Spirit d6,
„ Fast Regeneration: Quasits may attempt Strength d6, Vigor d10
a natural healing roll every round until Skills: Athletics d8, Common Knowledge d4,
Incapacitated. Fighting d8, Notice d8, Occult d8, Persua-
„ Demon: Immune to electricity and poison; sion d10, Stealth d8
+4 damage from cold iron; –4 damage from Pace: 6; Parry: 6; Toughness: 11 (4)
acid, cold, fire; minor detect arcana. Edges: Very Attractive
„ Flight: Pace 12. Special Abilities:
„ Innate Powers: Minor invisibility (self only). „ Armor +4: Infernal skin.
„ Night Vision: Quasits ignore all penalties „ Claws: Str+d6, AP 2.
for Illumination. „ Darkvision: A succubus ignores penalties
„ Poison (–1): The quasit’s claws contain a for Illumination up to 10”.
Mild poison. „ Demon: Immune to electricity and poison;
„ Resilient: Quasits can take one Wound +4 damage from cold iron; –4 damage from
before they're Incapacitated. acid, cold, fire; minor detect arcana.
„ Detect Good: Succubi can detect good
creatures within 5” (10 yards).
„ Energy Drain (Vigor): A succubus can
drain a mortal she lures into an act of
passion, such as a kiss. The victim resists
with Vigor –2. An unwilling victim must be
grappled first. A victim already charmed
by the demon's empathy power still resists
but doesn't realize what's happening.
„ Flight: Pace 8.
„ Innate Powers: Major disguise (humanoid
only), empathy (Charm, Duration of one
week; Persuasion), major puppet (once per
day), major speak language (self), minor
teleport (Greater Teleport, self).
„ Profane Gift: Once per day, a succubus
may grant a profane gift to a willing
creature. The target increases an attribute
of their choice one die type. Once agreed,
the demon has a permanent mind link
with the creature that crosses any distance
and can use her puppet power through it.

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

approximately 400 lbs.


„ Summon: Once per day as a limited action,
this creature can summon two bone devils.
Languages: Celestial, Common, Draconic,
Infernal.

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

Fighting d6, Intimidation d6, Notice d8, Frenzy, Linguist, Quick


Persuasion d6, Stealth d10 Powers: Light, puppet, mind link, speak language.
Pace: 7; Parry: 5; Toughness: 7 (3) Power Points: 10.
Edges: — Special Abilities:
Special Abilities: „ Armor +3: Scaly hide.
„ Bite/Claws: Str+d6. „ Bite/Claws: Str+d6, AP 2.
„ Breath Weapon (Electricity): Stream „ Breath Weapon (Fire): Stream Template,
Template, 2d6 damage. 3d6 damage.
„ Flight: Pace 18. „ Breath Weapon (Slumber): Cone Template
„ Resilient: Wyrmlings can take one Wound (sleep gas), major slumber.
before they're Incapacitated. „ Burrow (6"): Brass dragons can burrow
„ Size –1: Wyrmlings are small creatures. underground.
Languages: Draconic. „ Dragon: Ignores penalties for Illumination;
immune to fire, paralysis, slumber, Stun; +4
BRASS DRAGON damage from cold; ignore up to 4 points of
A crest of horns sweeps back from the head Scale penalties when attacking; minor detect
of this metallic dragon, leading to a long neck arcana.
and serpentine brass body. „ Flight: Pace 18.
„ Innate Powers: Major darkness (blizzard),
Type: Good Dragon (Brass Dragon)
major elemental manipulation (sand only).
Attributes: Agility d6, Smarts d6, Spirit d6, „
Size 2: Brass dragons are 9 feet long from
Strength d12, Vigor d10
nose to tail and weigh around 1,000 lbs.
Skills: Athletics d8, Common Knowledge d6, „
Speak with Animals: Brass dragons can
Fighting d8, Healing d8, Notice d8, Persua-
speak with any animals.
sion d10, Spellcasting d6, Stealth d4 „ Very Resilient: These dragons can take two
Pace: 9; Parry: 6; Toughness: 12 (3)
Wounds before they're Incapacitated.

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

causes Fear checks at –2.


Type: Good Dragon (Bronze Dragon) „ Size 7 (Large): Adult bronze dragons are
Attributes: Agility d6, Smarts d12, Spirit d10
creatures of immense stature. They take
Strength d12+3, Vigor d12
one extra Wound.
Skills: Athletics d6, Common Knowledge d8,
Fighting d12, Intimidation d12, Notice d12, Languages: Aquan, Common, Draconic,
Occult d10, Persuasion d12, Spellcast- Dwarven, Elven, Gnome, Halfling.
ing d10, Stealth d8 BRONZE DRAGON, WYRMLING
Pace: 7; Parry: 8; Toughness: 18 (3)
Edges: Arcane Background (Magic), Arcane Type: Good Dragon (Bronze Dragon)
Resistance, Dodge, Frenzy (Imp) Attributes: Agility d6, Smarts d6, Spirit d8,
Powers: Boost Trait, deflection, dispel, illusion, Strength d6, Vigor d6
light, mind link, protection, sloth/speed. Power Skills: Athletics d6, Common Knowledge d6,
Points: 20. Fighting d6, Intimidation d6, Notice d6,
Special Abilities: Occult d6, Persuasion d6, Stealth d8
„ Armor +3: Scaly hide. Pace: 7; Parry: 5; Toughness: 7 (3)
„ Bite/Claws: Str+d8, AP 2. Edges: —
„ Breath Weapon (Electricity): Stream Special Abilities:
Template, 4d6 damage. May breath while „ Armor +3: Scaly hide.
submerged. „ Bite/Claws: Str+d6, AP 2.

„ 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

„ Size 5 (Large): Copper dragons are 18′ long GOLD DRAGON


from nose to tail and weigh around 4 tons. Golden metallic scales cover the body of
They can take one extra Wound. this majestic dragon, and a regal crest of
Languages: Common, Draconic, Gnome. horns arches backward above wise and
piercing eyes.
COPPER DRAGON, WYRMLING
Type: Good Dragon (Gold Dragon)
Type: Good Dragon (Copper Dragon)
Attributes: Agility d6, Smarts d8, Spirit d8,
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d12+2, Vigor d12
Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d10,
Skills: Athletics d6, Common Knowledge d4,
Fighting d10, Healing d10, Notice d8, Per-
Fighting d6, Notice d6, Performance d6,
suasion d10, Spellcasting d10, Stealth d4
Persuasion d6, Stealth d10, Taunt d6, Thiev-
Pace: 9; Parry: 7; Toughness: 15 (4)
ery d4
Edges: Arcane Background (Magic), Dodge,
Pace: 7; Parry: 5; Toughness: 7 (3)
Frenzy, Strong Willed
Edges: Quick
Powers: Deflection, light, protection, relief.
Special Abilities:
Power Points: 10.
„ Bite/Claws: Str+d6.
Special Abilities:
„ Breath Weapon (Acid): Stream Template,
„ Aquatic: Pace 9.
2d6 damage.
„ Armor +4: Scaly hide.
„ Breath Weapon (Slow): Cone Template
„ Bite/Claws: Str+d6, AP 2.
(gas), minor sloth.
„ Breath Weapon (Fire): Cone Template, 3d6
„ Flight: Pace 12.
damage.
„ Resilient: Wyrmlings can take one Wound
„ Breath Weapon (Weakening): Cone
before they're Incapacitated.
Template (gas), major lower Trait (Strength).
„ Size –1: Wyrmlings are small creatures.
„ Detect Gems: Gold dragons can detect the
Languages: Common, Draconic. presence of gems within 100 yards.
„ Dragon: Ignores penalties for Illumination;
immune to fire, paralysis, slumber, Stun; +4

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

„ Trackless Step: Adult green dragons


leave little trace of their movements.
P GREEN DRAGON, ADULT Enemies make Survival (tracking) rolls at –4.
Type: Evil Dragon (Green Dragon) Languages: Common, Draconic, Elven,
Attributes: Agility d6, Smarts d8, Spirit d8, Sylvan.
Strength d12+3, Vigor d12
Skills: Athletics d6, Common Knowledge d6, GREEN DRAGON, WYRMLING
Fighting d10, Notice d10, Occult d10, Per- Type: Evil Dragon (Green Dragon)
suasion d6, Spellcasting d10, Stealth d6, Attributes: Agility d6, Smarts d6, Spirit d6,
Survival d12 Strength d6, Vigor d6
Pace: 7; Parry: 7; Toughness: 18 (3) Skills: Athletics d6, Common Knowledge d6,
Edges: Arcane Background (Magic), Arcane Fighting d6, Notice d8, Stealth d8, Sur-
Resistance, Dodge, Frenzy (Imp) vival d6
Powers: Deflection, disguise, entangle, illusion, Pace: 7; Parry: 5; Toughness: 7 (3)
light, puppet, sound/silence. Power Points: 25. Edges: —
Special Abilities: Special Abilities:
„ Bite/Claws: Str+d8, AP 2. „ Aquatic: Pace 7.
„ Breath Weapon (Acid): Cone Template, 4d6 „ Bite/Claws: Str+d6.
damage. May breath while submerged. „ Breath Weapon (Acid): Cone Template, 2d6
„ Fear (–2): The frightful presence of dragons
damage. May breath while submerged.
causes Fear checks at –2. „ Flight: Pace 18.
„ Size 7 (Large): Adult green dragons stand „ Resilient: Wyrmlings can take one Wound
30 feet tall and weigh 16 tons. They can take before they're Incapacitated.
one extra Wound. „ Size –1: Wyrmlings are small creatures.

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

Fighting d6, Intimidation d6, Notice d8,


Type: Evil Dragon (Red Dragon)
Persuasion d6, Stealth d10
Attributes: Agility d6, Smarts d6, Spirit d6,
Pace: 7; Parry: 5; Toughness: 7 (3)
Strength d10, Vigor d6
Edges: —
Special Abilities:
„ Bite/Claws: Str+d6.
„ Breath Weapon (Fire): Cone Template, 2d6
damage.
„ Flight: Pace 18.
„ Resilient: Wyrmlings can take one Wound
before they're Incapacitated.
„ Size –1: Wyrmlings are small creatures.

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

„ Bite/Claws: Str+d8+d6 (cold), AP 2.


„ Breath Weapon (Ice): Cone Template, 4d6 This massive aquatic creature resembles
damage. an unlikely cross between a dragon and a
„ Fear (−2): Anyone who sees a mighty common snapping turtle. Their giant shells
dragon must make a Fear check at −2. vary in color, like their dragon namesakes.
An average specimen grows to 25 feet long,
„ Icy Aura: At the end of the dragon's turn, all
adjacent foes take 2d4 cold damage. from their head to their dragon-like tails.
„ Size 4 (Large): Adult white dragons are Dragon turtles inhabit both fresh and salt
15 feet long from nose to tail and weigh water, making their lairs in vast underwater
around 2 tons. They can take one extra caverns. Usually solitary creatures, they claim
Wound. large territories as their own, hunting large
Languages: Common, Draconic. fish and posing threats to shipping routes.
They are known to roam the western seas
WHITE DRAGON, WYRMLING of the Shackles, the waters near the Devil’s
Type: Evil Dragon (White Dragon) Drain, and the Embaral Ocean.
Attributes: Agility d6, Smarts d6, Spirit d6, Dragon turtles have powerful teeth and
Strength d6, Vigor d6 claws, a breath weapon, and a natural ability
Skills: Athletics d6, Common Knowl- to capsize naval vessels. Sailors have learned
edge d4, Fighting d6, Notice d6, to offer gifts to ensure safe passage on the
Persuasion d4, Stealth d10 waterways ruled by these aquatic dragons—
Pace: 6; Parry: 5; Toughness: 6 (2) who have come to expect such tithes.
Edges: —
Type: Neutral Dragon (Dragon Turtle)
Special Abilities:
Attributes: Agility d6, Smarts d6, Spirit d10,
„ Bite/Claws: Str+d6.
Strength d12+3, Vigor d12
„ Breath Weapon (Ice): Cone Template, 2d6
Skills: Athletics d10, Fighting d10, Intim-
damage.
idate d10, Notice d10, Persuasion d10,
„ Flight: Pace 18.
Stealth d6, Survival d10
„ Resilient: Wyrmlings can take one Wound
Pace: 5; Parry: 7; Toughness: 17 (2)
before they're Incapacitated.
„ Size –1: Wyrmlings are small creatures.

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

5/10/20, Damage 2d4), light leather armor


(+2), 2x Knockout poison.
Special Abilities:
„ Ancestry (Elf): Agile, (Elves), Elven Magic,
Intelligence, Low Light Vision, Keen
Senses, Slender.
„ Darkvision: Drow ignore penalties for
Illumination up to 10”.
„ Immunity: Slumber.
„ Innate Powers: Minor light (once per day),
minor darkness (once per day).
„ Weakness (Light): Drow subtract 1 from
Trait rolls requiring sight in bright light.
Languages: Elven, Undercommon.
DROW PRIESTESS: Vigor d8 (Toughness 7(2)),
Fighting d8 (Parry 6 or 7), are Resilient
DROW INFILTRATOR: Strength d8, Stealth d8,
Extraction, are Very Resilient

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

tion d10, Notice d8, Occult d8, Shooting d10,


Stealth d8
Pace: —; Parry: 7; Toughness: 15
Edges: Extraction, Frenzy, Quick
Special Abilities:
„ Bash: Str+d6, AP 2.
„ Size 8 (Huge): An elder air elemental is 40
feet long and weighs 12 lbs. It can take two
extra Wounds.

AIR ELEMENTAL, SMALL


Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d6,
Occult d4, Shooting d6, Stealth d8
Pace: —; Parry: 5; Toughness: 4
Special Abilities:
„ Size –1: A small air elemental is 4 feet long
and weighs 1 lbs.

Attributes: Agility d12, Smarts d4, Spirit d6, EARTH ELEMENTAL


Strength d10, Vigor d8 This hulking, roughly humanoid creature
Skills: Athletics d10, Fighting d8, Notice d6, of dirt and stone explodes up from the earth,
Occult d4, Shooting d8, Stealth d8 faceless save for two glowing gemstone eyes.
Pace: —; Parry: 6; Toughness: 10
Type: Neutral Outsider (Earth Elemental)
Edges: —
Attributes: Agility d4, Smarts d4, Spirit d6,
Special Abilities:
Strength d12+1, Vigor d8
„ Air Mastery: Airborne creatures suffer a –1
Skills: Athletics d6, Fighting d8, Notice d6,
penalty to attack air elementals.
Occult d4, Stealth d6
„ Bash: Str+d6.
Pace: 5; Parry: 6; Toughness: 12 (2)
„ Flight: Pace 12.
Edges: —
„ Gaseous Form: Can pass through cracks in
Special Abilities:
doors or windows, bubble through water,
„ Armor +2: Rocky hide.
etc.
„ Bash: Str+d6.
„ Immunity: Air or wind-based effects.
„ Burrow (5″): Earth elementals can meld
„ Size 4 (Large): An air elemental is 16 feet
into and out of the ground.
long and weighs 4 pounds. It can take one
„ Earth Mastery: An earth elemental gets a
extra Wound.
free reroll on attack and damage rolls if both
„ Swat: Ignores 4 points of Scale penalties.
it and its target are touching the ground.
„ Wind Blast: Air elementals can send
„ Immunity: Immune to earth-based attacks
directed blasts of air to push their foes
(including thrown stones or powers with
away. They may choose one target or a
earth, mud, stone, or sand Trappings).
Cone Template, and use Shooting for the
„ Size 4 (Large): An earth elemental is 16 feet
roll. Those affected make a Strength roll
long and weighs 6,000 pounds. It can take
(at −2 if the elemental gets a raise) or are
one extra Wound.
hurled 2d6″. Anyone who strikes a hard
„ Swat: Ignores 4 points of Scale penalties.
object (such as a wall) takes 2d4 non-lethal
damage. EARTH ELEMENTAL, ELDER
AIR ELEMENTAL, ELDER Attributes: Agility d4, Smarts d4, Spirit d8,
Strength d12+4, Vigor d8
Attributes: Agility d12+3, Smarts d4, Spirit d8,
Skills: Athletics d6, Fighting d10, Notice d8,
Strength d12+2, Vigor d10
Occult d8, Stealth d6

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.

EARTH ELEMENTAL, SMALL


Attributes: Agility d4, Smarts d4, Spirit d6,
Strength d8, Vigor d8
Skills: Athletics d6, Fighting d6, Notice d6,
Occult d4, Stealth d6
Pace: 5; Parry: 5; Toughness: 7 (2)
Special Abilities:

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

1, Size 4 (+1 Wound), Swat.


„ Hardy: The creature doesn't suffer a Wound
from being Shaken twice.
Languages: Giant, Goblin, Orc.
ETTIN HUNTER: Vigor d8 (Toughness 12 (2)),
Fighting d10 (Parry 8), Iron Jaw
ETTIN REAPER: Block (Imp), Trademark
Weapon (Flail)

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

becoming a ghoul themselves. Edges: —


„ Stench: The first time anyone moves Gear: Thrown objects (Str+d4).
adjacent to a ghast, they become Distracted Special Abilities:
as they are overcome by nausea. „ Corrupting Touch: Str+2d6.
„ Undead: +2 Toughness; +2 to recover from „ Darkvision: Ghosts ignore penalties for
being Shaken; no additional damage from Illumination up to 10”.
Called Shots; ignores 1 point of Wound „ Ethereal: Ghosts can become invisible and
penalties; doesn’t breathe; immune to immaterial at will and can only be harmed
disease and poison; ignore penalties for by magical attacks.
Illumination up to 10”. „ Fear (−2): Ghosts cause Fear checks at −2

Languages: Common. when they let themselves be seen.


„ Flight: Pace 12.
„ Rejuvenation: Even after it is “destroyed”
GHOST a spirit will restore itself in 2d4 days. The
A ghost is the spirit of a mortal creature that only way to permanently destroy a ghost is
returns from death to haunt the living or to set right whatever is preventing it from
fulfill some unfinished business. They can’t— moving on.
or won’t — leave a specific location on the
Material Plane until they complete some Languages: Common.
specific task or meet some condition.
GHOUL
Type: Evil Undead (Ghost)
These undead creatures resemble whatever
Attributes: Agility d6, Smarts d4, Spirit d8,
humanoid form they had before they came
Strength d6, Vigor d8
into unlife. At a distance, observers might
Skills: Athletics d6, Common Knowledge d6,
mistake them for living creatures, but up
Fighting d8, Notice d8, Stealth d8
close, their undead state is obvious.
Ghouls always appear emaciated and sickly.
These characteristics belie their true threat
to the living, as they can infect humanoids
and turn them into ghouls. Necromancers
can create these vile creatures as well. These
undead exist in a constant state of hunger;
their desire for flesh motivates most of their
behavior, although they possess a modicum
of intelligence.
Type: Evil Undead (Ghoul)
Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Notice d8,
Stealth d8
Pace: 6; Parry: 5; Toughness: 7
Edges: —
Special Abilities:
„ Bite/Claws: Str+d4, AP 2.
„ Hardy: A second Shaken result in combat
doesn't cause a Wound to ghouls.
„ Infection: Anyone Shaken or Wounded by
a ghoul’s bite attack must make a Vigor roll
(at –2 with a raise on the attack) or contract
ghoul fever. Ghoul fever is a Lethal disease,
requiring a Vigor roll each day to prevent
taking a Wound. Anyone killed by ghoul

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.

Special Abilities: Languages: Common, Giant.

57
Special Abilities:
SAVAGE PATHFINDER

„ Armor +1: Fire-tempered skin.


„ Environmental Weakness: Cold.
„ Immunity: Fire.
„ 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): 16' tall, +1 Wound.

Languages: Common, Giant.

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

to dwell along remote coastlines or on chain shirt (+3).


tropical islands. They are prone to violent Powers: Burst (lightning bolt, Stream Tem-
mood swings, and are quick to anger in the plate). Power Points: 10.
face of evil. They are brutal and dangerous Special Abilities:
foes when insulted. „ Armor +1: Tough skin.
„ Aquatic: Storm giants swim at Pace 7.
Type: Good Humanoid (Storm Giant)
„ Control Weather: A storm giant can
Attributes: Agility d6, Smarts d6, Spirit d10,
concentrate for 10 minutes to summon
Strength d12+6, Vigor d12+1
and control any type of weather with
Skills: Athletics d8, Common Knowledge d6,
appropriate effects (GM's call) within a two
Fighting d10, Intimidation d10, Notice d8,
mile radius.
Performance d6, Persuasion d4, Spellcast-
„ Immunity: Electricity.
ing d10, Stealth d4
„ Innate Powers: Minor fly (levitate up and
Pace: 8; Parry: 7; Toughness: 18 (4)
down, self only).
Edges: Arcane Background (Magic), Frenzy,
„ Rock Throwing: Giants are exceptionally
Sweep
good at throwing rocks, and can even throw
Gear: Masterwork giant greatsword (Str+d10,
at Extreme Range. Damage Str+d12, Range
AP 3), masterwork composite longbow
20/40/80, Heavy Weapon.
„ Size 6 (Large): 22' tall, +1 Wound.

Languages: Auran, Common, Draconic,


Giant.

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

„ Blindsense: Ignores invisibility and all Stealth d8


Illumination penalties. Pace: 8; Parry: 5; Toughness: 4
„ Malleable: A giant slug can squeeze Edges: —
through narrow openings. It ignores Special Abilities:
penalties for Difficult Ground. „ Bite: Str+d4.
„ Mindless: Immune to puppet, Intimidation, „ Darkvision: Giant spiders ignore penalties
and Taunt. for Illumination up to 10”.
„ Immunity: Acid. „ Mindless: Immune to puppet, Intimidation,
„ Size 5 (Large): Giant slugs grow up to 20’ and Taunt.
long and weigh up to 8,000 pounds. They „ Poison (−2): A giant spider’s bite contains
can take one extra Wound. a Mild or Lethal poison, depending on
„ Spit Acid: Cone Template, 3d6 damage. species.
May be Evaded. „ Size −1: These spiders are dog-sized.
„ Tongue: Str+d6. „ Wall Walker: The creatures move at their
„ Very Resilient: Giant slugs can take two full Pace on walls and ceilings! Creepy!
Wounds before they're Incapacitated. „ Webbing: The spiders can cast webs from
„ Weakness (Salt): A handful of salt burns their thorax that are the size of Small Blast
a slug like acid burns a human (Damage Templates. This is an Athletics roll with
3d6). a Range of 6″. A hit means the victim is
Entangled, or Bound with a raise.
GIANT SPIDER
Giant spiders are about the size of large dogs GIANT STAG BEETLE
and live in nests of 1d6 + 2 arachnids. They Giant stag beetles have sleek bodies and huge
frequently go hunting in packs when prey is mandibles. They're known to wander into
scarce in their home lair. logging camps, driven by their appetite for
Their dens are littered with the bones and decaying wood. Called stag beetles because
treasures of their victims, often providing of their large, antler-like mandibles, they
ripe pickings for those brave enough to use these appendages to wrestle competing
venture within. suitors and quickly put down enemy threats.

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.

GOLIATH STAG BEETLE


This carnivorous beast is the largest species of
giant stag beetle. It has a taste for humanoids
as well as rotting lumber.

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

Trademark Weapon (dogslicer).

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.

GOBLIN SNAKE GOLEM


A gray, lipless goblin head with serpent’s Golems are magically created automatons of
fangs sits atop the sinuous black body of this great power. Unlike other constructs, golems
greasy-scaled snake. are granted their magical life via an elemental

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

Intimidation. Edges: Arcane Background (Magic)


„ Immunity: Powers and magical effects. Powers: Sloth. Power Points: 10.
Magical weapons and the Damage Special Abilities:
enchantment applies normally, but any „ Armor +6: Stone body.
additional effects do not. „ Bash: Str+d8.
„ Night Vision: Iron golems ignore all „ Construct: +2 to recover from being Shaken;
penalties for Illumination. ignores 1 point of Wound penalties; doesn't
„ Size 4 (Large): Iron golems can be up to 12’ breathe or suffer from disease or poison.
tall and weigh over 5,000 lbs. „ Environmental Weakness: Adamantine.
„ Very Resilient: Iron golems can take two „ Fearless: Golems are immune to Fear and
Wounds before they’re Incapacitated. Intimidation.
„ Immunity: Powers and magical effects.
STONE GOLEM Magical weapons and the Damage
A stone golem has a humanoid body made enchantment applies normally, but any
from stone, frequently stylized to suit its additional effects do not.
creator. For example, it might look like it „ Night Vision: Stone golems ignore all
is wearing armor, with a particular symbol penalties for Illumination.
carved on the breastplate, or have designs „ Size 3: Stone golems can be up to 9’ tall and
worked into the stone of its limbs. weigh over 2,000 lbs.
Its head is often carved to resemble a helmet „ Very Resilient: Stone golems can take two
or the head of some beast. While it may be Wounds before they’re Incapacitated.
sculpted to carry a stone shield or stone
weapon such as a sword, these aesthetic GRIFFON
choices don’t affect its combat abilities. This majestic beast has the body of a lion,
A stone golem can’t speak — it makes no the head and forelegs of a great eagle, and a
sound other than the grinding of stone massive pair of feathered wings.
against stone when it moves. Griffons prefer to make their
Type: Neutral Construct (Stone Golem) nests in high places, such as
Attributes: Agility d4, Smarts d4, Spirit d6, mountain bluffs and crags in
Strength d12+2, Vigor d8 various regions of Golarion,
Skills: Athletics d4, Fighting d10, from Varisia to Cheliax.
Notice d6, Spellcasting d8, Occasionally, these predators
Stealth d4 serve as mounts for experienced
adventurers.
Griffons have a taste for horse
meat, although they hunt just about
any available prey.
Type: Neutral Magical Beast (Griffon)
Attributes: Agility d8, Smarts d6 (A), Spirit d8,
Strength d8, Vigor d8
Skills: Athletics d8, Fighting d8, Intimida-
tion d8, Notice d10, Stealth d6
Edges: Frenzy (Imp)
Pace: 6; Parry: 6; Toughness: 9 (2)
Special Abilities:
„ Armor +2: Tough hide.
„ Bite/Claws: Str+d6, AP 2.
„ Flight: Pace 12.
„ Horse Terror: Griffons’ favorite prey is
horse flesh. Horses seeing a griffon must
make a Fear check or become Panicked.

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

for Illumination up to 10”. Strength d12, Vigor d12


„ Energy Drain: Anyone hit by a green hag's Skills: Athletics d6, Common Knowledge d4,
claws, suffers Energy Drain (Strength). A Fighting d8, Intimidation d8, Notice d10,
Vigor roll (at –2 with a raise on the attack) Occult d8, Persuasion d10, Spellcasting d8,
resists this effect. Stealth d6
„ Innate Powers: Major disguise (self), major Pace: 6; Parry: 6; Toughness: 14 (6)
environmental protection (water, self), major
Edges: Alertness, Arcane Background (Magic)
invisibility (self), minor light, minor speak
Powers: Bolt, lower Trait. Power Points: 10.
language (self), minor sound. Special Abilities:
„ Wilderness Stride: Green hags pass „ Armor +6: Cursed skin.
through terrain such as dense forest, rocky „ Bite/Claws: Str+d4.
hills, or desert sands with ease. They ignore
„ Darkvision: Night hags ignore penalties
penalties for Difficult Ground for Illumination up to 10”.
Languages: Aklo, Common, Giant. „ Dream Haunting: Once per night, a night
hag can enter the dream of any sentient
P  NIGHT HAG target, causing intense nightmares. The
Grisly fetishes and the rags of once fine victim must make a Spirit roll at –4 or suffer
clothes hang off the cadaverous frame of Fatigue. The Fatigue can't be removed until
these horrifying, sharp-fanged crones. Their the victim gets a full night sleep without
size varies, ranging from 5 to 7 feet tall and suffering nightmares.
150 to 300 pounds. „ Environment Resistance: Cold iron,

Night hags are foul murderesses and greedy magical damage.


„ Immunity: Cold, Fear, fire, puppet, slumber.
soul brokers who prey upon mortals while
they’re most vulnerable. They haunt the „ Infection: Anyone Wounded by a night
dreams of their victims night after night, hag’s bite must make a Vigor roll (at –2 with
eventually trapping their poor, tormented a raise on the attack) or contract demon
souls within dark gems—which they sell in fever. This is a Lethal disease, requiring
the infernal markets of the outer planes. a Vigor roll each day to prevent taking a
Wound.
Type: Evil Outsider (Night Hag) „ Innate Powers: Major detect arcana (self,
all Modifiers), major disguise (self), minor
intangibility, major invisibility (self), major
slumber, major shape change (self, humanoid
only).
„ Soul Bind: After spending one minute to
conduct a ritual, the night hag can imprison
a newly dead soul in a black sapphire gem.
The soul can’t be resurrected or otherwise
restored to life while in the gem (even wish
has no effect). When destroyed, the soul is
released, but still dead.
„ Weakness (Heartstone): A night hag carries
a gemstone that fuels some of her magical
energies. If it is destroyed or stolen she
cannot use her Soul Bind or intangibility
ability. It's worth 1,800 gp.
Languages: Abyssal, Celestial, Common,
Infernal.

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

„ Armor +3: Outsider hide.


„ Bite: Str+d6.
„ Breath Weapon (Fire): Cone Template, 2d6
damage.
„ Darkvision: Hell hounds ignore penalties
for Illumination up to 10”.
„ Environmental Weakness: Cold.
„ Immunity: Fire.
„ Pack Tactics: The creature adds any Gang
Up bonus to its Fighting damage rolls.
„ Speed: d10 running die.

Languages: Infernal (can’t speak).

P NESSIAN HELL HOUND


This creature resembles a powerfully built
wolf the size of a large draft horse, with ebony
fur and burning red eyes.
Asmodeus, the Prince of Darkness, keeps
vast kennels of these brutal war hounds
beneath his palace in Nessus. All are fitted
„ Darkvision: Harpies ignore
with shirts of fire-scorched barding. These
penalties for Illumination up loyal beasts always obey their master. They
to 10”. track their prey relentlessly —to the corners
„ Flight: Pace 12.
of Hell and beyond — until they complete
Languages: Common. their task or perish.
Type: Evil Outsider (Nessian Hell Hound)
HELL HOUND Attributes: Agility d8, Smarts d4 (A), Spirit d8,
These outsiders from the plane of Hell are Strength d12+2, Vigor d12
nightmarish hunters and trackers. Skills: Athletics d10, Fighting d10, Notice d8,
Stealth d10, Survival d8
HELL HOUND Pace: 10; Parry: 7; Toughness: 15 (4)
This more common type of hell hound Edges: Alertness, Formation Fighter, Quick
resembles a thin, lanky wolf with reddish- Gear: Chain shirt barding (+2)
brown fur, white claws, and fiery red eyes. Special Abilities:
They stand up to 5 feet at their shoulder and „ Armor +2: Outsider hide.
weigh roughly 120 pounds. „ Bite: Str+d6, AP 2.
When in packs, these creatures prefer to „ Breath Weapon (Fire): Cone Template, 3d6
surround prey, with one or two using their damage.
fiery breath to force opponents into the rest „ Darkvision: Nessian hell hounds ignore
of the pack. penalties for Illumination up to 10”.
„ Environmental Weakness: Cold.
Fire giants often keep hell hounds in their
lairs, as guardians and companions. The „ Immunity: Fire.
hounds respect the giants if treated as equals „ Pack Tactics: The creature adds any Gang
rather than pets or servants. Up bonus to its Fighting damage rolls.
„ Size 3: Size of a war horse.
Type: Evil Outsider (Hell Hound) „ Speed: d10 running die.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Languages: Infernal.
Strength d6, Vigor d8
Skills: Athletics d8, Fighting d8, Notice d8,
Stealth d10, Survival d8
HOBGOBLIN
Pace: 8; Parry: 6; Toughness: 9 (3) Hobgoblins are larger cousins of goblins,
Edges: Formation Fighter, Quick similar in size to humans. Unlike their smaller

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

Most hobgoblins live in weighs about 1,000 lbs.


military-style communities
in the wilds, favoring hilly HORSE, HEAVY
regions, especially in Avistan, These beasts are meant for labor or
Andoran, and Tian Xia. carrying heavy riders. The smaller
Soldiers have high status in "pony" version is Size 2, Strength d10,
all Hobgoblin strongholds, and Vigor d8.
as warfare is their primary If trained for combat, increase

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

Attributes: Agility d6, Smarts d4, Spirit d8,


Multiple angry snake-like heads rise from Strength d10, Vigor d10
the sleek, serpentine body of this terrifying Skills: Athletics d6, Fighting d6, Intimida-
monster. Legends describe hydras with five tion d10, Notice d6
to twelve heads, although the most common Pace: 5; Parry: 5; Toughness: 13 (2)
have seven. Tales of some fire-breathing Edges: —
specimens strike fear into the hearts of those Special Abilities:
who encounter them. „ Armor +2: Scaly hide.
These solitary carnivores usually live in „ Bite: Str+d6. Reach 1.
swamps and marshes, although some are „ Breath Weapon (Fire): Cone Template, 3d6
rumored to lair in coastal reefs. Found damage (GM’s call). A fire-breathing hydra
primarily on Avistan, Casmarond, and may only breathe fire with one of its heads
Garund, hydra have a voracious appetite. each turn.
They hunt and devour large prey whenever „ Fast Regeneration: Hydras may attempt a
possible, but will feed on vermin and other natural healing roll every round as a free
animals — including humanoids — anytime action, even if Incapacitated, unless their
the opportunity presents itself. Wounds were caused by fire or acid. This
can regenerate limbs—including heads!
„ Fear (–X): The mere sight of a hydra causes
a Fear check. The penalty is equal to half
its current number of heads (round up,
maximum of –4).
„ Multiple Heads: As a limited action, a
hydra can take a number of actions equal
to half the number of its remaining heads
(round up, to a maximum of four). These
can be actions such as biting, breathing
fire, Intimidating with a roar, etc., but
must use the creature's heads. These
collectively count as one of its possible
three actions in a turn. Heads may be
severed like Tentacles (see page 10).
„ Night Vision: The hydra ignores all
penalties for Illumination.
„ Pounce: If a hydra makes Wild
Attack, it adds +4 to its damage instead
of +2.
„ Size 4 (Large): These large creatures
weigh up to 5,000 pounds and grow to
20 feet long or more. They can take one
extra Wound.

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

Languages: Draconic. 4, roll four Fighting dice as a single action.


KOBOLD RAIDER: Vigor d8 (Toughness 7 (2)), „ Darkvision: Kytons ignore penalties for

Fighting d8 (Parry 6), Formation Fighter, are Illumination up to 10”.


Resilient „ Environmental Weakness: Silver.
„ Fear: A Kyton's unnerving gaze causes Fear
KOBOLD SHAMAN: Strength d6, Spellcast-
in mortals.
ing d8, Block (Parry 7), Arcane Background
„ Immunity: Cold.
(Magic), bolt, deflection, lower Trait, Power
Points: 10, is a Wild Card. Languages: Common, Infernal.
KYTON LASHER: Vigor d8 (Toughness 11 (5)),
Fighting d10, Block (Parry 8 or 9 (chain))
KYTON KYTON CHAIN MASTER: Smarts d8,
Wickedly-barbed chains adorn this lean biped, Strength d10, Improved Trademark Weapon
and gaps in the bindings reveal deathly pale (Spiked Chain) (Parry 8 or 10 (chain)), Level
flesh etched with jagged scars. Headed
Called chain
devils by the
uninitiated, the
LAMIA
sadomasochistic With the lower body of a lion combined with
kytons are not true the form of a fetching humanoid woman from
devils. Although the waist up, these evil creatures often charm
some are known to victims to do their bidding. Cruel and evil,
live in Hell, kytons these deceitful monsters serve the goddess
exist outside of Lamashtu.
the hierarchies Lamia, the weakest of the lamyros family,
established b y have ancient connections with the lost
Asmodeus and his realm of Thassilon. Therefore they are most
archdevils and can likely encountered in the Inner Sea regions,
often be found especially Varisia.
on other planes,
Type: Evil Monstrous Humanoid (Lamia)
particularly on the
Attributes: Agility d10, Smarts d8, Spirit d8,
Plane of Shadow.
Strength d10, Vigor d8
Type: Evil Outsider Skills: Athletics d10, Common Knowledge d6,
(Kyton) Fighting d8, Notice d8, Occult d8, Persua-
Attributes: Agility d8, sion d8, Spellcasting d10, Stealth d8
Smarts d6, Spirit d6, Pace: 8; Parry: 6; Toughness: 10 (2)
Strength d8, Vigor d6 Edges: Arcane Background (Magic), Frenzy,
Nerves of Steel, Quick
Powers: Illusion, puppet, slumber, sound. Power
Points: 15
Gear: Magical dagger (Str+d4, AP 1, Accurate).
Special Abilities:
„ Armor +2: Lamia hide.

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

talons. The crag linnorm is among the contains a Knockout poison.


weakest of its kind, yet still a devastating „ Size 7 (Large): These linnorms are upwards

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

powerful linnorms, it’s hard to believe after


witnessing the devastation a two-headed
tarn linnorm can wreak. Content to
sleep away the centuries at the bottom
of dark, deep mountain lakes, a
tarn is a true horror feared by
even the mightiest of heroes
on Golarion.
Type: Evil Dragon (Tarn
Linnorm)
Attributes: Agility d12+1,
Smarts d6, Spirit d12, Strength d12+7,
Vigor d12+2
Skills: Athletics d12, Fight-
ing d12, Notice d12+2,
Stealth d10
Pace: 7; Parry: 8; Tough-
ness: 22 (3)
Edges: Arcane Resistance,
Combat Reflexes, Quick
Special Abilities:
„ All-Around Vision: Tarns can see in
all directions. They ignore 1 point of
Gang Up bonuses.
„ Aquatic: Pace 12.
Pace: 7; Parry: 8; Toughness: 22 (4) „ Armor +3 (Heavy Armor): Scaly hide.
Edges: Arcane Resistance, Combat Reflexes, „ Bite/Claws: Str+d8, AP 4.
Quick „ Breath Weapon (Acid): Cone Template, 5d6
Special Abilities: damage. Lingering Damage inflicts another
„ Aquatic: Pace 7.
5d4 at the start of the victim's next turn.
„ Armor +4: Scaly hide.
„ Death Curse (Death): Anyone who slays a
„ Bite/Claws: Str+d8, AP 2.
tarn linnorm must make a Spirit roll at –4
„ Breath Weapon (Cold): Cone Template, 3d6
to resist acquiring an Immunity to magical
damage. Lingering Damage inflicts another healing. This curse can’t be dispelled.
3d4 at the start of the victim's next turn. „ Immunity: Acid.
„ Death Curse (Cold): Anyone who slays a
„ Poison (–4): The tarn linnorm’s bite
crag linnorm must make a Spirit roll at –4 contains a Lethal poison.
to resist acquiring a Weakness to Cold. This„ Size 10 (Huge): These linnorms are
curse can’t be dispelled. upwards of 100’ long and weigh 24,000
„ Immunity: Cold.
pounds. They can take two extra Wounds.
„ Poison (–2): The ice linnorm’s bite contains
Languages: Aklo, Draconic, Sylvan.
a Lethal poison.
„ Size 9 (Huge): Ice linnorms are upwards
of 90’ long and weigh 18,000 pounds. They LION
can take two extra Wounds. The kings of the jungle are fierce predators,
Languages: Aklo, Draconic, Sylvan. particularly in open grassland where their
prey cannot seek refuge.
P TARN LINNORM Type: Neutral Animal (Lion)
This nightmarishly gargantuan linnorm Attributes: Agility d8, Smarts d6 (A), Spirit d10,
possesses two equally fearsome heads. Its Strength d12, Vigor d8
twin jaws seethe with acid and poison. Skills: Athletics d10, Fighting d8, Intimi-
date d6, Notice d8, Stealth d10

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.

Were-creatures often join together in secret RAT, DIRE


guilds or other lycanthrope societies. As big as dogs and wolves, these omnivorous
creatures are dangerous if cornered or
WERERAT (HYBRID FORM) defending their nests. They tend to move and
Whether naturally born or cursed with scavenge in small packs.
lyncanthropy, wererats are shapechangers Type: Neutral Animal (Rat, Dire)
feared by anyone with common sense. They Attributes: Agility d8, Smarts d4 (A), Spirit d6,
tend to keep their abilities a secret known Strength d6, Vigor d6
only to others in their hidden guilds. Skills: Athletics d8, Fighting d6, Notice d8,
Natural wererats usually look like short Stealth d8, Survival d6
and wiry humans — often with a nervous Pace: 7; Parry: 5; Toughness: 4
disposition and darting rodent-like eyes — Edges: Acrobat, Alertness
when in human form. Those cursed with this Special Abilities:
existence appear exactly as they did before „ Bite: Str+d4.
they became infected. Both can „ Infection: Dire rats often bear a disease
take a hybrid form as (GM’s call for type and severity).
well as that of a giant rat. „ Low Light Vision: Dire rats
Type: Evil Humanoid ignore penalties for Dim and Dark
(Wererat, Hyrbid Form) Illumination.
Attributes: Agility d10,
„ Size –1: Dire rats
Smarts d4, Spirit d8, grow to 5 feet long and 50
Strength d8, Vigor d8 pounds.
Skills: Athletics d8, WEREWOLF (HYBRID FORM)
Common Knowledge d6,
In their humanoid form,
Fighting d8, Notice d10,
natural werewolves look
Persuasion d4, Stealth d8
like normal people, though
Pace: 6; Parry: 6; Tough-
some tend to look a bit feral
ness: 9 (2)
and have wild hair.
Edges: Dodge
Eyebrows that
Special Abilities:
grow together,
„ Armor +2: Thick hide.
index fingers
„ Bite/Claws: Str+d6
longer than
„ Change Shape: As a limited
the middle
action, a wererat can assume
fingers, and

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

ignore all penalties for


Illumination.
„ Size 2: These strange creatures
grow to 10 feet tall and more than 600
pounds.
„ Spikes: A manticore may fire spikes
from its tail as an action (Range 12/24/48,
Damage 2d6, AP 2). A typical manticore has
24 tail spikes that regrow once per day.
Languages: Common.

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

Fire mephits are commonly found on the


These aberrations can transform themselves
Plane of Fire. Fire mephits are vengeful and
into simulacra of man-made objects. They
quick to anger.
position themselves in places humanoids are
Powers: Bolt (scorching ray), Elemental Manip- sure to go, but remote enough where they can
ulation (heat metal). attack without being seen by large numbers.
Special Abilities: Sages of occult matters debate the exact
„ Environmental Weakness: Cold.
origins of this creature, though most agree
„ Breath Weapon (Fire): Cone Template, 2d4
it was the result of magical or alchemical
damage. experimentation. Some believe mimics hunt
„ Immunity: Fire.
for sport rather than sustenance.
„ Regeneration (Fire): May attempt a
A typical mimic has a volume of 150 cubic
natural healing roll every round, even if
feet. Legends tell of some of much greater
Incapacitated, if in contact with fire.
sizes, with the ability to assume the form
WATER MEPHIT of houses, ships, or even entire dungeon
Water mephits are commonly found on the complexes.
Plane of Water. These mephits are constant Type: Neutral Aberration (Mimic)
jokesters. Attributes: Agility d8, Smarts d6, Spirit d8,
Powers: Bolt (acid arrow). Strength d12, Vigor d10
Special Abilities: Skills: Athletics d6, Fighting d8, Notice d10
„ Aquatic: Pace 6. Pace: 2; Parry: 6; Toughness: 9 (2)
„ Breath Weapon (Acid): Cone Template, Edges: Quick
2d4 damage. Special Abilities:
„ Regeneration (Water): May attempt a „ Adhesive: A mimic exudes a thick,

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

„ Darkvision: Morlocks ignore penalties for


Illumination up to 10”.
„ Immunity: Disease and poison.
„ Pounce: If a morlock makes a Wild Attack,
it adds +4 to its damage instead of +2.
„ Wall Walker: Morlocks can walk on vertical
or inverted surfaces at full Pace, and may
run.
„ Weakness (Light): Morlocks subtract 1
from Trait rolls requiring sight in bright
light.
Languages: Undercommon.
FERAL MORLOCK: Vigor d10 (Toughness 8
(1)), Fighting d8 (Parry 6), are Hardy.
MORLOCK ALPHA: Strength d8, Combat
Reflexes, Frenzy.
MORLOCK
The tragic morlocks are descendants of the MULE
ancient Azlanti who escaped the death of
their empire by fleeing into the Darklands. Mules are a cross between a donkey and a
Morlocks still resemble their human forebears horse, and are usually used to haul heavy
despite their transformation over generations goods or pull wagons. Like any good pet, the
underground. They have bulging eyes and GM should give the mule a little personality.
wide mouths full of flesh-rending teeth. The The expression “stubborn as a mule” certainly
tallest reach five feet in height, although they comes to mind.
appear shorter because of their tendency to Type: Neutral Animal (Mule)
run on all fours. Attributes: Agility d4, Smarts d4 (A), Spirit d6,
These subterranean tribal creatures are Strength d8, Vigor d8
excellent climbers and leapers. Hunting skills Skills: Athletics d4, Notice d4
are most important in morlock communities. Pace: 6; Parry: 2; Toughness: 8
They know how to gain high ground, Edges: —
leaping from crags onto their prey for Special Abilities:
fast and effective attacks. Used to living „ Kick: Str.
and fighting in cramped „ Ornery: Mules are contrary creatures.
underground spaces, Characters must subtract 1 from their
morlocks fight well in Riding rolls when riding them.
groups. They see clearly „ Size 2: Mules are stocky creatures
in darkness, while usually weighing under
bright light is their bane. 1000 pounds.
Type: Evil Monstrous Human-
oid (Morlock)
MUMMY
Attributes: Agility d10, Smarts d4, Usually created to guard the
Spirit d8, Strength d6, Vigor d8 tombs of the honored dead,
Skills: Athletics d10, Fighting d6, mummies are ever vigilant for
Notice d6, Stealth d8, Survival d6 those who would desecrate their
Pace: 6; Parry: 5; Toughness: 7 (1) sacred ground. Most mummies
Edges: Formation Fighter, remain loyal to their charge
Quick until they are destroyed, some
Gear: Club (Str+d6). mummies retain free will even
Special Abilities: in their unlife.
„ Armor +1: Tough hide.

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

ing, invisibility, mind reading, protection, relief, evidence of such.


speed. Power Points: 20
Type: Evil Aberration (Spirit Naga)
Special Abilities:
Attributes: Agility d12, Smarts d8, Spirit d10,
„ Armor +2: Scaly hide.
Strength d10, Vigor d12
„ Bite: Str+d6, AP 2.
Skills: Athletics d8, Common Knowledge d6,
„ Darkvision: Nagas ignore penalties for
Fighting d8, Intimidation d8, Notice d12,
Illumination up to 10”.
Occult d10, Persuasion d8, Spellcasting d8,
„ Innate Powers: Major detect arcana, minor
Stealth d12
light, minor telekinesis.
Pace: 7; Parry: 6; Toughness: 13 (2)
„ Poison (–2): The naga’s bite (or spit)
Edges: Arcane Background (Magic), Dodge,
delivers a Lethal poison.
Level Headed
„ Size 3: Spirit nagas are usually 14 feet long.
Powers: Blast (Fire), bolt, boost Trait, dispel,
„ Spit Venom: As an action, guardian nagas
divination, healing, illusion, invisibility, mind
can spit their venom, using Athletics (Range
reading, protection, relief, speed. Power
3/6/12). Anyone hit by the venom must
Points: 20
make a Vigor roll at –2 for Lethal poison.
Special Abilities:
Languages: Celestial, Common. „ Armor +2: Scaly hide.
„ Bite: Str+d6.
P  SPIRIT NAGA
„ Darkvision: Nagas ignore penalties for
Morbid-minded and wretched to look upon,
Illumination up to 10”.
spirit nagas are evil witches of the naga „
Innate Powers: Major detect arcana, major
culture. They are hateful outcasts long-
empathy (Charm, Spellcasting, Duration of
shunned for their dark powers and loathsome
one week), minor telekinesis.
ways. A typical spirit naga is slender, with „
Poison (–2): The creature's bite contains a
the scales of a venomous serpent and a tangle
Lethal poison.
of greasy hair framing their pale faces. „ Size 3: Spirit nagas are 14 feet long.
Spirit nagas delight in places of death and
Languages: Abyssal, Common.
desolation. Battle-scarred ruins, untended
graveyards, despoiled forests, and tangled
swamps all attract these repulsive creatures.
NIGHTMARE
Most spirit nagas believe they are the Nightmares are flaming harbingers of death.
inheritors of some mysterious dark favor, They allow only the most evil of creatures to
ride them, and are never mere mounts, but
rather willing partners in destruction.
This eerie horse-like creature’s skin is an
inky blackness. Fire spurts from its hair and
nostrils and its hooves spray sparks.
Type: Evil Outsider (Nightmare)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d10, Vigor d8
Skills: Athletics d8, Fighting d8, Intimida-
tion d8, Notice d8, Occult d6, Stealth d6,
Survival d8
Pace: 12; Parry: 6; Toughness: 10 (2)
Edges: Alertness, Fleet-Footed
Special Abilities:
„ Armor +2: Outsider hide.
„ Bite: Str+d4, AP 2.
„ Breath Attack (Poison): Cone Template,
Mild poison.
„ Darkvision: Nightmares ignore penalties
for Illumination up to 10”.
92
„ Flight: Pace 12.
„ Innate Power: Minor plane
shift (self plus rider, once
per day).
„ Kick: Str+d6.
„ Size 2: Size of a riding horse.

Languages: Abyssal, Infernal.

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)

OGRE MAGE, ONI


Although these evil outsiders usually
manifest in the form of an ogre, they are
truly fiendish spirits with powerful magical
abilities. They often take command of ogre

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.

OWLBEAR PHASE SPIDER


This large spider-like monster has an eerie,
Appearing as a cross between a giant owl and humanoid face surrounded by a shaggy
a dire bear, this magical predator is known mane of fur.
for its ferocity and aggression.
Phase spiders are voracious predators from
Theories abound as to their origins. They the Ethereal Plane who hunt on the Material
prefer to dwell in forests but are sometimes Plane. When prey is located, the spider shifts
found in the Darklands. A mated pair will to the Ethereal Plane to prepare an ambush.
fight to the death to defend their offspring. They like to shift to the Material Plane, bite
Type: Neutral Magical Beast (Owlbear) the victim, then retreat back to the Ethereal
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Plane to wait for the poison to take effect.
Strength d10, Vigor d10 Phase spiders are the natural enemy of
Skills: Athletics d6, Fighting d8, Notice d10, another denizen of the Ethereal Plane — the
Stealth d6, Survival d6 xill. The two cultures have long fought
Pace: 6; Parry: 6; Toughness: 10 (1) a bloody war with no real prospect of a
Hindrances: Loyal resolution anytime soon.
Edges: Alertness
Special Abilities: Type: Neutral Magical Beast (Phase Spider)
„ Armor +1: Thick hide.
Attributes: Agility d10, Smarts d6, Spirit d6,
„ Bite/Claws: Str+d6, AP 2.
Strength d12, Vigor d8
„ Grab (Imp): An owlbear may immediately
Skills: Athletics d8, Fighting d8, Notice d6,
make a grappling attempt (at +2) as a free Stealth d8
action if it gets a raise on its claw attack. Pace: 7; Parry: 6; Toughness: 9 (2)
„ Night Vision: These creatures ignore all
Edges: Quick
penalties for Illumination. Special Abilities:
„ Armor +2: Thick hide.

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

„ Bite: Str+d6, AP 2. phoenix's turn, all adjacent foes take


„ Ethereal Ambush: When 2d4 damage.
„ Flight: Pace 12.
ambushing foes on the Material
„ Immunity: Fire.
Plane from the Ethereal Plane, their prey
„ Innate Powers: Major barrier (wall of fire),
subtracts 4 from their Notice rolls to avoid
Surprise. major detect arcana.
„ Night Vision: These creatures ignore all
„ Ethereal Jaunt: Phase spiders can shift from
the Ethereal Plane to the Material Plane as penalties for Illumination.
„ Self-Resurrection: A slain phoenix remains
a free action, and shift back again as an
action. While on the Ethereal Plane they can dead for 1d4 rounds unless its body is
be harmed only by magical attacks. completely destroyed by an effect such
„ Night Vision: Phase spiders ignore all as bolt with the Disintegrate modifier.
penalties for Illumination. Otherwise, a fully healed phoenix emerges
„ Poison (–2): The spider’s bite contains a from the remains 1d4 rounds after death.
Lethal poison. A phoenix can self-resurrect once per year.
„ Size 9 (Huge): They can take two extra
„ Size 1: Phase spiders are 8 feet long and
weigh about 700 lbs. Wounds.
„ Swat: Ignores 4 points of Scale penalties.
„ Wall Walker: Phase spiders move at their
full Pace on walls and ceilings. Languages: Auran, Celestial, Common, Ignan.
Languages: Aklo.
PIXIE
P PHOENIX This tiny, whimsical-looking fey creature
The phoenix is a legendary bird of fire darts about swiftly on wildly colored
that dwells in the most remote parts of the gossamer wings. They look like very small
desert. As the birds are known to be great humans with long pointed ears. Pixies enjoy
scholars, many seekers of rare lore search using their magical abilities to confuse and
out particular phoenixes for advice. Yet it befuddle humanoids.
is the phoenix’s ability to rebirth itself from

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

before they’re Incapacitated. Modifier.


„ Size 5 (Large): Remorhazes are about 25 „ Self-Loathing: When confronted with its
feet long and weigh about 5 tons. They can reflection or any object that was important
take one extra Wound. to it in life, a revenant makes a Spirit roll
„ Swallow Whole: Anyone hit by a bite attack to avoid becoming overwhelmed with self-
must make an Evasion roll or be Swallowed pity. This condition renders the revenant
Whole. The victim suffers one Wound at the helpless and lasts until it is attacked or sees
end of his turn from the crushing gullet and its murderer. If a revenant resists being
acidic bile. overwhelmed, it becomes obsessed with
If the creature is Shaken or Wounded from destroying the object that triggered it.
the inside (ignoring its Armor!), everyone „ Sense Murderer: A revenant knows
inside gets an immediate Athletics roll to the direction but not the distance to its
escape. If the worm is Shaken or Wounded murderer. This sense can bypass any
from the outside, everyone inside gets an illusions or lies created by the guilty party.
Athletics roll at –2 to escape. „ Undead: +2 Toughness; +2 to recover from

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
102
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

103
„ Bite: Str+d6.
SAVAGE PATHFINDER

„ Environmental Resistance: Cold.


„ Environmental Weakness: Fire.
„ Immunity: Electricity.
„ Night Vision: Ropers ignore all penalties
for Illumination.
„ Size 3: A roper is 9’ tall and weighs
approximately 2,200 pounds.
„ Strands: Anyone Shaken or Wounded by
a tentacle suffers Energy Drain (Vigor). A
Vigor roll (at –2 with a raise on the attack)
resists this effect.
„ Tentacles (4): A roper has four tentacle
actions and Reach 3. It may lash with its
tentacles for Str+d4 damage. Bound or
Entangled prey may be bitten as usual.
Languages: Aklo, Undercommon.

RUST 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

Illumination up to 10”. made to grapple.


„ Electric Fortitude: Electricity attacks
SHAMBLING MOUND against the shambler increase its Vigor one
These solitary creatures wander swamps and die type for the duration of the encounter
forests in search of prey. While they can and (max +4 die types).
„ Environmental Resistance: Shamblers are
do consume rotting vegetation to survive, the
omnivorous hunters require living tissue in oddly resistant to fire.
„ Immunity: Electricity.
order to reproduce. They relish the brains of
„ Night Vision: Shambling mounds ignore
humanoids, especially elves.
all penalties for Illumination.
Shamblers, as they are often called, appear „ Plant: Immune to paralysis, poison, puppet,
as a mass of tangled vines and dripping slumber, Stun, doesn't sleep.
slime. They reek of rot, detritus, and freshly „ Size 3: Shambling mounds can stand up to
turned earth. Despite their appearance, they 9′ tall and weigh up to 3,800 lbs.
are intelligent beings — and surprisingly
good swimmers. Languages: Common, Sylvan (can’t speak).

Type: Neutral Plant (Shambling Mound) SHARK


Attributes: Agility d6, Smarts d4, Spirit d6,
Dangerous predators such as bull sharks and
Strength d12, Vigor d10
similar fish swim the seas of Golarion.
Skills: Athletics d6, Fighting d8, Notice d8,
Stealth d10 Type: Neutral Animal (Shark)
Pace: 4; Parry: 6; Toughness: 12 (2) Attributes: Agility d8, Smarts d4 (A), Spirit d6,
Edges: Sweep Strength d8 (d10 for bull shark), Vigor d8
Special Abilities: Skills: Athletics d8, Fighting d8, Notice d12,
„ Aquatic: Pace 4. Stealth d8
„ Armor +2: Thick vines. Pace: —; Parry: 6; Toughness: 8 (1)
„ Bash: Str+d6. Edges: —
Special Abilities:
„ Armor +1: Rubbery hide.
„ Aquatic: Pace 10.
„ Bite: Str+d6, AP 2.
„ Size 1: Sharks weigh up to 500 pounds.

SHARK, GREAT WHITE


These statistics cover great whites and
similar fishes, 18 to 25 feet long.
Type: Neutral Animal (Shark, Great
White)
Attributes: Agility d8, Smarts d4 (A),
Spirit d8, Strength d12+4, Vigor d12
Skills: Athletics d8, Fighting d10, Notice d12,
Stealth d12
Pace: —; Parry: 7; Toughness: 13 (1)
Edges: —
Special Abilities:
„ Armor +1: Rubbery hide.
„ Aquatic: Pace 10.
„ Bite: Str+d8, AP 2.

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

This profile is for skeleton hill giants, although Illumination up to 10”.


other giantkind may be animated for larger HUMANOID SKELETON
and stronger versions. Sometimes, giant
This profile works for most man-sized
skeletons have weapons and hide armor (+2).
humanoid skeletons. Sometimes, these
Type: Evil Undead (Skeleton) undead have weapons and armor.
Attributes: Agility d8, Smarts d4, Spirit d4,
Type: Evil Undead (Skeleton)
Strength d12, Vigor d6
Attributes: Agility d8, Smarts d4, Spirit d4,
Skills: Athletics d4, Fighting d10, Intimida-
Strength d6, Vigor d6
tion d6, Notice d4, Shooting d6
Skills: Athletics d6, Fighting d6, Intimida-
Pace: 6; Parry: 7; Toughness: 9
tion d6, Notice d4, Shooting d6
Edges: —
Pace: 6; Parry: 5; Toughness: 7
Gear: Varies.
Edges: —
Special Abilities:
Gear: Varies.
„ Bite/Claws: Str+d4.
Special Abilities:
„ Fearless: Skeletons are immune to Fear and
„ Claws: Str+d4.
Intimidation.
„ Fearless: Skeletons are immune to Fear and
„ Reach (1): Hill giant skeletons have an
Intimidation.
unnaturally long reach.
„ Undead: +2 Toughness; +2 to recover from
„ Size 2: These skeletons are around 10 feet
being Shaken; no additional damage from
tall.
Called Shots; ignores 1 point of Wound
„ Undead: +2 Toughness; +2 to recover from
penalties; doesn’t breathe; immune to
being Shaken; no additional damage from
disease and poison; ignore penalties for
Called Shots; ignores 1 point of Wound
Illumination up to 10”.
penalties; doesn’t breathe; immune to
P SKELETAL CHAMPION
A skeletal champion retains some of its
intelligence from life. Skeletal champions are
far more cunning, formidable, and powerful
than common, mindless skeletons.
Sometimes a skeletal champion has powers
remembered from a life as a mage or priest or
other arcane character (GM’s call).
Type: Evil Undead (Skeleton)
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Intimi-
dation d6, Notice d4,
Shooting d8
Pace: 6; Parry: 7 or 9
(shield); Toughness: 12 (4)
Edges: Elan, Trademark Weapon
(Longsword)
Gear: Masterwork Longsword (Str+d8, AP
1), plate corselet (+4), medium shield.
Special Abilities:
„ Claws: Str+d4.
„ Fearless: Skeletal
Champions are immune to Fear
and Intimidation.
„ Immunity: Cold.

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

Attributes: Agility d8, Smarts d6, Spirit d8,


Strength d6, Vigor d6
Skills: Athletics d10, Common Knowledge d6,
Fighting d8, Intimidation d8, Notice d10,
Persuasion d4, Stealth d12
Pace: —; Parry: 6; Toughness: 5
Special Abilities:
„ Claws: A hit with this attack causes Energy
Drain (Vigor). A Vigor roll (at –2 with a
raise on the attack) resists this effect.
„ Darkvision: Spectres ignore penalties for
Illumination up to 10”.
„ Flight: Pace 10.
„ Infection: Anyone slain by a claw attack
raises as a spectre 1d4 rounds later.
„ Incorporeal: Shadows can become invisible
and immaterial at will and can only be
harmed by magical weapons or attacks.
„ Invulnerability: Spectres take no damage
from non-magical attacks.
„ Resilient: Spectres can take one Wound
before they’re Incapacitated.
„ Unnatural Aura: Animals, wild or
domesticated, can sense the unnatural
presence of a spectre at a distance of 10
yards. They will not willingly get closer
unless persuaded. As long as an animal is
within 10 yards of a spectre, it is Distracted.
„ Weakness (Daylight): Spectres flee from
direct sunlight. While exposed to it, they
Edges: Combat Reflexes, Soldier, Trademark cannot attack and are Vulnerable.
Weapon Languages: Common.
Gear: Varies depending on their employer
and locality. They usually have one weapon
of quality—masterwork or magical—as
SWARM
well as thick hide armor (+2) or chain armor Sometimes the most deadly foes come in the
(+3). smallest packages. The swarm described here
can consist of most anything — from biting
SPECTRE ants to stinging wasps to filthy rats. They
cover an area equal to a Large, Medium, or
These translucent, incorporeal figures have Small Blast Template and attack everyone
faces distorted by wrath into a hideous mask. within it every round. When a swarm is
Most spectres are the remnants of murdered Incapacitated it’s effectively dispersed.
or evil humans, their anger preventing
them from entering the afterlife. Like ghosts, Swarms aren’t intelligent enough to do
spectres haunt the places of their deaths, and anything but move and bite and shouldn’t
seek to draw others into the lonely abyss take Multi-Actions, make Tests, etc.
of undeath. Type: Neutral Animal or Vermin (Swarm)
Spectres look much as they did in life. They Attributes: Agility d10, Smarts d4 (A),
are easily recognized by those who knew Spirit d12, Strength d8, Vigor d10
them. They retain a strong sense of identity, Skills: Notice d6
and even ancient, insane spectres generally Pace: 10; Parry: 4; Toughness: 7
remain coherent. Edges: —

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.

P TARRASQUE „ Carapace: The tarrasque is immune to all


magical attacks, except those using blast
The legendary tarrasque is among Golarion’s templates. On a roll of 1 or 2 on a d6, any
most destructive monsters. Thankfully, it non-blast template attack is deflected back
spends most of its time in a deep torpor in to the caster at full force.
„ Fear (−4): Anyone who sees the terrifying
tarrasque must make a Fear check at −4.
„ Fearless: Tarrasques are immune to Fear
and Intimidation.
„ Hyper Fast Regeneration: Tarrasques
may attempt two natural healing rolls
every round, even if
Incapacitated, until
they're slain.
„ Immunity: Acid,
disease, Energy
Drain, fire, lower Trait,

113
paralysis, poison, puppet, Rending, shape Skills: Athletics d10, Fighting d6, Intimidation d6,
SAVAGE PATHFINDER

change, Stun. Notice d6, Stealth d10, Survival d6


„ Low Light Vision: Tarrasques ignore Pace: 6; Parry: 5; Toughness: 7 (2)
penalties for Dim and Dark Illumination. Edges: Alertness, Extraction
„ Powerful Leaper: +4 to Athletics (jumping) Special Abilities:
rolls. „ Armor +2: Scaly skin.
„ Size 13 (Gargantuan): Tarrasques can reach „ Bite/Claws: Str+d4, AP 2.
up to 90' tall and weigh more than 30 tons. „ Grab (Imp): A tatzlwyrm may immediately
They can take three extra Wounds. make a grappling attempt (at +2) as a free
„ Speed: d10 running die. action if it gets a raise on a Fighting attack
„ Spines: A tarrasque may fire a spine from against a target of its Size or less.
its tail as an action (Range 15/30/60, Damage „ Immunity: Slumber, stun.
Str+d6, AP 2). „ Poisonous Breath: As a limited action, the
„ Swallow Whole: Anyone hit by a bite attack tatzlwrym breathes a vapor of Paralyzing
must make an Evasion roll or be Swallowed poison each round it has an opponent
Whole. The victim suffers one Wound at the Entangled or Bound. The victim is
end of his turn from the crushing gullet and automatically Shaken by the poison and
acidic bile. must make a Vigor roll. Failure means the
If the creature is Shaken or Wounded from victim is Incapacitated for 2d6 rounds, or
the inside (ignoring its Armor!), everyone twice that with a Critical Failure.
inside gets an immediate Athletics roll „ Pounce: The wyrm pounces on its prey to
to escape. If the tarrasque is Shaken or best bring its mass and claws to bear. If a
Wounded from the outside, everyone tatzlwyrm makes a Wild Attack, it adds +4
inside gets an Athletics roll at –2 to escape. to its damage instead of +2.
Appropriate Tests (GM's call, such as „ Night Vision: The creature ignores all

pepper in the nose, extreme nausea from a penalties for Illumination.


spell effect or poison, etc.) might cause the
beast to cough, sneeze, or vomit. This gives TENDRICULOS
everyone inside an Athletics roll to escape. A tendriculos is a creature brought into
„ Unstoppable: Tarrasques can’t suffer more being through a corruption of nature. This is
than one Wound from a single attack (after often a result of foul magic concentrated in
soak rolls are made). a particular area. Sometimes, these creatures
Languages: Aklo (can't speak). manifest from places where the boundaries
between the Material Plane and the
mysterious realm of the fey have worn thin.
TATZLWYRM
The plant creature’s thick trunk is capped
Slithering like a large snake, this creature has
by a crown of wide leaves, whipping vines,
the head of a dragon and a pair of clawed
mushrooms, and a ravenous purple maw. It is
arms to help with movement and grappling.
a voracious and dangerous hunter, preferring
A sickly green mists wafts from its open maw.
to ambush prey.
Tatzlwryms spend most of their time lying in
wait for prey, whether animal or humanoid. Type: Neutral Plant (Tendriculos)
They hoard the remains of their hunts even Attributes: Agility d4, Smarts d4 (A), Spirit d8,
though they have no use for the treasure. Strength d12+1, Vigor d10
The eldest accumulate morbid troves of Skills: Fighting d8, Notice d6, Stealth d8
bones, debris, and valuables. These creatures Pace: 5; Parry: 6; Toughness: 12 (2)
often dwell in dense forests or underground Edges: —
caverns. They are known to favor Darkwood Special Abilities:
forests, in particular. „ Armor +2: Dense bark.
„ Bite: Str+d6, AP 2.
Type: Neutral Dragon (Tatzlwyrm) „ Fast Regeneration: Tendriculos may
Attributes: Agility d8, Smarts d4, Spirit d6, attempt a natural healing roll every round,
Strength d8, Vigor d6 even if Incapacitated, unless their Wounds

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

Strength d8, Vigor d8 Strength d6, Vigor d8


Skills: Athletics d6, Battle d4, Common Skills: Athletics d6, Common Knowledge d6,
Knowledge d6, Fighting d8, Intimidation d8, Fighting d8, Intimidation d6, Notice d6,
Notice d6, Persuasion d6, Shooting d6, Persuasion d6, Shooting d6, Stealth d4,
Stealth d6, Survival d6 Survival d4
Pace: 6; Parry: 7 or 9 (shield); Toughness: 9 (3) Pace: 6; Parry: 7 or 9 (shield); Toughness: 8 (2)
Hindrances: — Hindrances: —
Edges: Block, Command, Extraction, Fighter, Edges: Block, Extraction, Soldier
Soldier Gear: Long sword (Str+d8), club (Str+d4),
Gear: Masterwork long sword (Str+d8, AP light crossbow (Range 10/20/40, Damage
1), club (Str+d4), light crossbow (Range 2d6, AP 2), studded leather armor (+2),
10/20/40, Damage 2d6, AP 2), chain armor medium shield.
(+3), medium shield.
Special Abilities: REGULAR GUARD
„ Class Abilities (Fighter ): Martial These are everyday regular town or
Flexibility. city patrols.

ELITE GUARD Type: Any Humanoid (Human)


Attributes: Agility d6, Smarts d6, Spirit d6,
Elite guards or watchmen have extensive life
Strength d6, Vigor d6
experience or special training. They serve
Skills: Athletics d4, Common Knowledge d4,
as shock troops, bodyguards for important
Fighting d6, Intimidation d4, Notice d6,
persons, and protectors of valuable property.
Persuasion d6, Shooting d4, Stealth d4
Type: Any Humanoid (Human) Pace: 6; Parry: 4 or 6 (shield); Toughness: 7 (2)
Hindrances: —
Edges: Soldier
Gear: Short sword (Str+d6), light crossbow
(Range 10/20/40, Damage 2d6, AP 2),
leather armor (+2), medium shield (Parry
+2, Cover –2).

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.
117
„ Stench: The first time anyone enters within
TROGLODYTE
SAVAGE PATHFINDER

2” (four yards) of a troglodyte, they must


Troglodytes are feral cave dwellers with scaly make a Vigor roll or become Distracted as
gray bodies like that of cave lizards. They are they are overcome by nausea.
among the most populous denizens of the Languages: Draconic.
upper reaches of the endless caverns of the
underworld, raiding the settlements of those
who dwell above or below ground.
TROLL
Trolls are large humanoids with greenish
Troglodytes are one of the oldest of the
hide, sharp claws, and bestial faces. Their
intelligent peoples. Ruins found in some
stooped posture belies their size — 14 feet
remote caverns testify to the fact that their
tall and 1,000 pounds—but doesn’t diminish
empire was once among the largest in the
their formidable presence.
world. At the dawn of recorded history,
troglodyte civilization was generations ahead Trolls regenerate quickly, unless the damage
of other humanoids. inflicted is fire or acid-based. They deliver
powerful blows with their claws, though they
Type: Evil Humanoid (Troglodyte) are also capable of fighting with weapons.
Attributes: Agility d6, Smarts d6, Spirit d6,
The creatures dwell in the wild areas of the
Strength d6, Vigor d6
Inner Sea region, most commonly in northern
Skills: Athletics d6, Fighting d6, Notice d6,
Avistan. In most troll societies, the males
Stealth d6
are solitary hunters and wanders, while
Pace: 6; Parry: 5; Toughness: 7 (2)
the females and children live in extended
Edges: Combat Reflexes, Formation Fighter
family groups.
Gear: Heavy club (Str+d6), 2x Javelin (Range
3/6/12, Damage Str+d6). Type: Evil Humanoid (Troll)
Special Abilities: Attributes: Agility d8, Smarts d4, Spirit d6,
„ Armor +2: Scaly skin. Strength d12, Vigor d12
„ Bite/Claws: Str+d4. Skills: Athletics d6, Fighting d8, Intimida-
„ Darkvision: Troglodytes ignore penalties tion d10, Notice d6, Stealth d6
for Illumination up to 10”. Pace: 6; Parry: 6; Toughness: 11 (1)
„ Hardy: The creature doesn't suffer a Wound Edges: Sweep
from being Shaken twice. Special Abilities:
„ Ancestry (Giant): Night Vision, Reach 1,
Size 2, Swat.
„ Armor +1: Rubbery hide.
„ Bite/Claws: Str+d6, AP 2.
„ Fast Regeneration: Trolls may
attempt a natural healing roll every
round, even if Incapacitated,
unless their Wounds were caused
by fire or acid or they’re put to the
torch afterward.
„ Rending: Victims Shaken or Wounded by
a rending attack are bleeding and must
make a Vigor roll as a free action at the
beginning of their next turn. Failure causes
one Wound and the victim must make
another Vigor roll next turn. Success means
the victim doesn't suffer a Wound, but must
make a Vigor roll again next turn. A raise
stops the bleeding and no further rolls are
required from that attack. A successful
Healing roll also stops the bleeding.

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
SAVAGE PATHFINDER

heals one Wound each round it drains to 10”.


blood. „ Wall Walker: A vampire can move on
„ Charm: Vampires can cast puppet without vertical or inverted surfaces at its normal
spending Power Points, up to five times per Pace and may run.
day. They use Smarts as their arcane skill „ Weakness (Vampiric): See Vampire
and can maintain the power indefinitely, Weaknesses for a full list.
though they may never have more than 20 Languages: Abyssal, Common, Draconic.
thralls at a time.
„ Children of the Night: Vampires have the VAMPIRE WEAKNESSES
ability to summon and control 1d6 wolves, „ Weakness (Garlic and Mirror): Vampires
1d6 swarms of bats or rats, once per night. cannot tolerate the strong odor of garlic or
The creatures come from the surrounding the sight of mirrors and will not enter an
wilds in 1d4+1 rounds. area laced with it.
„ Energy Drain: A creature hit by a vampire’s „ Weakness (Holy Symbol): A character with
natural weapon or Blood Drain ability a holy symbol may keep a vampire at bay
suffers Energy Drain (Vigor). A Vigor roll by displaying a holy symbol. A vampire
(at –2 with a raise on the attack) resists this who wants to directly attack the victim
effect. This ability triggers once per round. must beat her in an opposed Spirit roll.
„ Environmental Resistance: Cold, „ Weakness (Holy Water ): A vampire
electricity. sprinkled with holy water is Fatigued. If
„ Environmental Weakness: Magic and immersed, he combusts as if it were direct
Silver. sunlight (see below).
„ Fast Regeneration: Vampires may attempt „ Weaknesses (Invitation Only): Vampires
a natural healing roll every round until cannot enter a private dwelling without
Incapacitated. being invited. They may enter public
„ Gaseous Form: Vampires have the ability domains as they please.
to turn into gaseous form. Doing so (or „ Weakness (Running Water): Each round
returning to their original form) requires an of immersion in running water inflicts
action, and a Smarts roll at –2. It can remain one Wound to a vampire—a vampire
gaseous indefinitely and fly at Pace 5. Incapacitated in this manner is destroyed.
„ Invulnerability: If Incapacitated, a vampire „ Weakness (Sunlight): Exposing any
automatically assumes gaseous form vampire to direct sunlight causes it to suffer
and attempts to escape. It must reach its one Wound each round. If Incapacitated,
coffin home within two hours or be utterly the vampire is utterly destroyed.
destroyed. Additional
damage dealt to a vampire VARGOUILLE
forced into gaseous form Originally from the
has no effect. Once at rest, the lower planes, these
vampire is helpless. It regains creatures are grotesque
one Wound after one hour, then flying heads with bat-
is no longer helpless and its Fast like wings. Despite their
Regeneration resumes. otherworldly origins, they turn
„ Sire: Anyone slain by Energy up on the Material Plane,
Drain raises as a vampire especially in Andoran,
themselves in 1d4 days. Kaer Maga, and the
„ Undead: +2 Toughness; +2 to Mwangi Expanse.
recover from being Shaken; Typically, vargouilles lurk or lair
no additional damage from near old battlefields, graveyards, or
Called Shots; ignores 1 point other locations visited by death. Evil
of Wound penalties; doesn’t spellcasters summon these creatures to
breathe; immune to disease and

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

its maw because it constantly devours its suffering nightmares.


own lips. Its tongue is long, pocked with „ Environmental Weakness: Cold iron, fire.
sores, and the color of a fresh bruise. It has „ Fast Regeneration: Wendigos may attempt
glowing, yellow eyes that float in large a natural healing roll every round, even if
sockets full of blood. Incapacitated, unless their Wounds were
caused by fire or they’re put to the torch
Type: Evil Outsider (Wendigo)
afterward.
Attributes: Agility d12, Smarts d8, Spirit d8,
„ Fearless: Wendigos are immune to Fear and
Strength d12+3, Vigor d10
Intimidation.
Skills: Athletics d10, Common Knowledge d8,
„ Flight: Pace 12; can become intangible as a
Fighting d10, Intimidation d8, Notice d8,
limited free action while flying.
Occult d10, Persuasion d8, Stealth d10
„ Howl: Three times per day, a wendigo can
Pace: 7; Parry: 7; Toughness: 14 (5)
emit a forlorn howl that can be heard up to
Edges: Arcane Resistance
a mile away. Creatures who hear this must
Special Abilities:
test Fear at –2.
„ Armor +5: Wendigo hide.
„ Immunity: Cold.
„ Bite/Claws: Str+d6 (cold).
„ Size 2: A wendigo stands around 10’ tall
„ Blindsense: Wendigos ignore invisibility,
and weights 1,000 lbs.
illusion, and all Illumination penalties.
„ Wendigo Psychosis: Anyone Wounded
„ Control Weather: A wendigo can
by a bite attack, or fails to resist Dream
concentrate for 10 minutes to summon a
Haunting, must make a Spirit roll or
snowstorm or blizzard in a two mile radius.
contract this curse. Every day, the victim
This creates Dim Illumination and extreme
suffers Energy Drain (Spirit)—a Spirit
cold throughout the area.
roll suppresses the effect. If Spirit would
„ Dream Haunting: Once per night, a
be reduced below d4, he instead seeks an
wendigo can enter the dream of any sentient
individual of his ancestry to devour. After
target, causing intense nightmares. The
completing this heinous act, the afflicted
victim must make a Spirit roll at –4 or suffer
begins transforming into a wendigo. He
Fatigue. The Fatigue can't be removed until
takes off at a run, and in 1d4 rounds sprints
up into the sky at such a speed that his
feet burn away into jagged stumps. The
transformation into a wendigo takes 2d6
minutes as the victim flies across the sky.

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

Edges: Quick humanoids.


Special Abilities:
Type: Evil Magical Beast (Worg)
„ Armor +1: Thick hide.
Attributes: Agility d8, Smarts d6, Spirit d6,
„ Bite/Claws: Str+d6, AP 2.
Strength d10, Vigor d6
„ Low Light Vision: Dire wolverines ignore
Skills: Athletics d8, Common Knowl-
penalties for Dim and Dark Illumination.
edge d4, Fighting d8, Notice d8,
„ Rage: Dire wolverines go into a Rage when
Persuasion d4, Stealth d6, Survival d6
attacked (per the Barbarian Class Edge
Pace: 8; Parry: 6; Toughness: 6 (1)
ability in Savage Pathfinder). The creature
Edges: Alertness
can't end its Rage voluntarily.
Special Abilities:
„ Resilient: Dire wolverines can take one
„ Armor +1: Thick fur.
Wound before they're Incapacitated.
„ Bite/Claws: Str+d4, AP 2.
„ Size 2: Dire wolverines may grow to 12 feet
„ Night Vision: Worgs ignore all penalties
long and weigh up to 1,000 pounds.
for Illumination.
„ Stench: The first time anyone enters
„ Resilient: Worgs can take one Wound
within 2” (four yards) of a dire wolverine,
before they're Incapacitated.
they must make a Vigor roll or become
Distracted as they are overcome by nausea. Languages: Common, Goblin.

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.

XILL Attributes: Agility d10, Smarts d6, Spirit d6,


Evil and alien, these flame-red humanoids Strength d10, Vigor d6
are a strange mix of insect and reptile, with S k i l l s : At h l e t i c s d 1 0 , C o m m o n
four arms and fanged mandibles. Knowledge d6, Fighting d8, Intimi-
Xills have only one purpose: to perpetuate date d8, Notice d8, Occult d8, Shooting d8,
themselves at the expense of others. All Stealth d10, Survival d6
xills are female and capable of fertilizing Pace: 7; Parry: 6 or 8 (shield); Toughness: 7 (2)
their own eggs, but they require living Edges: Ambidextrous, Quick, Two-Weapon
hosts as incubators. A xill injects eggs into Fighting
paralyzed victims via a grotesque ovipositor Gear: 2x short sword (Str+d6), longbow
behind their mandibles. They prefer phase (Range 15/30/60, Damage 2d6, AP 1),
spiders as hosts. medium shield.
Xills are the scourge of the Ethereal Plane. Special Abilities:
„ Armor +2: Chitinous hide.
These plane-shifters possess impressive
„ Bite: Str+d4.
intelligence and a totalitarian, militaristic
„ Darkvision: Xills ignore penalties for
culture all their own. They sometimes come
to the Material Plane to find hosts. Illumination up to 10”.
„ Extra Arms: Xills may ignore 2 points of
Type: Evil Outsider (Xill) Multi-Action penalties each turn.

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).

Type: Evil Undead (Zombie) Type: Evil Undead (Zombie)


Attributes: Agility d8, Smarts d4 (A), Spirit d6, Attributes: Agility d4, Smarts d4, Spirit d6,
Strength d6, Vigor d6 Strength d12+2, Vigor d10

127
Skills: Athletics d6, Fighting d8, Notice d6, Type: Evil Undead (Zombie)
SAVAGE PATHFINDER

Stealth d4 Attributes: Agility d6, Smarts d4, Spirit d4,


Pace: 6; Parry: 6; Toughness: 11 (2) Strength d6, Vigor d6
Edges: Sweep Skills: Athletics d4, Fighting d6, Intimida-
Special Abilities: tion d6, Notice d4, Shooting d6
„ Armor +2: Leathery Skin. Pace: 4; Parry: 5; Toughness: 7
„ Bite/Claws: Str+d4. Edges: —
„ Fearless: Zombies are immune to Fear and Special Abilities:
Intimidation. „ Bite/Claws: Str+d4.
„ Reach (1): Hill giant zombies have an „ Fearless: Zombies are immune to Fear and
unnaturally long reach. Intimidation.
„ Size 2: These zombies are around 10 feet tall „ Undead: +2 Toughness; +2 to recover from
and weigh 1,100 lbs. being Shaken; no additional damage from
„ Undead: +2 Toughness; +2 to recover from Called Shots; ignores 1 point of Wound
being Shaken; no additional damage from penalties; doesn’t breathe; immune to
Called Shots; ignores 1 point of Wound disease and poison; ignore penalties for
penalties; doesn’t breathe; immune to Illumination up to 10”.
disease and poison; ignore penalties for „ Weakness (Head): Called Shots to a
Illumination up to 10”. zombie’s head do the usual +4 damage.
„ Weakness (Head): Called Shots to a RELENTLESS ZOMBIE: Vigor d8 (Toughness
zombie’s head do the usual +4 damage. 8), Fighting d8 (Parry 6), Fleet Footed, are
Hardy
HUMAN ZOMBIE
DREAD ZOMBIE: Strength d8, No Mercy, Bite
This profile covers most any man-sized
Str+d6, AP 2.
humanoid zombie.

OPEN GAME LICENSE Version 1.0a


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publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity”
means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names
and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical
or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the
Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark
in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor
to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial
order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach.
All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
System Reference Document. © 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder for Savage Worlds Bestiary, © 2021, Pinnacle Entertainment Group; Author: Shane Hensley
Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene.
Tentamort from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Mike Roberts.
Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger.
Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.

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