PZO12005 Howl of The Wild

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Rulebook Second Edition

A Wild Adventure!
Join a curious naturalist and his eccentric crew crossing continents in their fantastic airship,
cataloging the world’s most fantastic creatures! Along the expedition, players will find new character
options to bring their wildest characters to life, from new ancestries like the strong minotaur or
magical merfolk, to awesome spells and ferocious archetypes, to new animal companions and
gear forged from the scales and fangs of mythical beasts. GMs can look forward to a veritable
menagerie to unleash on their players, containing animals, expansions on classic monsters, and

Howl of the Wild


never-before-seen creatures from every corner of the Age of Lost Omens campaign setting!

paizo.com/pathfinder PZO12005-HC Printed in China.


AUTHORS Table of Contents
Kate Baker, Rigby Bendele, Joshua Birdsong,
Chris Bissette, Jeremy Blum, Logan Bonner, Dan
Cascone, James Case, Jessica Catalan, Brite Cheney,
Rue Dickey, Caryn DiMarco, Matthew Fu,
Leo Glass, Steven Hammond, Patrick Hurley,
Foreword: My Quest for the Wardens 5
Michelle Y. Kim, Dustin Knight,
Kendra Leigh Speedling, Christiana Lewis,
Jessie “Aki” Lo, Luis Loza, Letterio Mammoliti,
The Zoetrope and its Crew 6
The Zoetrope................................................................................................................6
Jonathan “Ryomasa” Mendoza, Quinn Murphy,
Dave Nelson, Mikhail Rekun, Kai Revius, New Ancestries........................................................................................................8
Ember Rose, Simone D. Sallé, Michael Sayre, Meet the Crew................................................................................. 10
Shay Snow, Levi Steadman, Kyle Tam, Ruvaid Virk, Athamaru Ancestry....................................................................... 16
and Andrew White
Awakened Animal Ancestry................................................... 22
DESIGN LEAD Centaur Ancestry................................................................ 28
James Case
Merfolk Ancestry.................................................................34
DESIGNERS Minotaur Ancestry................................................................. 40
Joshua Birdsong, Logan Bonner, James Case, and
Michael Sayre Surki Ancestry............................................................................... 46
DEVELOPERS
Jason Keeley, Luis Loza, K. Tessa Newton, and Techniques and Tricks 54
Landon Winkler Untamed Barbarian and Druid Morphs.......................................... 56
EDITING LEADS Warden Spells and Ranger Feats...................................................... 58
Avi Kool and Simone D. Sallé Witches of the Wild................................................................................ 61
EDITORS Zoophonic Bards......................................................................................... 64
Felix Dritz, Patrick Hurley, Avi Kool, Beastmaster Archetype Expansion......................................................... 66
Priscilla Lagares, Zac Moran, Ianara Natividad, Clawdancer Archetype....................................................................................... 68
Solomon St. John, and Simone D. Sallé
Ostilli Host Archetype....................................................................................................................70
COVER ARTIST Swarmkeeper Archetype...............................................................................................................72
Wayne Reynolds
Thlipit Contestant Archetype....................................................................................................... 74
INTERIOR ARTISTS Werecreature Archetype...............................................................................................................76
Shafi Adams, Wilmar Ballespí Escarp,
Gunship Revolution (Mico Dimagiba, Patsy Lascano,
Wild Mimic Archetype.................................................................................................................. 80
Adelijah Ocampo, Luisa Odulio, Hinchel Or, Winged Warrior Archetype.......................................................................................................... 82
Marcus Reyno, Jen Santos, and Brian Valeza), Spells................................................................................................................................................. 84
Ivan Koritarev, Vira Linevych, Mayra Luna,
Damien Mammoliti, Lucas Melo, Justine Nortjé,
Mirco Paganessi, Maichol Quinto, Riccardo Rullo,
Firat Solhan, Luca Sotgiu, and Jessé Suursoo
Supply Runs: Services and Supplies 88
Animal Companions....................................................................................................................... 90
ART DIRECTION Grafts................................................................................................................................................. 96
Sonja Morris Beast Armor and Armaments.................................................................................................... 100
GRAPHIC DESIGN Alchemical Items.......................................................................................................................... 108
Adriana Gasperi and Sonja Morris Adventuring Gear.......................................................................................................................... 112
PROJECT MANAGER Big Game Siege Weapons.............................................................................................................114
Glenn Elliott Spell Catalysts................................................................................................................................ 118
DIRECTOR OF GAME DESIGN
Jason Bulmahn Golarion’s Menagerie 120
CREATIVE DIRECTOR Creature Adjustments..................................................................................................................122
Luis Loza Almiraj..............................................................................................................................................124
PUBLISHER Apothecary Bee.............................................................................................................................125
Erik Mona The Eye of the Basilisk.......................................................................................................... 126
Basilisk, Royal................................................................................................................................127
Blooming Guardian........................................................................................................................128
Broodpiercer...................................................................................................................................129
The Impossible Chimera........................................................................................................ 130
Chimera, Greater............................................................................................................................133
Crying Cicada..................................................................................................................................134
Decapod Dinghy............................................................................................................................135
Dinosaur..........................................................................................................................................136
Dischoran........................................................................................................................................140
Elemental Birds and the Power of the Storm..................................................................... 142
Elemental Bird, Chaos Falcon.....................................................................................................143
Paizo Inc. Ethereal Wildlife: A Blurring of Taxonomic Lines............................................................. 144
15902 Woodinville-Redmond Rd Ethereal Wildlife............................................................................................................................ 146
NE, Suite E
Fish................................................................................................................................................... 148
Woodinville, WA 98072-4572
Flynkett........................................................................................................................................... 150
paizo.com
Frog.............................................................................................. 151
Galvanoscale............................................................................. 152
Gorgon........................................................................................ 154
Regarding the Griffon......................................................... 156
Griffon, Ascendant.................................................................. 157
Hardhead Mole......................................................................... 158
Hexmoth.................................................................................... 159
Holdfast..................................................................................... 160
Hooplamander...........................................................................161
On the History and Behaviors of Hydras......................... 162
Hydra.......................................................................................... 164
Magnegor.................................................................................. 168
Mammoth Land Star............................................................... 169
The Cultural and Natural Phenomena of Manticores.....170
Manticore.................................................................................. 172
Marp............................................................................................174
Mjolgat....................................................................................... 175
Rumindrol.................................................................................. 176
Scroungefeather.......................................................................177
Seal..............................................................................................................178
Shark...........................................................................................................179
Shotalashu................................................................................................. 180
Sky Fisher.................................................................................................. 181
Spirit Guide............................................................................................... 182
Stony Goat................................................................................................ 184
Storm Snake.............................................................................................. 185
Taldan Cave Squirrel............................................................................... 186
Tardigrade..................................................................................................187
A Sanctuary for Unicorns...................................................................188
Unicorn....................................................................................................... 190
Vibrant Pup Swarm................................................................................. 192
Virtuosic Lyrebird.....................................................................................193
Werecreatures: A Menagerie of Forms............................................ 194
Werecreatures.......................................................................................... 196

The Wardens of the Wild 198


Warden of Caverns and Burrows........................................ 202
Warden of Forests and Meadows....................................... 204
Warden of Oceans and Rivers............................................. 206
Warden of Peaks and Skies.................................................. 208

Epilogue:
A Journey’s Conclusion 210
Glossary & Index 212

3
4
My Quest for t he War dens
Foreword: My
Quest for the
Foreword only practical experience came from a brief stint at Almas Wardens
When Almas University Press approached me to publish University, which I attended until I could no longer justify
the tale of the expedition that fills these pages, the tale of the funds (two years were costly enough) and returned Techniques and
the Wardens of the Wild, I was honored, of course. The home. As the seasons passed, my community flourished Tricks
journey I and my companions undertook was wondrous and I built a comfortable, quiet life. I continued to collect Services and
beyond even my most hopeful boyhood imaginings. Yet I local specimens, tend my pollinator garden, and sketch Supplies
felt hesitant as well; it feels wrong to profit from or risk wildlife in the margins of library ledgers. I became one of Golarion’s
sensationalizing what we were so fortunate to behold. the elders telling the stories of the wardens, my belief in Menagerie
In the midst of this dilemma, I sought advice from the them far stronger than my belief in myself.
expedition crew that had become my new family. In It was only when an unexpected letter arrived that I The Wardens of
return, they simply asked what a story such as this—a began to question my path. Professor Mogodi, my advisor the Wild
true story!—would have meant to me as a child. at Almas and one of the few who believed in my research Epilogue:A
Thus, all proceeds from this book will go to the Droon into the wardens, wrote to inform me that not only Journey’s
Youth Conservation Foundation. To the following, I am had she submitted my work for a travel grant, but that Conclusion
forever grateful: Grandmother, who told me the tale of her—my—proposal had been accepted! After some brief Glossary & Index
the wardens as a boy; Professor Niyena Mogodi, for her incredulity, for the first time in my life, I did not hesitate:
perennial belief in me; our ship the Zoetrope and my I replied immediately, promoted my assistant, and packed
delightful crew; and to you, dear readers, who share my my things. Dear reader, it was finally time for an adventure.
reverence for the natural world. May your curiosity lead
you to wondrous journeys of your own.
— Baranthet Zamendi, naturalist

Beginnings
The Wardens of the Wild appear in the legends of several
disparate cultures; it was this fact that first lent credibility to
my youthful conviction that the myths were rooted in truth,
part of the world’s lost knowledge. In my grandmother’s
version of the tale, four titanic beasts stewarded
the four biomes of Golarion—land, sea, sky,
and underground—defending their regions and
the animals who dwelled within them. When the
time came, each passed their mantle of stewardship to a
new generation through a ceremony called the Migration,
with animals from all over the world meeting to select their
new leaders. I was instantly captivated.
It may surprise readers to learn that in my youth, I
was never the adventurous sort. Explorers, I reasoned,
were bold and unafraid; they brazenly defied danger
and continuously pursued one quest or another. By
contrast, I erred on the side of caution and was never the
strongest or fastest among my peers. Scholarship suited
me: I could read for hours of far-off lands and listen,
enraptured, to tales of the world’s mysteries, all without
sacrificing the comfort and safety of home. In my heart,
however, I yearned to see those wonders for myself.
I always had a reason why I could not embark on such
journeys—my health, my studies, my obligations to my
community—but the truth was that the vastness of the
world overwhelmed me, and I lacked the courage to take
the leap. I told myself that my dreams were impractical BARANTHET
and devoted my efforts to accumulating knowledge at the
library I would later head for 40 years. In all my years, my

5
T he Zoetro pe and it s Cre w
I had waited my entire life for this moment. As I making larger than standard. In fact, I made sure glass
approached the airship that was commissioned just for comprised as much of the airship as was feasible; I knew
me and my crew, I thought back to all the hours I had that, while traveling by air, we would be getting a great
dreamed—no, longed—for adventure; they must have deal of sunlight, and did not want any part of the ship
equaled my waking hours. Is this real? I pinched myself swathed in darkness, as that would not bode well for
and was surprised by the giddy chortle that emerged crew morale. Everyone could do with a good sunning!
from within me. This was very real indeed. Dear reader, Each part of the design was meticulously executed by
if you have ever, after wishing for something your entire the architects and artists. I could not have been more
life, finally received it, you understand the unconstrained grateful for their collaboration. This ship was to be our
joy that permeated through me, igniting my every nerve home for who knew how long, and even before coming
and setting my heart aflutter. aboard, it already felt like a part of my soul had been
The ship was exquisitely beautiful, almost regal. It brought into existence. I do not know if I stood there
was as if nature had crafted it from the most secret parts gazing for three minutes or thirty, but when I finally
of the world. I remarked, looking down at its schematics decided to board, I realized my cheeks were wet.
in my hands, how much more fulfilling it was to finally I strode onto the gangway and began the short trek
behold the vessel in front of me. Even my last-minute upward, the world around me becoming a blur. My
request had been included: along the rail that ringed the focus was only on the airship; its oscillating wings
hull were carved images of a singular dragonfly with its refracted the midday sun, casting rainbow patterns
wings at various positions. The etchings, if perceived along the wooden hull. I put my hand forward to steady
while the ship flew past, would simulate the flight of myself as I prepared for the small jump onto the deck
the creature. and found the wood and brass warm under my touch.
Every detail delighted. As I approached the bow, I I took a moment to breathe deep, smiling, and stepped
was struck by the artistry of the brass plating. I knew off the gangway and onto the deck of the Zoetrope for
it would arch back as a latticed safeguard around the the first time.
glass of the forward bridge, as the schematics implied, It was just as I had hoped it would be. The portside
but the richly colored metal also extended back toward and starboard railings around the top deck doubled as
the rest of the ship in intricate, delicate tendrils. As I flower boxes: the double-paneled walls had space in
strolled toward the gangway, I noted the porthole between to hold soil. Two external staircases led down
windows covered with glass that I had insisted upon to the thin main deck around the body of the ship,

6
which would provide easy vantage for our scout and a was stunned by the vast open view near the navigator’s
wonderful observation platform for the glass-enclosed pool and the intricacies of the engine room. At first
specimen sanctuary that stretched most of the length glance, there was much I didn’t understand. However, Foreword: My
of the ship. Looking through the panes, I could see the I could clearly see the reservoir for our water purifier Quest for the
invitingly spacious menagerie where we would house and the many levers that would control the Zoetrope’s Wardens
the new species of plants, small creatures, and insects articulating wings for nautical or aerial travel.
that we discovered during our journeys. Near the stern At last, I turned to my own cabin. The door had The Zoetrope
were two metal contraptions that I later learned were an arched frame and a round window: an homage to and its Crew
for collecting rainwater, and beyond those lay the thin, the front door of my grandmother’s home. The room The Zoetrope
elegant rail that formed the primary support for the beyond was sparsely furnished: a bed, an armoire, a New
Zoetrope’s long, stabilizing back fin. Just below, I could wooden chair, a desk. I would spend the entirety of our Ancestries
see the edges of the intricately wrought cage enclosing travels filling the walls with maps, sketches, and trinkets Meet the Crew
the bay for our shuttle (replete with foldaway wings too precious to leave behind. Like with the rest of the Athamaru
and a buoyant underbelly!) that would bring us down quarters, my cabin had its own porthole so that, after a Ancestry
from ship to shore and back again. I didn’t linger long, full day of adventures, I might lay in my bed and count Awakened
however, eager to take a tour of the ship’s interior. the stars until I fell asleep. Animal
Though the deck had been delightfully warm and After that, all that remained were the crew quarters: Ancestry
sunny, the galley kitchen and dining area were, to my the cabins at the very heart of the Zoetrope. I kept my Centaur
great appreciation, almost as bright, thanks to the time there short, however; I wanted to afford my crew Ancestry
band of windows around three of its walls and a glass their privacy (and everyone was quite busy loading their Merfolk
viewport into the sanctuary. Pipes flowed down from supplies and belongings through the hall). In fact, dear Ancestry
the flowerbeds and elsewhere to be purified for drinking reader, it occurs to me I’ve rather put the ship before the Minotaur
and bathing. I am still unsure how it all worked, but it crew—for all that this journey was the culmination of Ancestry
was fascinating, to say the least, and helped me quickly my research, it is as much Charikleia, Grefu, Dr. Pom, Surki Ancestry
realize that the additional tweaks made by our mechanic Lythea, Telero, and Ten’s story as it is my own, and our
Techniques and
far surpassed the systems suggested by the university’s expedition would not have been possible (or anywhere
Tricks
top engineers. near as pleasant) if I had not been able to bring them
Having reached the bottom of the ship (save for the aboard. I shall introduce you to them properly in the Services and
external bridge beneath, grappling us to the dock), I following pages! Supplies
Golarion’s
Menagerie
The Wardens of
the Wild
Epilogue: A
Journey’s
Conclusion
Glossary & Index

Full-size map on page 222

7
NEW ANCESTRIES
Howl of the Wild introduces six new playable ancestries Merfolk (Uncommon)
for characters who take inspiration from nature. Merfolk are a half-human, half-fish aquatic people
who live in every ocean and sea of Golarion. Merfolk
Athamaru (Uncommon) use magic as other peoples might use common tools,
Athamarus are fish-like humanoids who form tight-knit especially to control water, create omens, and in their
communities underseas, with villages of siblings led by beguiling songs.
a common matriarch. Athamarus engage in subsistence
farming of seaweed, train eels to serve as mounts, and Minotaur (Uncommon)
create elaborate works of coral art. Minotaurs are horned, bovine humanoids who originate
from an ancient divine curse. Minotaurs are large,
Awakened Animal (Rare) strong, and masters of crafts and puzzles, inclinations
Awakened animals were once normal creatures before that lead many minotaurs to explore architecture and
they obtained sapience that gave them one paw in nature stonework. Minotaurs are most at home in labyrinths,
and the other in the world of cities and society. Almost whether natural, artificial, or psychological.
any animal can be awakened, allowing for a wide variety
of characters. Surki (Rare)
Surkis are only now emerging from the subterranean
Centaur (Uncommon) Darklands in a generational dig to the surface. This
Centaurs are half-human, half-horse nomads who insectile and highly metamorphic species subsists on
range wild and free across their ancestral lands. the latent magic in the world around them. Once they
They’re survivalists with a long history of teaching and have refined enough, surkis are capable of developing
instruction who stand firm in the face of danger using unique adaptations that allow them to project magic in
their skill at archery, herbalism, and magic. diverse ways, from digging claws to energized wings.

8
Special Rules Riding PCs
Some of the new ancestries presented in this book require A PC can ride on another PC as long as the second
unique rules to fully represent their capabilities. Most PC is at least two size categories larger than them; Foreword: My
of these rules are described in the applicable ancestry this might be a Tiny awakened ferret riding in their Quest for the
sections, but are also collected here for reference. elf teammate’s backpack, or a halfling on a minotaur’s Wardens
shoulder. However, this requires a tremendous amount
Large PCs of coordination to ensure the smaller PC doesn’t get in The Zoetrope
Most centaurs and minotaurs, as well as some athamarus the way, or that the two PCs don’t jostle each other into and its Crew
and awakened animals, can be Large. Large PCs generally losing actions. As a result, for most parties, this tactic is The Zoetrope
can adventure most places that Medium PCs can, but less favorable than the smaller PC just using their own New
we’ve included some reminder text covering important mount. If a PC who is at least two sizes smaller rides Ancestries
information for playing or GMing for Large characters. along with another PC or similar non‑minion intelligent Meet the Crew
Large PCs occupy a space that is 2 squares long by creature, roll both their initiatives and use the lower of Athamaru
2 squares wide by 2 squares high. This means that the two results. The two PCs act in either order on the Ancestry
they can, for example, Strike a creature that is flying same initiative count. While traveling in this way, the Awakened
10 feet above the ground (or 15 feet above the ground PCs each gain two actions at the start of their turns, Animal
when using a reach weapon). However, Large PCs do instead of three, since the larger PC spends one action Ancestry
not automatically gain additional reach, though some keeping the smaller one balanced on their back, and the Centaur
Large ancestries (such as minotaurs) have ancestry feats smaller PC spends one action maintaining their grip. Ancestry
that grant them additional reach. A Large PC is also Some ancestries specialize in being able to carry smaller Merfolk
big enough that they provide standard cover instead of riders or have feats to enable this, such as centaurs. Ancestry
lesser cover to Small or smaller creatures. Minotaur
When moving through an area that is only 5 feet wide, Aquatic PCs Ancestry
a Large PC can move through the space but treats each Athamarus, merfolk, and some awakened animals can Surki Ancestry
square as difficult terrain. Moving through a narrower be amphibious or aquatic. If your players are interested
Techniques and
space that does not obstruct Small creatures requires in playing an aquatic character in a primarily terrestrial
Tricks
Large PCs to Squeeze (Pathfinder Player Core 233). This is campaign, consider starting them off with assistive
typically relevant only in encounter mode; when shopping devices such as the atmospheric breathing suit, pelagic Services and
in town, a centaur can typically enter a building intended helmet, or supramarine chair from pages 112–113 at Supplies
for Medium-sized creatures even if it takes them a little no additional cost. For a less technological option, you Golarion’s
more time to duck through the doorway. When a Large might consider granting a PC feats such as Land Legs Menagerie
PC moves through hazardous terrain or a similar obstacle or Shore Gift as a bonus feat at level 1, possibly adding
The Wardens of
that causes damage based on the number of squares the certain narrative limitations like “the merfolk PC gains
the Wild
PC moves through, they take damage only once for each 5 Shore Gift as a bonus feat, but loses its benefits when the
feet of movement—a minotaur shouldn’t take four times moon is full” if they suit your story. Epilogue: A
as much damage for crossing a burning field as a human! Journey’s
Large PCs should generally be able to acquire Flying PCs Conclusion
equipment sized for them without having to pay a Certain ancestries, such as awakened birds or some Glossary & Index
cost increase; these characters come from cultures that surkis, have wings. The presented ancestry rules intend
regularly craft appropriately sized gear for them to use. to provide a good combination of story and game
balance for most groups. However, some players might
Tiny PCs have character concepts that don’t fit this assumption
Some awakened animals, like an awakened mouse, can and might wish to have unbound flight from initial
be Tiny. character creation. At the GM’s discretion, the GM
A Tiny PC can enter another creature’s space, which can grant these PCs a 15-foot fly Speed, replacing any
is important because their melee Strikes typically have other abilities that involve flying, such as the Take Flight
no reach, meaning the PC must enter a creature’s space awakened animal feat. However, GMs who allow this
to attack it. Like other Tiny creatures, the PC doesn’t option should be aware that a PC who can constantly
automatically receive lesser cover from being in a larger fly can trivialize many common low- and mid-level
creature’s space, but circumstances might allow them to challenges, or might consistently outshine or leave
Take Cover. They can purchase weapons, armor, and other other characters behind. The GM should consider this
items for their size with the same statistics as normal gear, option carefully before allowing it and adjust the game
except that melee weapons have a reach of 0 for them (or accordingly; for instance, ensuring that some enemies in
a reach 5 feet shorter than normal if they have the reach each encounter have ranged options so they aren’t left
trait). Remember to adjust the Bulk of items and the PC’s unable to respond to a PC raining spells or arrows from
Bulk limit for Tiny size (Player Core 270). the safety of the sky.

9
From Absalom and Osirion, her wanderlust soon
encouraged her further south into the jungles of the
Mwangi Expanse and eventually Droon. In the years
since we met, her travels looped back northward
around Garund’s coastline, and my invitation reached
her in Vidrian, where she’d been providing some of her
knowledge on animal husbandry to the freedom fighters
during that country’s revolution.
Throughout her travels, one constant in Chari’s life
has remained: a recurring dream of flying through a
storm, surrounded by birds. She’s always felt this dream
was calling her toward something, but never knew
what. After learning the objective of my journey, she
felt a strong sense of familiarity. Though she’s unsure
what the dream portends, she believes it may have some
connection with the Warden of Peaks and Sky. If this is
true, perhaps there was a thread of fate in our meeting!

Charikleia
The Scribe
Every journey of discovery needs a scribe, one who not
only serves as a careful chronicler of research, but brings
it to life on the page. After all, if an account puts the
reader to sleep, it’s of no use in furthering knowledge or
inspiring future scholars. Fortunately for my expedition,
I found a kindred spirit in Charikleia, a minotaur woman
from the Isle of Kortos.
I first met Charikleia several years ago when she
visited my library and immediately noticed several
diagrams I’d been working on regarding manticore
anatomy. Droon’s outskirts had been plagued by attacks
from a particularly vicious mated pair and I was hoping
my studies might aid our dinosaur riders in driving the
creatures off. When she spotted my notes, her initial
shyness evaporated, and she eagerly shared her own
findings on the subject. Her insights were fascinating,
informed by practical experiences which I confess I
rather envied at the time, and I was instantly impressed
by her keen mind and kind heart. Though she left the city
several days later, we stayed in contact. When I decided
to embark on this journey, I knew her pen and insights
would be invaluable on my crew, and I was delighted
when she accepted my offer.
Chari isn’t one to talk about herself a great deal, but
what she’s told me of her life is just as fascinating as
our planned adventures. She was born in the region
known as Grandfather’s Arms, between two volcanic
ridges on the slope of the Weeping Grandfather volcano.
Her people, the Earthsong minotaurs, reside in a quiet
farming community led by a hereditary line of stone
sorcerers. Chari took to the study of the natural world
from a young age, wandering off into the wilds when
she wasn’t occupied around the farm. She longed to see
more of the world, however, and when she came of age,
she bid a fond farewell to her fathers and three siblings.

10
The crew of the Zoetrope ate very, very well with
Grefu aboard. With only a few simple ingredients, he
made stews, flatbreads, salads, and fillets fit for the finest Foreword: My
inns and palaces. Despite his stoic demeanor, it did not Quest for the
escape my notice that an extra scoop of food seemed to Wardens
always find its way to the plate of a crewmate who was
having a tough day. The Zoetrope
Inspired by my accounts of exciting Golarian fauna, and its Crew
Grefu tentatively began to write his own cookbook The Zoetrope
during our voyage. Though the task is daunting, Grefu New
hopes to collect various athamaru recipes from around Ancestries
the world so they can be passed down and shared with Meet the Crew
other cultures (further complicated by the fact that most Athamaru
athamaru dishes require two sets of instructions: one Ancestry
utilizing heated vents in ocean floors and the other for Awakened
open-air cooking). Animal
Though gruff after a long day in the ship’s kitchen, Ancestry
Grefu would often still sit in the corner, smoking his coral Centaur
pipe while listening to the crew’s antics. Some of the crew Ancestry
Grefu may have questioned if the curmudgeonly cook enjoyed Merfolk
The Cook their company, but the second any of us were threatened, Ancestry
Grefu never set out to save me from a giant squid, nor Grefu was the first to leap between us and danger. Minotaur
had he ever dreamed of joining the crew of a ship like the Ancestry
Zoetrope. When I met him, the only thing Grefu loved Surki Ancestry
more than hunting beasts of the sea was cooking them.
Techniques and
He’d been hunting for his community when he saw that
Tricks
his quarry was shadowing an old iruxi studying the coral
so intently that he (that is to say, I) hadn’t noticed it. Grefu Services and
leapt between me and the sea beast, quickly dispatching Supplies
it with a spear. Golarion’s
It was not this brave act that inspired me to offer Menagerie
Grefu a spot on the crew, however. That came after when,
The Wardens of
while making camp for the night along the rocky coast
the Wild
of the Xidao Gulf, Grefu roasted a tentacle over the fire
for us and seasoned it with the herbs, sea salts, and Epilogue: A
marsh weeds he carried in his waterproofed satchel. I Journey’s
was amazed—this was among the best meals I’d ever Conclusion
tasted. I asked him about his craft, and he, in turn, Glossary & Index
found my work fascinating; we stayed in touch
over the years as occasional pen pals, and when I
began to think about who might feed the crew
of the Zoetrope along our journey, I at once
knew who to write.
My initial offer was rebuffed, however. No matter
how tempting the prospect, he wouldn’t abandon his
siblings without permission, and the now-older Grefu
insisted he was no longer the hunter he had been in his
youth. I wrote back at great length, offering to show him
herbs, ingredients, and dishes he’d never tasted before,
and encouraging him that while we could always rely on
some local adventurers to protect us, it was his culinary
skills (which he’d continued to hone), not his fighting
prowess, that I truly needed on this journey. Perhaps my
words swayed him, as after a short while, he approached
me with word that his matriarch had given her blessing
for him to leave home.

11
“With your permission, I would like to apply this to
your wound. It will burn something fierce initially, but
like all things, it will dull with time. You can squeeze my
paw if you would like,” she said, outstretching a hand.
I nodded and took it without question. Like she
warned, a burning pain covered my arm—the good
doctor later told me the concoction had involved a novel
synthesis of scorpion venom in the core of cinder cat!—
but my wound indeed began to seal shut.
“Oh, you poor thing, I’m so sorry. Just another moment
and it will pass, I promise.” The word “promise” crashed
over me like a wave against the sand. As I imagined the
tide pulling it back to sea, so too did the pain pull away
from my wound.
“Apologies! Treatment for these sorts of wounds isn’t
always pleasant. Judging by your breathing rate, though,
we’ve made it to the other side.”
When it came time to assemble our expedition’s crew,
I thought back to this encounter and knew exactly who
Dr. Pom would fix our scrapes with both skill and compassion
The Doctor (and I must admit, I was happy to have a fellow tea
I had the good fortune of meeting Dr. Gulnara Pom once aficionado aboard to share an afternoon cup with!).
during a field study, after taking a fall down a hillside With the dangers we encountered on our voyage, I know
while too engrossed in my observations of an elusive beyond a doubt I made the right choice.
family of megalictis. A branch tore a deep gash into my
arm, and upon making it back to base camp, I inquired
for the village doctor.
The mingling scents of an earthy musk and lavender
enveloped me as I entered the office of Dr. Pom. Husks
of long-discarded unknown berries, brittle stems of
once-fragrant herbs, and strips of stained linen used for
poultices littered the floor. The bespectacled snout of
an elderly sand badger snuffled beneath a huge stack
of loose, tea-stained papers. In the space between
silence and snuffle, I could hear the sound of a quill
scratching against parchment.
Dr. Pom paused from her writing and absentmindedly
scratched her temple with the point of the quill, the ink
bleeding onto her fur. Oblivious, she turned in her chair
to greet me, paws facing up. I was unsure if the stains
adorning them were from ink, herbs, or both.
“How might I be of service?” she said, her voice
barely above a whisper. As I slowly peeled back the linen
bandage of my field-dressed injury, the doctor winced.
“Oh my, sorry; nasty wound, that,” she said as she
leaned forward and adjusted the directional lamp on her
shoulder. As she took a closer look, she continued to
apologize every time she noticed my flinches of pain.
“I think I have just the thing...” she muttered to herself
as she turned my arm to and fro. Dr. Pom shuffled off
the chair and started rapidly picking through various
materials and substances from around the room. With
each new item, her chattiness increased tenfold.
She uncorked the stopper of a vial of a particularly
thick, viscous orange fluid. As she gingerly dabbed it
onto her paw, her brow furrowed.

12
they would fish for seals, threading water and wind to spear
their prey as others might wield iron and wood. By night,
they sang songs of celebration and worship to Erastil, god Foreword: My
of the sharpened teeth and shark’s fin. Quest for the
It was, by all accounts, a joyous childhood, until the Wardens
day of the terrible storm. Lythea had been sleeping when
the storm hit; when she awoke, she found herself alone The Zoetrope
and adrift amongst the deepest waters. Thankfully, she and its Crew
was able to flag a nearby ship—a small, exploratory The Zoetrope
vessel by the name of the Horizon Seeker, with a crew New
of navigators and mapmakers eager to share their trade. Ancestries
From there, Lythea learned how to chart the stars, read Meet the Crew
the winds, and work every sort of vessel under the Athamaru
sun, all in the hopes of one day finding her way home. Ancestry
I asked her how long she intended to search; “so long Awakened
as there are stars in the sky” was her reply. Though we Animal
adventured well together, and I could not have asked for Ancestry
a finer navigator, I truly hope that Lythea might one day Centaur
be reunited with her family. Until then, I remain glad we Ancestry
Lythea were lucky enough to lean upon her wisdom, guiding us Merfolk
The Navigator to each new dawn. Ancestry
“Thirty-six degrees north... or was that thirty-seven? Minotaur
No, the kestrels are gathering around that cloudbank, so Ancestry
that would have to be thirty-six.” Surki Ancestry
I remember many such proclamations from whenever
Techniques and
Lythea read the skies and stars to guide us to our next
Tricks
destination, allowing her tail fins to dangle over the edge
of the prow. She would draw not only the lands beneath Services and
us, but the patterns of the winds and waves. At first, I Supplies
dismissed this as an affectation or quirk she’d picked up Golarion’s
over the years, but as more and more expeditions were Menagerie
accompanied by minimal storms and smooth landings, I
The Wardens of
found myself appreciative (and a little awestruck) of her
the Wild
ability to read the currents in sky and sea.
It was there at the prow, I believe, that Lythea was Epilogue: A
most comfortable, basking in the elements as they blew Journey’s
around her. Alas, as is the nature of her people, she Conclusion
could not spend extended times upon the deck without Glossary & Index
the need to hydrate her scales. She employed the use of
a device she fondly called her “Little Sea,” a large tub
filled with water that was propelled by a combination of
attached wheels and her superior upper body strength.
It allowed her to spend more time among the crew and
share her hearty laughter with us.
While most of my memories of Lythea are warm ones,
I cannot pretend she didn’t have a slightly bluer side as
well. Sometimes I would find her up on the decks, not
taking notes or reading the winds but softly singing an
errant melody. I asked her once what she sang about. She
told me it was a song of homecoming and reunion—a
wish, in lyrical form. It was only much later in our
acquaintance that she told me of her youth, and how she
came to be aboard the Zoetrope.
She was born not as Lythea, but Ly’ki’kiai, a name that
flowed from her tongue gently. Her family lived a simple
existence in one of thousands of merfolk villages. By day,

13
The departure did not seem to dampen the young
centaur’s love for his people. When the skies were at their
clearest, I would sometimes catch him looking into the
distance toward his village, holding his quarterstaff and
studying one of the many small mementos he carried from
home. He could tell the origin story of each item, although
the tales changed slightly with each retelling. And so he
continued to collect small tokens and curios throughout
our voyage, each representing a memory ready to be
shared with the people of his village.
I don’t wish to give the impression that Telero is just
a dreamer. He makes friends easily, assuming the best
of everyone he encounters while preparing for anything
unexpected. His hasty words and hastier actions
occasionally got us into trouble not easily solved with a
quick apology and the flash of silver, though.
In the moments when he was at his most reckless, you
could see a fire burning in him—something urging him
to meet the challenge head-on. Telero still approaches
Telero everything as a challenge he must overcome. I hope one
The Scout day he recognizes he no longer has anything to prove.
I can’t help but smile every time I think about the
circumstances that led me to travel with this young
centaur. I would have welcomed him for his incredible
skill in spotting a trail alone, or for his gift with languages,
which allowed us to talk our way into many unexpected
circles. But neither of those is what won me over when I
met Telero.
I remember our first encounter, when he arrived
for our endeavor: Telero simply stood next to the ship
with all his gear, patiently awaiting acceptance. It was
obvious that he was resolute, so I took time to look at
him carefully. He was young, but I had heard he
was a reliable scout. He told me he was ready to
join the expedition and that he had cleared the
matter with his family, just so there would be
no delays. I sensed the eagerness in his voice,
camouflaged by a kind and genuine smile. I
made my decision then and there, for I could
tell immediately that his company would
be akin to a warm campfire at the end
of a long hike.
Only once we were too far for
a quick turnabout, Telero told us
that his sudden decision to leave his
community had, in fact, caused quite
a stir and branded us “disturbers of the
peace.” His mother was furious at his
refusal to live according to their ways (“on
the ground,” she apparently added emphatically), but
his father gave his support once he realized that his son
had made up his mind. The night before Telero joined us,
his father gifted him a quarterstaff made of a sturdy oak
branch and fitted with a spyglass and a peculiar compass.
“This way, you can always find your way home, where
you will always be welcome,” he had told Telero.

14
As I understand it, surkis collect magic prior to their
metamorphosis from adolescent to adult. It seems that,
on one occasion, Ten came across a disc of starch, Foreword: My
heavy with enchantment, that had washed into the Quest for the
Darklands via some underground stream. Its taste was Wardens
unlike anything they had ever experienced: the feeling of
diffuse heat upon their carapace, the scent of sugars and The Zoetrope
starches caramelizing, the whisper of falling ice crystals. and its Crew
To this day, their only clues are the woven, checkered The Zoetrope
cloth in which it was wrapped and the scrap of water- New
stained paper that accompanied it, which read “—and a Ancestries
few cookies for our little Magde. Love, Nana.” Meet the Crew
Not long afterward, Ten set out from the hive to find Athamaru
the source of that starch disc. They surfaced not far from Ancestry
the port of Senghor and, by dint of cheery enthusiasm Awakened
(and genuine skill!), managed to overcome the locals’ lack Animal
of familiarity with surkis to gain an apprenticeship with Ancestry
a shipwright. It was with some trepidation that I hired Centaur
the youth, but despite the ominous sounds and occasional Ancestry
Whose Antenna Is explosions emanating from our engine room, the Zoetrope Merfolk

Askew (“Ten”) handled much more nimbly under Ten’s care. Ancestry
Minotaur
The Mechanic Ancestry
I admit, I always worried a bit for our mechanic. Surki Ancestry
Not in the physical sense, certainly—Whose Antenna
Techniques and
Is Askew (or Ten, as they preferred to be called on the
Tricks
surface) is capable and eager to please. Nevertheless,
there is, on occasion, an air of disaster around them, Services and
which always came out most clearly in the stories Supplies
they told of growing up in a hive somewhere far Golarion’s
beneath Varisia. One such story recounted how, Menagerie
back when Ten was still an enthusiastic larva on
The Wardens of
their generation dig, they’d had a brilliant idea for a spell
the Wild
engine powered by a particular variety of quartz. During
their search for the crystal, however, they got turned Epilogue: A
around and mistook the murmur of a subterranean river Journey’s
for the whispering susurrus of their fellow hatchery Conclusion
mates. The result was a swift and sudden deluge that left Glossary & Index
scores of tunnels flooded and unusable until drained by
the senior artisans of the community.
On another occasion, Ten told me how they found
a glorious amethyst geode—the sort of prize that any
young larva would be proud of—and made to present
it to Whose Voice Echoes, an older hatchery mate with
whom they were infatuated. Somehow, in the process
of the delivery, Ten tripped, catapulting the geode (at
considerable speed) at their crush’s head. Thankfully,
Whose Voice Echoes had keener reflexes than the
little larva.
I never got the sense that Ten’s hive was unkind
to them, but I suspect their decision to leave home
was met with mandible-wiggles of relief. I did ask
Ten, once, what brought them to the surface. They
went quiet at the question—unlike their usual, chirpy
demeanor—then told me that it was connected to their
metamorphosis.

15
ATHAMARU
Athamarus are fish-like humanoids who form tight-knit You Might...
undersea communities. In small settlements, they engage • Value your community above most everything else.
in the subsistence farming of seaweed, train eels to serve • Approach strangers with warm curiosity.
as mounts, and create elaborate works of coral art. Their
interactions with other aquatic ancestries are strained, Others Probably...
as athamarus have suffered mistreatment at their hands. • Assume you’re well versed in underwater survival.
However, they remain curious about potential connections • Believe you’re to blame for foul smells.
and what new opportunities may offer.
Athamarus define themselves by their connections to Physical Description
the world around them. They live in communal settings Athamarus have a distinctive appearance that resembles
among coral reefs and aquatic companion creatures that fish. Their brightly colored skin often matches the reefs
encourage large families and friend groups. Athamaru where they build their communities. Frills, barbels, and
settlements established near river or sea trade routes crested fins add to their flamboyant appearance. The
usually maintain strong relationships with the sailors sheer variety of crest shapes, scale patterns, and fin styles
who regularly pass by, exchanging coral jewelry or make individuals distinct, even as communities share
information about nearby sea routes for surface features. These similarities are often environmentally
goods, especially root foods like tubers, yams, and advantageous, such as scales that allow them to blend
other vegetables, which they see as delicacies. into seaweed or longer toes in areas with stony seabeds.
If you want to play a character who values community Outsiders often note that athamarus have a distinctive
and survives the sea through effort alone, you should smell, which comes from pheromones, used for both
play an athamaru. communication and defense. While the level of control
varies, all athamarus can communicate basic emotions
chemically, and individual settlements have unique
variations to their pheromones that serve as a community
fingerprint. Masters of pheromonal expression can
communicate complex philosophical concepts purely
chemically, occupying a role similar to master singers in
other communities.
Athamarus value natural adornments
that blur the lines between body
modifications and jewelry. In areas where
coral grows, tending reefs and their symbiotic
species are highly valued tasks. Some fashion still-living
specimens into earrings or cuffs, then gently guide the
coral as it continues to grow. These pieces often stay
in circulation for generations and are valued as living
community history. Other uses of coral include
integrating pieces in with the wearer’s body in symbiosis,
the coral providing nutrients and the athamaru ensuring
access to sunlight and quality water.

Society
The largest population of athamarus lives in the
underwater nation of Xidao in Tian Xia. There, smaller
city-states follow their own government and leaders,
though they have vowed to protect one another from
the terrors of the deep should the need arise. The largest
city-state, Yashabaru, has no direct control over the
other settlements, but its leader serves as a figurehead
for the region. Outside of Xidao, communities are more
isolated and independent, though population centers
include the Shackles, a reclusive settlement near Sedeq,
and the large gulfs of Arcadia.

16
The smallest individual athamaru settlements might have only a dozen RARITY
members, while the largest house hundreds. Athamaru communities Uncommon
connect with other aquatic inhabitants to build strong bonds that Foreword: My
improve the quality of life for everyone involved. Animals are integrated HIT POINTS Quest for the
into their communities as partners, particularly the domesticated 8 Wardens
eels that athamarus use as steeds. The eels generally roam freely,
and athamarus train mounts from newly hatched elvers they raise. SIZE The Zoetrope
Each community consists of genetically related athamarus, typically all Medium and its Crew
born from a single parent. In most settlements, the parent is known as the The Zoetrope
matriarch and serves as the leader. When this parent nears the end of their SPEED New
life or otherwise stops laying eggs, several athamarus in the community 20 feet Ancestries
choose to undergo certain physical changes, including an increase in size, to Swim 25 feet Meet the Crew
announce their intention to become the next matriarch. The decision to be Athamaru
considered a matriarch isn’t taken lightly, as the eventual leadership role is ATTRIBUTE BOOSTS Ancestry
responsible for the community’s survival and continuation. Each community Strength Awakened
selects their next matriarch from these “hopefuls” in their own way. Such Wisdom Animal
traditions include democratic elections, trials of knowledge, and contests of Free Ancestry
physicality involving deep diving or riding untamed wildlife. In Xidao, city- Centaur
state matriarch candidates must present themselves to the High Matriarch ATTRIBUTE FLAW Ancestry
and their council to be judged worthy of completing the transformation. Intelligence Merfolk
Sometimes young adults split off to create new communities, especially if Ancestry
resources become scarce or internal conflict escalates. If a group struggles LANGUAGES Minotaur
as they establish a community, their former settlement often agrees to take Common Ancestry
them back if they agree to respect the extant leadership. Thalassic Surki Ancestry
Other groups have mistreated athamarus in the past, so their communities Additional languages equal to your
Techniques and
maintain strong internal bonds. Athamarus consider it less risky to deal with Intelligence modifier (if positive).
Tricks
each other first. While the most common activities between them are trade, Choose from Alghollthu, Azlanti, Fey,
communities also share information. Warnings about danger flow quickly. Tien, and any other languages to which Services and
Safe opportunities are also shared, such as trustworthy land-dwellers and you have access (such as the languages Supplies
open markets. Such trust with outsiders, however, is easily lost and hard to prevalent in your region). Golarion’s
regain. Most athamarus would rather flee—sometimes even uprooting an Menagerie
entire community—than risk open hostilities. TRAITS The Wardens of
Athamaru names typically consist of three syllables. The first syllable is Amphibious
the Wild
shared by all members of a generation, and the last two syllables identify Athamaru
an individual. When traveling outside their communities, they introduce Humanoid Epilogue: A
themselves by their community name first. Some communities, particularly Journey’s
those in Xidao, break this convention, but those names still maintain a flow LOW-LIGHT VISION Conclusion
and identify athamarus hatched in the same year. You can see in dim light as though it Glossary & Index
Sample Names: Aussandor, Cayiel, Corlena, Mithae, Onteac, Paquotal were bright light, so you ignore the
concealed condition due to dim light.
Beliefs
Due to their community-minded nature, athamarus tend to favor beliefs
and philosophies that focus on connection and aiding others. They are also
aware that they sometimes require protection from the dangers of the sea, so
some athamarus take on the roles of staunch guardians or religious figures
who plead for intercession from sympathetic gods. Worship within a single
community tends to favor one deity, with multiple temples being rare. In the
Inner Sea, athamaru settlements typically revere the nature god Gozreh to
strengthen their bonds with their surroundings or Erastil for guidance on
forming healthy communities. In Tian Xia, the Duke of Thunder Hei Feng’s
favor is sought as athamarus navigate fickle seasons and politics, while those
athamarus who guard the seas against horrors from the deep pray to the
triad war gods Srikalis, Sritaming, and Sribaril for unwavering strength.
Popular Edicts seek out new experiences away from your place of birth, lead your
community to a better future
Popular Anathema betray your community or otherwise knowingly do it harm

17
Athamaru Heritages Hopeful Athamaru
Athamaru adaptations developed over centuries of You have begun to prepare yourself to become an
underwater living while facing attacks from dangerous athamaru matriarch, and are likely stepping outside of
predators. Choose one of the following athamaru your community to better prepare yourself as a leader.
heritages at 1st level. As part of the physical change, you are substantially
taller than you once were. Instead of Medium, your
Coral Athamaru size is Large (see page 9 for rules for Large player
Coral covers patches of your body, which provides a characters). In addition, you instill your allies with a
natural layer of defense. Coral athamarus often choose feeling of hopefulness. You have a 10-foot aura that
Coral Symbiotes and other related ancestry feats. The grants any ally in it a +1 circumstance bonus to saving
coral plates are medium armor in the plate armor throws against fear; this is an emotion and mental effect.
group that grant a +4 item bonus to AC, a Dex cap of
+1, a check penalty of –2, a Speed penalty of –5 feet, a Kaleidoscopic Athamaru
Strength value of 16, and have the aquadynamic (page Your scales are a spectrum of color that shimmers in
216) and comfort traits. You can never wear other the light. In areas of bright light or dim light, you gain a
armor or remove the coral. You can etch armor runes +1 circumstance bonus to Performance checks. You also
onto the coral. gain the Dazzle Seeker reaction.
Dazzle Seeker [reaction] (misfortune) Trigger A creature attempts a
flat check to target you due to you being concealed from it;
Effect You flash your bright scales in the creature’s eyes,
making it hard for them to pinpoint your exact location.
The creature must roll the flat check twice and take the
worse result.

Quilled Athamaru
Sharp quills on your head can pierce your foes deeply.
Most athamarus use such quills for defense, but a well-
timed headbash can be devastatingly effective. You gain
a quills melee unarmed attack that deals 1d6 piercing
damage. Your quills are in the brawling group and have
the agile, finesse, and unarmed traits.

Ancestry Feats
At 1st level, you gain one ancestry feat, and
you gain an additional ancestry feat every 4
levels thereafter (at 5th, 9th, 13th, and 17th
levels). As an athamaru, you select from among
the following ancestry feats.

1ST LEVEL
ATHAMARU LORE FEAT 1
ATHAMARU
You’ve immersed yourself in community learning, particularly
around navigating the waters and tending to animals. You gain
the trained proficiency rank in Athletics and Nature. If you
automatically become trained in one of those skills (from your
background or class, for example), you instead become trained
in a skill of your choice.
You also gain the Additional Lore general feat for
Athamaru Lore.

ATHAMARU WEAPON FAMILIARITY FEAT 1


ATHAMARU
You wield weapons designed to work underwater with ease.
You have familiarity with weapons with the athamaru trait

18
and with crossbows, heavy crossbows, longspears, spears, ATHAMARU METAMORPHOSIS
and tridents—for the purposes of proficiency, you treat any of Any adult athamaru can undergo a metamorphosis to
these that are martial weapons as simple weapons. become larger. This typically happens when they intend Foreword: My
At 5th level, whenever you get a critical hit with one of to become a matriarch. The process doesn’t innately Quest for the
these weapons, you get its critical specialization effect. change an athamaru’s understanding of their gender, but Wardens
is viewed rather as a new stage in their life. Athamarus
COMMUNITY-MINDED FEAT 1 can metamorphose without their community needing a The Zoetrope
new matriarch. This most commonly occurs when they and its Crew
ATHAMARU
You are familiar with all the members of your community and intend to leave and form a new community. When a The Zoetrope
their typical movements, and you have learned how to apply matriarch abdicates, they often slowly transition back New
these patterns outside those circles. You gain a +1 circumstance from their larger form, though they will always be taller Ancestries
bonus to your Perception DC against someone attempting to Lie than the average athamaru and typically command some Meet the Crew
to you and to Perception checks to Sense Motive or to detect a additional respect even after their role as matriarch is a Athamaru
creature trying to Impersonate someone they are not. thing of the past. Ancestry
Awakened
CORAL SYMBIOTES FEAT 1 Animal
ATHAMARU OCEAN WARINESS FEAT 1 Ancestry
You’ve tended to your coral jewelry so well that you have formed ATHAMARU Centaur
a symbiotic relationship with it. The powerful filtration properties Stories about those who have mistreated your people in the Ancestry
of this coral protect you from impurities. You gain a +1 status past (particularly stories about alghollthu mind control) left Merfolk
bonus to saving throws against poisons, and your flat check you untrusting of those outside your community. You gain a Ancestry
to remove persistent poison damage is DC 10 instead of DC 15, +1 circumstance bonus to your defenses against Deception, Minotaur
which is reduced to DC 5 if another creature uses a particularly Diplomacy, Intimidation, and Performance checks. Ancestry
appropriate action to help. You must submerge yourself Surki Ancestry
in water once every 24 hours to hydrate your coral PHEROMONAL MESSAGE [one-action] FEAT 1 Techniques and
or you lose the bonuses granted by the symbiotes. ATHAMARU OLFACTORY
Tricks
Your communicative pheromones are
ELVER PET FEAT 1 particularly well developed from years of Services and
ATHAMARU living with other athamarus. You send a Supplies
Athamarus have bonded with eels more brief message to one ally within 60 feet, Golarion’s
closely than any other fish. You have or 120 feet in water. No other creature can Menagerie
formed a strong connection with a young understand the message. The message must
The Wardens of
eel that serves as your pet. Typically, be short and simple, and can’t convey ideas that
the Wild
these eels are tended until they grow large ELVER PET would require complex or novel wording if spoken,
enough to serve as a mount. You gain the Pet such a creature’s name or proper nouns. Epilogue: A
general feat. Instead of the normal choice of pet abilities, Journey’s
your eel has aquatic, fast movement, and the damage 5TH LEVEL Conclusion
avoidance familiar ability (Pathfinder Player Core 212) for Glossary & Index
Reflex saves. The aquatic ability means it gains the aquatic CORAL GROWTH FEAT 5
trait, breathes water instead of air, and has a swim Speed ATHAMARU
instead of a land Speed. Prerequisites Coral Symbiotes
When you aren’t in an aquatic environment, you can easily The difference between yourself and your coral symbiotes
carry your pet eel around in a small water-filled globe that has is nearly impossible to tell apart as your bodies are so
light Bulk. intertwined. When you are underwater, you no longer need
to eat or drink, as your coral symbiotes provide you with
EMIT DEFENSIVE ODOR [one-action] FEAT 1 sufficient nutrition. While you are on land, your body provides
ATHAMARU INHALED POISON your coral symbiotes with sufficient hydration. You no longer
Frequency once per day need to submerge yourself in water every 24 hours.
While athamarus’ natural pheromones are typically used
for communication, you have developed yours into a GROWING EEL FRIEND FEAT 5
defense mechanism to ward off foes. You emit a thick ATHAMARU
spray of defensive pheromones at an adjacent creature, Prerequisites Elver Pet
who takes 2d6 poison damage with a basic Fortitude save Your eel pet grows larger and stronger. Your eel pet’s size
against your class DC. changes to Small, and the eel gains the scent and tough
At 3rd level and every 2 levels thereafter, the damage pet abilities. However, it becomes too large to carry in a
increases by 1d6. water-filled globe.

19
NOXIOUS ODOR FEAT 5 9TH LEVEL
ATHAMARU POISON
Prerequisites Emit Defensive Odor CORAL DETOXIFICATION [two-actions] FEAT 9
You have developed your skill with your defensive pheromones ATHAMARU
and have concentrated them into a noxious form. A creature Prerequisites Coral Symbiotes
that fails its save against your Emit Defensive Odor action also Frequency once per hour
becomes sickened 1 (or sickened 2 on a critical failure). The coral colony that you’ve tended has merged with your
kidneys to add an additional layer of filtration. Attempt a
RIPTIDE MOUNT [one-action] FEAT 5 saving throw against a single poison affecting you with a +2
ATHAMARU circumstance bonus.
Requirements You are underwater and adjacent to a creature
that is at least one size larger than you, has a swim Speed, EMISSARY ASSISTANCE FEAT 9
and is willing to be your mount. ATHAMARU
After working with aquatic beasts of burden for years, you As an emissary, you have assisted land-bound creatures in
have learned how to easily mount and dismount them. You journeying underwater to visit your settlements. You gain feet
Mount the creature and Command an Animal to issue it an to fins and water breathing as 3rd-rank primal innate spells.
order of your choice. You can cast each of these spells once per day.

SKILLED SWIMMER FEAT 5 MORAY EEL MOUNT FEAT 9


ATHAMARU ATHAMARU
You move through the water with ease, mastering your You have either trained a giant moray eel since its hatching or
movements with years of practice. When in an aquatic have tamed one in the wild. You gain the Bonded Animal skill
environment, you ignore difficult terrain. In addition, swimming feat, even if you don’t meet the prerequisites, to bond with a
up or down isn’t difficult terrain for you. giant moray eel. When you Command this Animal while you
are mounted on it to take a move action, you automatically
succeed instead of needing to attempt a check.
Special If you have the Elver Pet or Growing Eel Friend ancestry
feats, you can choose to have that pet become your bonded
animal. You don’t need to spend 7 days of downtime to bond
with the eel, and you automatically succeed at the Nature
check. You can then retrain those feats.

PERSISTENT ODOR FEAT 9


ATHAMARU
Prerequisites Emit Defensive Odor
Your pheromones now linger on creatures. When
a target fails its save against your Emit Defensive
Odor ability, they also take 1d6 persistent poison
damage. The damage increases to 2d6 at 13th
level and 3d6 at 17th level.

13TH LEVEL
ATTUNED ELECTRORECEPTORS FEAT 13
ATHAMARU
You grow specialized organs that allow you to detect
even the faintest of heartbeats. You can sense living creatures
and any creature with the electricity trait as an imprecise
sense with a range of 20 feet. This range doubles while you are
underwater, though only in the body of water you’re in.

CORAL RESERVE [one-action] FEAT 13


ATHAMARU
Prerequisites Coral Symbiotes
Frequency once per day
Requirements You are enfeebled or fatigued.

20
Your coral symbiotes provide a store of energy that you ATHAMARU ADVENTURERS
can call upon when needed. You suppress your enfeebled or Athamarus are strongly motivated by community, and
fatigued condition. (If you’re affected by both, choose one most who choose to leave their community to adventure Foreword: My
to suppress.) After 1 minute, the condition returns with any have a good reason why. Many begin adventuring to Quest for the
remaining duration it had when you suppressed it. protect their community or solve a particular problem, Wardens
while others are thrust out into the wider world
RAPID PHEROMONE RECOVERY FEAT 13 after a tragedy. The animal whisperer, emissary, and The Zoetrope
sailor backgrounds complement athamarus well. Eel- and its Crew
ATHAMARU
Prerequisites Emit Defensive Odor mounted champions or rangers often serve as athamaru The Zoetrope
Your supply of pheromones replenish very quickly. You can community protectors, and those who want to connect New
Emit Defensive Odor once per hour, rather than once per day. with others train as bards. Though athamaru spellcasters Ancestries
are typically rare, some use their strong relationship to Meet the Crew
SWIFT EEL MOUNT FEAT 13 the natural world to become druids. Athamaru
ATHAMARU Ancestry
Your rapport with your eel lets you guide it to avoid dangers Awakened
as it swims. While you’re mounted on an eel, that eel ignores Animal
difficult terrain while Swimming and gets a +2 circumstance Ancestry
bonus to all defenses against reactions triggered by Centaur
its movement. Ancestry
Merfolk
17TH LEVEL Ancestry
Minotaur
CORAL LIFELINE FEAT 17 Ancestry
ATHAMARU HEALING Surki Ancestry
Prerequisites Coral Symbiotes
Techniques and
Frequency once per day
Tricks
Your coral symbiotes have grown into your bloodstream and
are now curled around your heart. When you Services and
would die, the coral in your body releases a burst Supplies
of healing energy. This prevents you from dying Golarion’s
and restores 4d8 Hit Points. Once this ability is Menagerie
used, the coral fades to a dull gray and gives you no benefits
The Wardens of
until you complete your next daily preparations.
the Wild

MORAY AMBUSH [reaction] FEAT 17 Epilogue: A


ATHAMARU
Journey’s
Trigger You are hidden and a creature who hasn’t Conclusion
detected you passes within 20 feet of you. Glossary & Index
Like the moray eels athamaru communities
raise and train, you know how to quickly
strike from hiding. Stride or Swim directly
toward the triggering creature and make
a melee Strike against it. The target
creature is off-guard to this attack.
Special If you’re mounted on an eel, you can
have the eel move instead of yourself.

OFFENSIVE ODOR FEAT 17


ATHAMARU
Prerequisites Emit Defensive Odor
You’ve mastered your defensive pheromones and have nearly
complete control over them. When you Emit Defensive
Odor, you can either choose to increase the damage dealt
to a single target by changing the damage dice to d8s, or
leave the damage unchanged but spray your pheromones in
a 15-foot cone.

21
AWAKENED ANIMAL
You once enjoyed the simple and boundless pleasures giving them full intelligence and the ability to perceive
of nature with an innocent, uncluttered mind. You lived the world through a lens of thought. There are many
from moment to moment, never questioning what comes mysterious ways for animals to awaken, but the most
next or pondering the ramifications of what happened well-known path is through the ritual awaken animal
before. You were at one with the wild. Then came (Player Core 390).
the event that changed everything. You drank from a Every animal takes the process of awakening
glowing lake, someone pulled a magical prank, a druid differently. For some, the opening of their mind is
sought to elevate your mind. You were pulled out of the electric, allowing them to perceive and ponder the
present moment of the wild and into a land of thought. world like never before. Others are overwhelmed by
For the first time, you realized you had a past. For emotions and thoughts that they didn’t ask for and
the first time, you started to think about your future. weren’t ready to hold. Most people who would awaken
Now you experience the world in a whole new way. You an animal assume that the animal they awaken will
become aware of dangers that never occurred to you be full of wonder and gratitude and aren’t prepared
before, but there are pleasures and wonders aplenty in for the wide variety of responses they receive: shock,
this new world, too. That’s a good thing, because there’s sadness, euphoria, curiosity, and anger are common
no going back to how things were. (but not the only ones).
Awakened animals were normal animals that No matter how an awakened animal reacts, they
underwent an experience that awakened their minds, still must find their way in the world. Some awakened
animals try to go back to their lives but almost always
find themselves disconnected from their unawakened
peers. Others embrace the civilized world entirely, doing
their best to navigate a world built for humanoids.
Over time, awakened animals find themselves moving
between both the civilized world and the wild, for each
holds only a part of what they need from life.
If you want to play a character who is extremely
outside the norm and crosses between the civilized and
natural worlds, you should play an awakened animal.

You might…
• Negotiate between humanoid societies and creatures
of the wilderness.
• Oscillate between rumination and acting with
wild aggression.

Others probably…
• Think you are a beast who is easily provoked.
• Want to study you as an oddity without respect for
your agency or comfort.

Physical Description
Awakened animals are very similar in appearance to
the animals they once were. From a glance, it is difficult
for humanoids to tell an awakened animal apart
from others of its species. On closer inspection, most
humanoids notice something different about the eyes
and movements of an awakened animal. The awakened
animal carries themself in a way that is self-aware, and
even those who don’t know that the animal is awakened
feel that difference. Often awakened animals take on
the practice of wearing clothing and other adornments,
and using tools, which truly make their awakened
nature obvious.

22
Animals recognize awakened animals instantly and react with trepidation RARITY
at first. If welcomed, eventually the animal will settle and approach the Rare
awakened animal. It takes a long time for an animal to be truly comfortable Foreword: My
around its awakened brethren, but over time it can happen. HIT POINTS Quest for the
Traumatic awakenings sometimes create stunning visual differences in an Your ancestry Hit Points depend on Wardens
awakened animal. There are tales of awakened bears with flame-red fur and the size you choose (see below): 6 HP
birds with ghostly feathers. if you’re Tiny or Small, 8 HP if you’re The Zoetrope
Medium, or 10 HP if you’re Large. and its Crew
Society The Zoetrope
Awakened animals are rare enough and separate enough that few find SIZE New
themselves traveling together, let alone making their own societies. Awakened Choose the size appropriate to your Ancestries
animals often settle into the societies that are close by, integrating in disguise animal: Tiny, Small, Medium, or Large Meet the Crew
as a “typical” animal or overtly as craftspeople and laborers. While an Athamaru
awakened animal may decide that humanoid society is not for them, those SPEED Ancestry
that stay do not find much trouble in adapting. Most places in Golarion have Determined by your heritage Awakened
seen enough that people get over their initial shock at seeing a talking house Animal
cat or songbird quickly. ATTRIBUTE BOOSTS Ancestry
Awakened animals who have turned their back on “civilized” life tend to Constitution Centaur
create animal societies that they are the natural rulers and leaders of. They Wisdom Ancestry
use their intelligence to create order and structure that animals of their type Free Merfolk
wouldn’t otherwise be able to do. There are tales in Ustalav of large wolf Ancestry
packs made of several combined packs led by an awakened wolf. The pack ATTRIBUTE FLAW Minotaur
roams the countryside, protecting villages from incursions of undead. In Intelligence Ancestry
Isger, merchants tell tales of bears who attack caravans, but do only enough Surki Ancestry
damage to steal the goods before leaving. LANGUAGES Techniques and
There are also rumors of a city full of awakened animals in Iobaria named Common
Tricks
Roam. Most awakened animals hear about it at some point in their lives. Additional languages equal to your
Some think of it as a fanciful dream, but many do attempt to find it. Roam Intelligence modifier (if it’s positive). Services and
is said to be the true home of all awakened animals, a place where their Choose from the list of common Supplies
intellect and wild spirits are equally welcome. languages and any other languages to Golarion’s
Animals use their senses to identify others instead of names, so their which you have access (such as the Menagerie
relationship with naming tends to reflect that. They might give friends languages prevalent in your region).
The Wardens of
nicknames that correspond to vivid feelings and sensory information. They
the Wild
often do this for themselves as well, only straying from these conventions if TRAITS
they are using a name they were given as a pet or companion or if they are Awakened animal Epilogue: A
trying to follow the conventions of the society around them. Sometimes they Beast Journey’s
blend their instinctual approach with a more conventional name to create Conclusion
something bombastic and proud. AWAKENED FORM Glossary & Index
Sample Names: Redfur, Snarling Eye, King Halfhorn, Blacknose, Awakening altered your form, enabling
Jewelmouth, Queen Scale, Yellowbeak, Bigclaw, Grinning Maw, Scowl you to speak verbally and stand on
two legs. You can wear, hold, wield,
Beliefs and use items. Which limbs you use
Awakened animals tend to see the world through a lens of natural order. Those to manipulate items and how many
who are unsettled by humans or have been traumatized by them typically are determined by you and your GM,
live within nature, while those driven by curiosity or structure seek to find a but for the rules you function like a
place in the more ordered and rule-bound nature of humanoid society. humanoid with two hands.
There is no uniform religion among awakened animals, but it is
unsurprising that gods with domains in the natural world, like Gozreh, AWAKENED MIND
are popular. There are small groups of awakened animals who worship Awakening altered your mind. You
destructive gods such as Lamashtu and Rovagug. Those who were awakened are no longer an animal, but you can
by a companion might adopt that companion’s outlook, and possibly adopt still ask questions of, receive answers
that companion’s religion as well. from, and use the Diplomacy skill with
Popular Edicts explore your newfound sentience, enjoy the creature comforts of animals of your kind. By remembering
humanoid civilization; often other edicts related to your animal side, such as “keep your instincts, you can allow yourself
the pack together” for a canine or “always wash your food” for a raccoon to be affected by spells and other
Popular Anathema revert to purely animalistic behaviors effects as though you were an animal.

23
CHOOSING AN ANIMAL automatic process is now one that you must apply some
The best forms to choose for the awakened animal thought to until it becomes automatic once again. You
ancestry have limbs of some sort that can be modified. can still slow your descent, so you take no damage from
Even fins can be modified in awakened form. Limbless falling, regardless of the distance you fall. Most flying
creatures like snakes might need extra accommodations awakened animals choose the Take Flight ancestry feat
to work. When talking with your GM about playing an at 1st level to regain a limited ability to fly.
awakened animal, talk about the specific type of animal You have a land Speed of 20 feet and one animal
so you can determine what’s a reasonable choice for the attack of your choice (typically beak, claw, jaws, talon,
tone of the game. or wing; see the sidebar).
Many animals have giant-sized versions of themselves
in the game, and you can take advantage of that fact to Running Animal
make an animal of any size that you prefer—you can have You are an animal meant for running at great speeds
awakened giant dogs or awakened giant bees if you want! across land. Typically, you run on all fours like a dog,
While obvious choices are avians, mammals, and reptiles, cheetah, or an iguana, but you could also use two legs like
the ancestry is built to be versatile enough to represent a kangaroo, emu, or penguin.
many kinds of insects and aquatic animals as well. You have a land Speed of 30 feet and one animal attack
When deciding what heritages and feats to take that of your choice (typically claw, jaws, or tail; see the sidebar).
represent your animal, start with their primary movement
ability, choose the heritage that matches it most closely, Swimming Animal
and build from there. Ancestry feats offer many ways to You are an aquatic animal who is most comfortable in the
refine your awakened animal concept, so the heritage water. You may spend much of your time in the water like
doesn’t need to provide everything! an alligator, seal, whale, or dolphin, or you may require
the water to breathe like a fish or some crustaceans.
You have one animal attack of your choice (typically
Awakened Animal Heritages claw, jaws, or tail; see the sidebar). Choose if you are
Animals come in a wide variety of body shapes with aquatic or water-dwelling.
their own capabilities. Choose one of the following • Aquatic: You gain the aquatic trait and you have a
awakened animal heritages at 1st level. swim Speed of 30 feet. The aquatic trait means you
If you are an awakened animal with a versatile breathe water but not air, and your bludgeoning and
heritage, you still select one awakened slashing unarmed Strikes don’t take the
animal heritage to inform your character’s usual –2 penalty for being underwater.
story and cosmetic form, but you do not • Water-dwelling: You can hold your
gain any of its mechanical effects, though breath underwater for 10 minutes
you have a land Speed of 20 feet unless before needing air. You have a swim
you choose to be aquatic, Speed of 20 feet, and if you can
in which case you have a move on land, you have base
swim Speed of 20 feet. You Speed of 20 feet.
can take the Late Awakener feat
to gain the rest of your heritage’s Ancestry Feats
effects and qualify for feats that At 1st level, you gain one ancestry feat, and you gain an
require a specific awakened animal heritage. additional ancestry feat for every 4 levels thereafter (at
5th, 9th, 13th, and 17th level). As an awakened animal,
Climbing Animal you select from among the following ancestry feats.
You are an animal whose limbs are adapted to grab,
climb, and brachiate. You might be dexterous and ready 1ST LEVEL
to use tools like a chimpanzee or otter, or you may
simply be a quick climber like a bear, raccoon, or sloth. AWAKENED ANIMAL LORE FEAT 1
You have a land Speed of 20 feet, a climb Speed of AWAKENED ANIMAL
20 feet, and one animal attack of your choice (typically You have taken the time to learn about the process of
claw, fist, or jaws; see the sidebar). awakening and the experiences of your fellow awakened
animals. You gain the trained proficiency rank in Arcana
Flying Animal and Nature. If you would automatically become trained in
You are an animal that can take flight for long or sustained one of those skills, you instead become trained in a skill of
bursts, such as an eagle, bat, bee, or flying squirrel. your choice.
The awakening process has disrupted your ability You also gain the Additional Lore general feat for Awakened
to fly as freely as you once did. What used to be an Animal Lore.

24
AWAKENED MAGIC FEAT 1 SURPRISING FOR A MOMENT
AWAKENED ANIMAL While in the real world a talking bear in armor is a
When you awakened, primal magic was released within you. sustained spectacle, in Golarion people are exposed to Foreword: My
Choose one cantrip from the primal spell list. You can cast this the fantastical regularly. When GMing for an awakened Quest for the
spell as an primal innate spell at will. A cantrip is heightened animal, it’s fine to let people be surprised by encountering Wardens
to a spell rank equal to half your level rounded up. an awakened animal—they’re rare! But allow your NPCs
to adjust rapidly so it doesn’t become a burden or tax for The Zoetrope
FASCINATED BY SOCIETY FEAT 1 the player of the awakened animal. and its Crew
AWAKENED ANIMAL The Zoetrope
Just as some humanoids find themselves driven to study New
nature, you are obsessed with the artificial constructs of TAKE FLIGHT [one-action] FEAT 1 Ancestries
society and can’t get enough. You are trained in Society. If you AWAKENED ANIMAL Meet the Crew
would automatically become trained in Society, you instead Prerequisites flying animal heritage Athamaru
become trained in a skill of your choice. Frequency once per round Ancestry
As a newcomer, sometimes your understanding is a bit Though it’s not fully effective, much of your ability to fly has Awakened
off target. When you fail, but don’t critically fail, a Society stayed with you. You Fly. If you don’t normally have a fly Animal
check to Recall Knowledge or Decipher Writing, you learn the Speed, you gain a fly Speed of 15 feet for this movement. If you Ancestry
correct information (as you would on a success) and erroneous aren’t on solid ground at the end of this movement, you fall. Centaur
information (as you would on a critical failure). You don’t have Ancestry
any way to differentiate which is which. Merfolk
Ancestry
LAND LEGS FEAT 1 Minotaur
AWAKENED ANIMAL Ancestry
Prerequisites swimming animal heritage, aquatic Surki Ancestry
You are comfortable on land for a short time. You gain a land
Techniques and
Speed of 20 and can breathe air for 10 minutes.
Tricks

LEARN BY WATCHING FEAT 1 Services and


AWAKENED ANIMAL
Supplies
Before your awakening, you watched humanoids performing Golarion’s
some skill near you frequently. You didn’t know it at the time, Menagerie
but your curiosity led to you picking up the skill. You become
The Wardens of
trained in your choice of Crafting, Medicine, or Performance.
the Wild
In addition, when you Follow the Expert in exploration mode,
you add 2 + your level as your proficiency bonus if you’re Epilogue: A
untrained instead of adding your level alone. Journey’s
Conclusion
NATURAL SENSES FEAT 1 Glossary & Index
AWAKENED ANIMAL
You have retained your sharp animal senses even after
awakening. Choose one of the following senses appropriate
to your kind of animal: darkvision, echolocation 10 feet,
low-light vision, scent (imprecise) 30 feet, or tremorsense
(imprecise) 30 feet. (Echolocation allows you to use hearing
as a precise sense at the listed range.) If your animal kind
doesn’t typically have a specific type of sense, you can’t gain
that sense with this feat.
Special You can take this feat multiple times, choosing a
different sense each time.

SEA LEGS FEAT 1


AWAKENED ANIMAL
Prerequisites You don’t have a swim Speed.
You are comfortable on the water for short bursts. You gain
a swim Speed of 10 feet and can breathe underwater for
5 minutes.

25
TOOTH AND CLAW FEAT 1 LATE AWAKENER FEAT 5
AWAKENED ANIMAL AWAKENED ANIMAL
You’ve become adept with your born weapons. Choose a second Prerequisites You have a versatile heritage.
animal attack appropriate to your animal type and heritage. Whether due to a more gradual process or your animal and
sapient sides being especially in conflict, your awakening was
YOU’RE SO CUTE! FEAT 1 a little slower than most, but your eyes are now fully open
AWAKENED ANIMAL and your abilities have returned. You gain all the mechanical
You know how to put on the charm, doing playful tricks to win benefits of the awakened animal heritage you selected at 1st
favor. You are trained in Performance and gain the Impressive level, allowing you to take feats and gain any benefits that
Performance feat. When performing for humanoids, you require a specific awakened animal heritage.
gain a +1 circumstance bonus to make an Impression
with Performance. NATURAL AMBASSADOR FEAT 5
AWAKENED ANIMAL
5TH LEVEL Prerequisites awakened mind
You remember what it was like to speak easily with other
FIERCE GRASP [one-action] FEAT 5 animals, using old, familiar ways of communication to learn
AWAKENED ANIMAL what they want and ask for favors in return. You can ask
Prerequisites climbing animal heritage questions of, receive answers from, and use the Diplomacy
Requirements You have an opponent grabbed or restrained. skill with all animals, not just those of your kind. You gain
Once you get your hands on someone, it’s hard for them to get a +1 circumstance bonus to Diplomacy when you do, or a +2
away. Your opponent takes a –2 circumstance penalty to their circumstance bonus with animals of your kind.
next attempt to Escape from being grabbed or restrained by you,
and you gain a +1 circumstance bonus to your AC against any SCURRY! [free-action] FEAT 5
attacks they make against you while you have them grabbed. AWAKENED ANIMAL
Prerequisites Tiny size
Trigger You roll initiative.
Your instincts to move to safety are strong. You Stride; you
must end your movement in a location where you have cover
from at least one enemy you can see, and you can’t take this
action if it’s impossible for you to do so. You can Climb, Fly,
or Swim instead of Striding if you have the corresponding
movement type.

STRONG OF WING FEAT 5


AWAKENED ANIMAL
Prerequisites Take Flight
You can fly with a greater distance. The fly Speed you
gain from Take Flight increases to 25 feet.

URBAN JUNGLE FEAT 5


AWAKENED ANIMAL
Prerequisites Fascinated by Society, expert in
Society or Survival
Cities are just a new form of wilderness. You’ve
adapted to this wilderness and now can navigate it as
easily as where you once came from. When in an urban
area, you can move at your full Speed while you Track and you
can use your choice of Survival or Society to Track.

WILD STRIDE [two-actions] FEAT 5


AWAKENED ANIMAL
Requirements You have a free hand.
You can move quickly when using your preferred modes of
travel. Stride twice. You gain a +5-foot circumstance bonus to
your Speed for these Strides, or a +10-foot circumstance bonus
if you have two hands free.

26
9TH LEVEL ANIMAL ATTACKS
Your heritage gives you a special unarmed attack instead
ANIMAL SUMMONER FEAT 9 of the fist unarmed attack humanoids typically gain. This Foreword: My
AWAKENED ANIMAL attack is in the brawling weapon group. Work with your Quest for the
Prerequisites Awakened Magic GM to determine which one you have, using the type Wardens
The connection between you and primal magic deepens. You of animal you are and suggestions in your heritage for
can cast summon animal as a primal innate spell once per day, guidance. For example, you might choose a beak, talon, or The Zoetrope
heightened to half your level rounded up. wing for an eagle, a fist or tail for a monkey, or a tongue and its Crew
or jaws for a toad. The Zoetrope
FULL FLIGHT FEAT 9 Unarmed Attack Damage Traits New
AWAKENED ANIMAL Antler 1d6 P Finesse, unarmed Ancestries
Prerequisites Strong of Wing Beak 1d6 P Finesse, unarmed Meet the Crew
Your flight is unbound, as natural as it was before you were Claw 1d4 S Agile, finesse, unarmed Athamaru
awakened. You have a fly Speed of 25 feet at all times. Fangs 1d6 P Finesse, unarmed Ancestry
Fist 1d4 B Agile, finesse, nonlethal, Awakened
13TH LEVEL unarmed Animal
Horn 1d6 P Finesse, unarmed Ancestry
AWAKEN OTHERS FEAT 13 Jaws 1d6 P Finesse, unarmed Centaur
UNCOMMON AWAKENED ANIMAL Tail 1d6 B Finesse, trip, unarmed Ancestry
Prerequisites master in Nature Talon 1d4 P Agile, finesse, unarmed Merfolk
You can awaken others just through contact and communication. Tongue 1d6 B Finesse, unarmed Ancestry
You learn the awaken animal ritual. You use your own nature to Wing 1d4 B Agile, finesse, unarmed Minotaur
supplement the ritual, so it costs 1/10 the value on the Creature Ancestry
Creation Rituals table (Player Core 390) instead of 1/5. If you Surki Ancestry
would get a critical failure on the check, you instead get a failure. TRUE SENSES [two-actions] FEAT 17 Techniques and
AWAKENED ANIMAL
Tricks
DIGGER FEAT 13 Prerequisites Natural Senses
AWAKENED ANIMAL Frequency once per day Services and
Prerequisites running or climbing heritage Your senses are so sharp they pierce through all illusions. You Supplies
You are used to building homes and defenses underground. can heighten your senses to non-magically gain the effects Golarion’s
You gain a burrow Speed of 15 feet. of a 6th-rank truesight spell for 10 minutes. The ability to Menagerie
“see through” illusions and polymorph effects applies to any
The Wardens of
SHARPENED SENSES [free-action] FEAT 13 precise sense you possess.
the Wild
AWAKENED ANIMAL
Frequency once per round Epilogue: A
Your senses have become so sharp that you notice changes Journey’s
subconsciously. You Seek. If you use one of your senses from Conclusion
Natural Senses, you gain a +2 circumstance bonus to the check. Glossary & Index

17TH LEVEL
AWAKENED STRIDE FEAT 17
AWAKENED ANIMAL
Prerequisites Wild Stride
You blend your instinct and intellect to move so fast you seem
to be a blur. When you use Wild Stride, you can Stride three
times, and you’re concealed during the movement.

FEARSOME FORM FEAT 17


AUDITORY AWAKENED ANIMAL
A fearsome illusion covers you, evoking the
terror of the most dangerous animals. You can
cast mask of terror as a primal innate spell
once per day. You can target only yourself,
and your appearance is always a monstrous
version of yourself.

27
CENTAUR
Centaurs are proud nomads who range far and wide centaurs are careful not to repeat the mistakes of their
across their ancestral territories, protecting their lands distant forbears. Thus, centaurs prefer to adapt to their
from exploitation and intrusion. They are survivalists surroundings, rather than abuse their environments for
who forge tight bonds with family and community and their own comfort. They’re guardians of nature, and
stand firm in the face of danger. Many are skilled hunters, their beliefs lead them to clash with careless urbanites
trackers, and warriors who do battle with bow, steel, and and expansionists over exploitative and dangerous
hooves. Brave and stubborn, they’re willing to challenge practices, including overhunting, overlogging, pollution,
even the fiercest foes and largest forces to protect their and city development.
homes, kin, and the land within their domain. Centaurs are happiest when mobile, and many feel
As hunter-gatherers, centaurs rely upon the bounty of restless or fall ill if cooped up or sedentary for too
the natural world for sustenance. As youths, they’re taught long. They’re fond of racing and athletics, and are
to nurture and respect their surrounding ecosystems so aggressively competitive, always striving to best their
the land remains healthy and bountiful throughout their previous achievements and to outdo their fellows. This
lives and is preserved for future generations. Centaurs often results in centaurs being judged as contentious
understand that a land exploited or despoiled is a land and boorish by outsiders. Most centaurs enjoy physical
unfit for survival, just as a herd overhunted dies off. In contests, particularly team sports, and award small but
the ancient past, such carelessness and greed resulted valued tokens to victors—though for many centaurs,
in malnutrition, famine, and loss of territory, and most bragging rights are the greatest prize of all. Not all
centaurs compete as athletes, but most centaurs enjoy
exertion and take naturally to activities that get their
blood pumping and their heart racing.
If you want to play a character who runs free and
proud, always looking out for their companions, you
should play a centaur.

You Might...
• Go to great lengths to protect your home and the
people you love.
• Enjoy competition, particularly organized sports
and tests of strength or endurance.
• Respect and value the natural world.

Others Probably...
• Assume you’re an expert archer or fierce warrior.
• Think you understand horses.
• Consider you aggressive and overly competitive.

Physical Description
Centaurs have the form of muscular humans with the
bodies of horses from the waist down. They’re hardy
and stable, capable of carrying heavy burdens and
cumbersome loads for long periods. Centaurs display
great variation in their size, hair, and coloration, with
most averaging 7 feet tall and weighing over 2,000
pounds. While coloration is often inherited, a centaur’s
coat markings are unpredictable, and many take pride in
the distinct patterns, placements, and chromatic shifts of
their coats. These markings are present at birth and don’t
change over the course of a centaur’s life. In ages past,
a centaur’s markings were used to divine their future.
Though this tradition has fallen out of favor since the
death of prophecy, some particularly rare markings are
still considered lucky or an ill omen today.

28
Society RARITY
Centaurs are originally from the continent of Casmaron, and most still reside Uncommon
there today, particularly in Iblydos and Iobaria. In Iblydos, many centaurs Foreword: My
are agrarian, carefully and sustainably tending farmland and gardens, HIT POINTS Quest for the
particularly for wildflowers, olives, figs, and grapes, from which they vinify 8 Wardens
a beloved (and potent) local wine. Thanks to popular folktales regarding the
near-mythical centaurs Elthavus and Ventriadi, famed mentors to numerous SIZE The Zoetrope
ancient Iblydan hero-gods of old, it is traditionally believed that centaurs Large and its Crew
excel at training heroes. Centaurs have done nothing to dissuade this notion. The Zoetrope
Most centaurs enjoy the act of mentorship, and aging military leaders, SPEED New
healers, astronomers, engineers, and other experts are often thrilled to pass 30 feet Ancestries
their knowledge down to younger generations. Thanks to their competitive Meet the Crew
nature, some centaur teachers compete with one another over who can train ATTRIBUTE BOOSTS Athamaru
the most promising students, soldiers, and intellectuals. Strength Ancestry
Over the ages, centaurs spread throughout much of the Inner Sea via Wisdom Awakened
Iobaria, most notably the Isle of Kortos, where grudges against the citizens of Free Animal
Absalom are long-enduring. There, centaurs wage guerrilla warfare against Ancestry
the constant intruders into their territory and clash with nearby harpies and ATTRIBUTE FLAW Centaur
minotaurs. They range across the lowlands and forests, in alpine meadows, Charisma Ancestry
and throughout the Immenwood. Merfolk
Centaurs maintain large territories that they range through in a nomadic LANGUAGES Ancestry
lifestyle, living as mobile communities of hunter-gatherers. These areas are Common Minotaur
well defined and have been maintained through generations. At the heart Fey Ancestry
of each territory is a centralized location of import. Often a religious site, Additional languages equal to your Surki Ancestry
meeting place, or camp is maintained for sick and the elderly centaurs who Intelligence modifier (if positive).
Techniques and
can no longer travel with the rest of their band. Occasionally, this camp Choose from Arboreal, Cyclops,
Tricks
is a permanent settlement, constructed of wood, limestone, clay bricks, or Dwarven, Elven, Gnomish, Halfling,
marble, depending on the region and environment, and surrounded by fields Jotun and any other languages to which Services and
of carefully tended crops or flocks of chickens, goats, or sheep. Centaurs you have access (such as the languages Supplies
have a passing fondness for animals, but rarely keep domesticated pets and prevalent in your region). Golarion’s
find horses off-putting. Menagerie
A centaur band is a tight-knit community, led by a respected member of TRAITS The Wardens of
the group who’s proven capable, wise, and calm under pressure. Usually, Beast
the Wild
these leaders are middle-aged and older, as centaurs consider life experience Centaur
a necessary quality in a leader. Rarely, a centaur or band chooses to become Humanoid Epilogue: A
sedentary or integrate with a larger nation. These are often small bands Journey’s
whose territories have been destroyed or stolen, emissaries representing DARKVISION Conclusion
their bands, adventurers, loners, outcasts, or even bands who simply can’t You can see in darkness and dim light Glossary & Index
survive against a superior military enemy. Regardless, this choice is not made just as well as you can see in bright
lightly, as most centaurs feel constrained in urban environments, particularly light, though your vision in darkness is
in settlements built for people smaller than them. in black and white.
When built, centaur constructions are large and airy to allow for range of
movement. Their buildings are communal, always aboveground, and open MOUNT
to the elements in places—wide doors held open, or roof and wall hatches Your equine body is well suited for
to allow in light. Most are built of wood, thatch, and mudbrick while in carrying trusted allies. A PC can ride
Iblydos, harder materials like marble and stone are more likely. In Iobaria, you if they are one size category
they often repurpose old cyclopean ruins, which offer plentiful space. smaller than you (Medium size, for
In Iobaria, herbalism, medicine, and magical purification are more most centaurs), rather than needing to
commonly valued skills, thanks to the incessant plagues and illnesses that are be two size categories smaller.
prevalent in the region. A centaur band dare not travel without a few skilled
healers, and even hunting parties and scouts rarely split off for long. Centaur ROBUST
healers and herbalists frequently put aside their differences and affiliations You increase your maximum and
to exchange knowledge at annual meetings known as Soothings. There, band encumbered Bulk limits by 2.
representatives from across the nation exchange medical breakthroughs
and other knowledge. The largest of these Soothings occurs biannually in
Vurnirn, the largest centaur settlement in Iobaria.

29
In Kaer Maga, Cheliax, Molthune, and Oprak, Centaurs have two primary religious figures:
centaurs have assimilated with the larger nations, Greenspeakers and Faithspeakers. Greenspeakers are one
sometimes living as citizens and merchants, but more with nature, followers of the Green Faith, exceptional
often serving as soldiers and mercenaries. In Garund, herbalists, and otherwise learned in the ways of the
centaurs range across plains and savannas. They get natural world. Faithspeakers are pious devotees of gods,
along well with other nature-conscious cultures, teaming demons, celestials, and other beings. Both are given
up with catfolk, tripkees, elves, and orcs to battle demons equal respect, considered two sides of the same coin.
near Lake Ocota, undead near the borders of Geb and Through their Speakers, centaurs interact with the world
Mzali, and other dangerous threats. Centaurs beyond what they can see and feel, and lead
remain open foes with Taldor and ceremonies, celebrations, and prayers.
Andoran, remembering well the old Celebrations are usually divided
wars with the expansionist Taldan into two categories: beginnings
empire that drove them into the and endings, with beginnings such
Verduran Forest. Many in these as weddings, births, and spring
regions dream of retaking their celebrated at dawn, and endings
ancestral territories back from such as harvests, funerals, and
Taldan and Andoran control—a partings celebrated at dusk.
dangerous pipe dream certain Death rites vary by region and
to result in the deaths of culture, but sedentary bands
countless centaurs. and those who cultivate fields,
Centaurs believe in reform gardens, or crops, often burn their
and often rely on community dead on pyres, releasing their spirits
pressure to discourage harmful from their material bodies, then using the
behaviors. The unrepentant and resulting ashes to fertilize fields or gardens
the greatest transgressors face so the dead can continue to serve their community. In
exile beyond the band’s borders; centaurs avoid ending regions with rocky ground or frigid climate, centaurs
the lives of their own, except during times of war and instead bury their dead under cairns and stone mounds.
mid-battle. While some centaur bands, serving demons Popular Edicts ensure knowledge is passed on, live in harmony
and other foul gods, may attack other centaurs, even with the natural world, play fair in an honest competition
they prefer to harry other foes. Popular Anathema fail to roam, aid in the wanton destruction
Centaurs consider saddles and bridles both restricting of a natural landscape
and shamefully insulting, akin to being shackled and
caged. They despise being ridden and refuse to serve Centaur Heritages
as a mount except in the direst of circumstances or Centaurs are a diverse people who adapt to their
emergencies, or only by their most trusted companions. environment and the labors they perform. Choose one
Centaurs have a single name and sometimes earn of the following centaur heritages at 1st level.
an appellation through their deeds, appearance, or
personality traits, such as Thunderhoof or Windrunner. Budding Speaker Centaur
When beyond their territorial borders, centaurs use You were born with a spark of magic that could set you
their band’s name as an additional identifier. Centaurs on the path to becoming a Greenspeaker or Faithspeaker.
who settle in other nations either adopt their band Select divine or primal. If you selected divine, you’re
name as a last name or create a unique last name of a Faithspeaker. If you selected primal, you’re a
their own, founding a lineage that’s passed down to Greenspeaker. This choice can’t be changed. You gain
future generations. one cantrip from the chosen spell list. You can cast this
Sample Names: Aecora, Demeleon, Ertris, Hycanthe, spell as an innate spell at will. A cantrip is heightened to
Irdan, Jalvayne, Karala, Malion, Oridius, Tolron, Vorag a spell rank equal to half your level rounded up.

Beliefs Fleetwind Centaur


The beliefs of a centaur often depend on where and You’re sleek of frame and capable of reaching incredible
how they were raised. Many centaurs follow the Green speeds on hooves alone. Your Speed increases by 5 feet.
Faith or worship deities who share their respect for
nature, such as Cernunnos, Erastil, or Gozreh. Others Ironhoof Centaur
feel kinship with Desna, goddess of travel. Healers and Your hooves are incredibly strong and serve as formidable
herbalists favor Immonhiel or Pharasma. In urban areas, weapons. You gain a hoof unarmed attack that deals 1d6
Kurgess and Gorum are favorites, depending on the bludgeoning damage. Your hooves are in the brawling
centaur’s temperament and profession. group and have the agile and unarmed traits.

30
Mottle-Coat Centaur SKILLED HERBALIST FEAT 1
Your coat is mottled or striped, granting you natural CENTAUR
camouflage in your home environment. Select a terrain You’ve been taught how to craft healing remedies with a Foreword: My
from the following: arctic, desert, forest, mountain, variety of herbs and plants. You gain the Alchemical Crafting Quest for the
plains, or swamp. In your selected terrain, you gain a +1 feat, except you must select the following items to add to your Wardens
circumstance bonus to Stealth checks to Hide or Sneak formula book: lesser antidote, lesser antiplague, and minor
and to Deception checks to Feint. elixir of life, as well as a fourth 1st-level common alchemical The Zoetrope
formula of your choice. You can use Nature to Craft an and its Crew
Ponygait Centaur alchemical item that has the healing trait, rather than Crafting. The Zoetrope
You are smaller than most other centaurs, though New
no less fleet of foot. Instead of Large, your size is STEELHOOF FEAT 1 Ancestries
Medium. You gain a +1 circumstance bonus to Reflex CENTAUR Meet the Crew
saving throws. Prerequisites ironhoof centaur heritage Athamaru
You’ve girded your hooves in steel or other reinforcements Ancestry
Stoutheart Centaur aimed to inflict maximum damage. Your hoof attack deals 1d8 Awakened
You’re a hardy centaur, firm of stance and strong of bludgeoning damage instead of 1d6. Animal
heart. You gain 10 Hit Points from your ancestry instead Ancestry
of 8 and gain a +1 circumstance bonus to Acrobatics Centaur
checks to Balance and to your Reflex DC to avoid Ancestry
being tripped. Merfolk
Ancestry
Ancestry Feats Minotaur
At 1st level, you gain one ancestry feat, and you gain an Ancestry
additional ancestry feat every 4 levels thereafter (at 5th, Surki Ancestry
9th, 13th, and 17th levels). As a centaur, you select from
Techniques and
among the following ancestry feats.
Tricks

1ST LEVEL Services and


Supplies
CENTAUR LORE FEAT 1 Golarion’s
CENTAUR Menagerie
You’ve learned how to nurture your environment and to care for
The Wardens of
your people. You gain the trained proficiency rank in Medicine
the Wild
and Nature. If you would automatically become trained in one
of those skills (from your background or class, for example), Epilogue: A
you instead become trained in a skill of your choice. Journey’s
You also gain the Additional Lore general feat for Conclusion
Centaur Lore. Glossary & Index

CENTAUR WEAPON FAMILIARITY FEAT 1


CENTAUR
You’ve trained in the weapons favored by your people,
becoming a skilled archer and jouster. You have familiarity
with the lance, longbow, longspear, shortbow, and spear—for
the purposes of proficiency, you treat any of these that are
martial weapons as simple weapons.
At 5th level, whenever you get a critical hit with one of
these weapons, you get its critical specialization effect.

PRACTICED BRAWN FEAT 1


CENTAUR
You’re accustomed to long days filled with hard physical labor.
You gain a +1 circumstance bonus to Athletics checks to Force
Open and Shove, and to Fortitude saving throws to resist
becoming fatigued. When you roll a success on an Athletics
check to Shove, you get a critical success instead.

31
5TH LEVEL PROUD MENTOR FEAT 5
CENTAUR
ACCOMMODATING MOUNT FEAT 5 You enjoy mentoring others and take pride in your students’
CENTAUR accomplishments. If you get a critical failure on an attempt to
You’ve trained to serve as a mount, if only for your most Aid, you get a failure instead. Whenever you successfully Aid
trusted allies. When another PC rides you as a mount, your an ally who critically succeeds on the check you Aided them
expert coordination allows them to gain three actions at the on, you feel a rush of pride, gaining temporary Hit Points equal
start of their turn, rather than the two they normally would to your level, which last for 1 minute.
for riding another PC (see page 9). You still gain only two
actions at the start of your turn, instead of three, as you spend SPEAKER IN TRAINING FEAT 5
one action keeping them balanced on your back and ensuring CENTAUR
they’re firmly mounted. Prerequisites budding speaker centaur heritage or the ability
to cast a divine or primal spell
DISTANT ARCHER FEAT 5 You’ve begun your training as a Speaker. Select divine or primal. If
CENTAUR you selected divine, you’re a Faithspeaker. If you selected primal,
You’ve trained to harry your foes from great you’re a Greenspeaker. If you’ve already made this decision (such
distances, using your swiftness to maintain as due to being a budding speaker) you must select the same
distance and keen eyesight to stay on target. Speaker you previously chose. This choice can’t be changed. If
You reduce the penalty for attacking beyond you’re a Faithspeaker, you can cast bless once per day as a
your first range increment by 1, to a divine innate spell; if you’re a Greenspeaker, you can
minimum of 0, when using weapons in the cast fleet step once per day as a primal innate spell.
bow weapon group.
9TH LEVEL
HERBAL FORAGER FEAT 9
CENTAUR
Prerequisites Skilled Herbalist
Your skill with herbs has improved. Each day
as part of your daily preparations, you can
harvest ingredients from your surroundings
to craft one temporary alchemical item you
know the formula for. This alchemical item
must have the healing trait. If not consumed
by your next daily preparations, the item is
rendered inert.

FIERCE COMPETITOR [one-action] FEAT 9


CENTAUR MENTAL
Frequency once per day
You challenge a single ally to a physical competition. This
competition must involve accomplishing a specific goal for
a specific use of the Acrobatics or Athletics skill, such as
Climbing to the top of a wall, Tripping a specific foe, or Long
Jumping across a chasm. You and your selected ally gain a +2
circumstance bonus to the associated skill check for 1 minute
or until one of you wins the challenge, whichever is first.
If you win this competition, you gain a +2 status bonus to
Intimidation checks for 1 hour.

MENTOR OF LEGENDS FEAT 9


CENTAUR
You’re an extraordinary teacher, capable of inspiring your
students to amazing feats of athletics and ingenuity. Once per
day, you can cast heroism as an innate divine spell; in addition
to its normal effects, the spell also grants temporary Hit Points
equal to half your level. You can’t cast this spell on yourself.

32
RIDE ON [reaction] FEAT 9 CENTAUR ADVENTURERS
CENTAUR Centaurs enjoy traveling and excitement, and are
Frequency once per hour drawn to a life of adventure, though few enjoy leaving Foreword: My
Trigger You would gain the fatigued condition. their band. Centaurs commonly adventure to protect Quest for the
Even when tired, you refuse to give up, pushing yourself their lands and people from outsiders or great evils, to Wardens
to extreme feats of endurance. You delay the effects of the explore new territories, or to act as ambassadors. Many
fatigued condition for 3 rounds. If the fatigued condition has have the field medic, herbalist, hunter, nomad, scout, or The Zoetrope
a duration, the duration begins to elapse only after the delay. soldier background. Centaurs who favor combat most and its Crew
You can’t further delay or prevent the fatigued condition after often become fighters or rangers, while Faithspeakers The Zoetrope
this ability ends. and Greenspeakers are more likely to be clerics, druids, New
oracles, or witches. While some centaur healers are Ancestries
SPEAKER’S DEFENSE FEAT 9 alchemists, it’s more likely a centaur adopts the herbalist Meet the Crew
CENTAUR or medic archetype. Athamaru
Prerequisites budding speaker centaur heritage or Speaker Ancestry
in Training Awakened
As a Speaker, you’ve forged a deep bond with powerful TRAMPLE [three-actions] FEAT 13 Animal
spirits who you can urge to rise up to defend you and your CENTAUR Ancestry
people. If you’re a Faithspeaker, you can call on gods or You’ve trained to stampede right over smaller foes without Centaur
powerful planar beings to cast share life and status, each causing yourself any harm. Stride up to double your Speed; Ancestry
once per day as innate divine spells; if you’re a Greenspeaker, you can move through the spaces of creatures at least one Merfolk
you can call on the forces of nature to cast entangling flora size smaller, Trampling each creature whose space you enter. Ancestry
and environmental endurance, each once per day as innate You can attempt to Trample the same creature only once in a Minotaur
primal spells. single Trample. You deal bludgeoning damage equal to your Ancestry
hoof attack (or your unarmed strike if you lack a hoof attack) Surki Ancestry
STUBBORN DEFIANCE FEAT 9 against these creatures, who can attempt a basic Reflex save
Techniques and
CENTAUR against your class DC.
Tricks
You’re brave and stubborn and refuse to back down or bow
to the wishes of another. You gain a +1 status bonus to 17TH LEVEL Services and
saves against mental effects. Additionally, you gain the I Supplies
Defy You! reaction. MERGE WITH THE SOURCE FEAT 17 Golarion’s
I Defy You! [reaction] (fortune, mental) Trigger You fail a save CENTAUR Menagerie
against a mental effect; Frequency once per hour; Prerequisites budding speaker centaur heritage or Speaker
The Wardens of
Effect You reroll the triggering save and must take the in Training
the Wild
second result. You’re among the most powerful of Speakers and can adopt
the form of the spirits you entreat with. Select one of the Epilogue: A
13TH LEVEL following spells, which you can cast once per day as a 7th- Journey’s
rank innate spell. If you’re a Faithspeaker, select from angel Conclusion
CAMOUFLAGE COAT FEAT 13 form (Secrets of Magic 89), daemon form (Secrets of Magic Glossary & Index
CENTAUR 98), demon form (Secrets of Magic 99), or devil form (Secrets
Prerequisites mottle-coat centaur heritage of Magic 99), which you cast as a divine spell; if you’re a
You’ve learned to use your natural camouflage to your Greenspeaker, select from elemental form or plant form,
advantage, enhancing your ability to blend with your which you cast as a primal spell.
surroundings through careful movements and additional
markings or attire. In your selected terrain, you can Hide or STARSHOT ARROW [one-action] FEAT 17
Sneak without cover or being concealed. ATTACK CENTAUR
The greatest centaurs need not wait until their stories are
INCREDIBLE SPRINT [two-actions] FEAT 13 over to touch the stars in the sky. You draw an arrow (or
CENTAUR other ammunition), whisper a short invocation over it, and
You push yourself, unleashing a burst of sudden speed. You then Strike with a ranged weapon. The arrow becomes a bolt
Stride three times. of starlight, changing its damage to your choice of force or
spirit and granting it the effects of the ghost touch rune. When
MIRACULOUS MEDIC FEAT 13 the arrow Strikes its target, it unravels into a constellation
CENTAUR of starlight that wraps around the target’s limbs, imposing a
Your ability to heal others is miraculous enough to bring people –10-foot circumstance penalty to its Speeds for 2d4 rounds
back from near-death. Once per day, you can cast breath of life or immobilizing it if the Strike was critical hit. The target can
as an innate primal spell. untangle itself by spending an Interact action to break free.

33
MERFOLK
Merfolk live in every ocean of Golarion, infinite in their If you want to play a character who embodies the
variety and awe-inspiring in their majesty. They consider grace, wonder, and danger of the sea, you should play
themselves, not without some merit, the rulers of the a merfolk.
sea. Among the tropical reefs of the Fever Sea, merfolk
build temples and palaces of brightly colored corals. You Might...
Beneath the ice floes of the Shining Sea, merfolk hunt • Consider magic a normal tool, something common
seals and whales for food in small, standoffish clans. In and useful, rather than a sublime mystery.
the Embaral Ocean, merfolk populate the great trading • Have a sense of superiority when it comes to the
city of Alohmab, built into the shell of a titanic snail that water, whether that be arrogant disdain for anyone
crawls across the ocean floor. who swims or sails or parental concern that they
Though merfolk’s everyday lives aren’t all that might hurt themselves.
different from those of the surface dwellers above, they
have a much more intimate relationship with magic. In Others Probably...
the aquatic environment of the open ocean, much that • Are impressed by your musical and mystical talents.
relies on fire and metal is impossible. Instead, merfolk • Assume that life beneath the waves is vastly different
shape sound and water with magic, using them as both than life on the surface.
tools and weapons. Such skills are widely distributed
throughout all merfolk communities, even among those Physical Description
without formal magical training. Merfolk are among the most distinct ancestries on
Golarion; one can’t really mistake a merfolk for
anything else. From the waist up, merfolk have the
bodies of humanoids with powerful bodies and sharp,
aquadynamic features. Their eyes are a little larger than
those of a human, and many have slightly pointed ears,
similar to those of aiuvarins. Below the waist, merfolk
have the bodies of great fish, each with a long, scaled tail
ending in a fin or pair of fins.
Merfolk come in every color of skin and scale
imaginable. Most often, their human bodies have skin
tones similar to those of humans or elves living in the
same area—the merfolk of the Shackles, for instance,
bear a certain similarity to the Lirgeni, while those
who live in the Steaming Sea somewhat resemble their
Ulfen neighbors. Merfolk who dwell farther from land
take on colorations closer to fish tones of blue, gray, or
even green. Deep-sea abyssal merfolk have dark gray,
midnight blue, or even translucent skin.
Merfolk fish tails are colored similarly to local fish
populations. In the temperate zones where most merfolk
live, they have iridescent, silvery bodies with traces of
gray or blue; tropical merfolk might display patterns of
brilliant colors, while those born in the depths might
have translucent scales or faintly bioluminescent stripes.

Society
Merfolk can be found in the corners of every ocean, but
the largest concentration lives in sprawling aquatic
kingdoms on continental shelves, usually in temperate
waters teeming with fish. Merfolk look at the deep
water in roughly the same way that surface dwellers
look at mountains or deserts: some people can live there,
but it isn’t exactly ideal terrain. Merfolk territories
consist of several settled villages and cities, sometimes

34
organized under aristocratic families with courtly politics to rival those found RARITY
in any Inner Sea monarchy. These political entities pursue active diplomacy Uncommon
with one another, making alliances and trade treaties. Many tend to be more Foreword: My
standoffish toward surface dwellers, but some are fascinated by the surface HIT POINTS Quest for the
and actively seek to learn about it, whether by using specialized water-filled 8 Wardens
mobility devices to come onshore or through ancient transformation magics.
Merfolk value magic very highly, and any merfolk hoping to rise to a leadership SIZE The Zoetrope
role is expected to have a powerful grasp of the sorcery of wind, wave, and song. Medium and its Crew
Merfolk kings and queens aren’t necessarily the most powerful mages in their The Zoetrope
territories, but they’re usually not far from it, as they have access to a wealth of SPEED New
teachings and artifacts passed down from one generation to the next. 5 feet Ancestries
Merfolk have as many naming patterns as there are merfolk cultures, but Swim 25 feet Meet the Crew
a few tendencies predominate. Dolphin-like clicks and whale-like groans Athamaru
punctuate mellifluous merfolk names, and variances in pitch and tone help ATTRIBUTE BOOSTS Ancestry
distinguish similar names from one another. Merfolk who regularly deal with Dexterity Awakened
surface dwellers often adopt names borrowed from local surface cultures, Charisma Animal
especially since merfolk names tend to sound strange and awkward to their Free Ancestry
own ears when pronounced in air rather than water. Centaur
Sample Names: Aloori, Iri’kik, Ouliette, T’konaa, Uathanak ATTRIBUTE FLAW Ancestry
Constitution Merfolk
Beliefs Ancestry
In general, merfolk follow the morals and customs of their parents and the LANGUAGES Minotaur
communities in which they were raised. These vary greatly throughout the Common Ancestry
world. For instance, some merfolk are expected to live harmoniously with Thalassic Surki Ancestry
nature, while others follow a rigid set of laws ordained by their ancestors. Additional languages equal to your
Techniques and
Many merfolk believe that acts of altruism raise a community as a whole, Intelligence modifier (if it’s positive).
Tricks
even if they don’t immediately produce beneficial results for the one who Choose from Aklo, Azlanti, Draconic,
performed the deed in the first place. Elven, and Fey, and any other Services and
Merfolk worship is, like their societies, diverse. Deities with control over languages to which you have access Supplies
water are placed in high regard, and most communities have a shrine to (such as the languages prevalent in Golarion’s
Gozreh or one of the Elemental Lords of Water: Kelizandri or Lysianassa. your region). Menagerie
Abadar is a popular god in some larger merfolk settlements, and a version
The Wardens of
of Erastil—more associated with sharks than with stags—is worshipped in TRAITS the Wild
smaller villages. Amphibious
Popular Edicts aid one’s neighbor whenever possible, bring the beauty of music to Humanoid Epilogue: A
the world, protect the seas from threats within and without Merfolk Journey’s
Popular Anathema fight the current head-on, use magic to harm innocents or Conclusion
hoard wealth AQUATIC GRACE Glossary & Index
When you roll a success on a saving
Merfolk Heritages throw against a water effect, you get a
Merfolk heritages often reflect the oceans in which they live. Choose one of critical success instead.
the following merfolk heritages at 1st level.
LOW-LIGHT VISION
Abyssal Merfolk You can see in dim light as though it
You live far, far below the surface of the ocean. Your fish tail might resemble were bright light, so you ignore the
a viperfish or anglerfish, and you might have luminous eyes or translucent concealed condition due to dim light.
skin. Abyssal merfolk have an uncanny reputation, but they can exist in
even the most lightless realms. You gain darkvision and are immune to the HYDRATION
crushing pressure of the oceanic depths. Your body requires you to return to
aquatic environments at least once
Carcharodon Merfolk in a 24-hour period. After the first 24
As a fearsome shark merfolk, your lower body is similar to that of one of hours outside of water, you take a –1
the apex predators of the ocean. Like a shark, you can smell blood from status penalty to Fortitude saves. After
quite a distance. You gain scent as an imprecise sense with a range of 30 feet. 48 hours, you struggle to breathe air
However, you can smell spilled blood at a range of 120 feet in the air and and begin to suffocate until returned
500 feet in the water. to water.

35
Pelagic Merfolk stings or petty poisons. You gain poison resistance equal to
You’re a merfolk of the open seas. Your tail is patterned half your level (minimum 1), and each of your successful
after the silvery tuna and herring that school by the saving throws against a poison affliction reduces its stage
million in your hunting grounds. Water obeys your will, by 2, or by 1 for a virulent poison. Each critical success
and with a quick word, you can draw a sheathe of it against an ongoing poison reduces its stage by 3, or by 2
around you. You gain the Shielding Wave action. for a virulent poison.
Shielding Wave [one-action] (primal, water) You raise a magical barrier
of twisting currents. Until the start of your next turn, the Sailfish Merfolk
first time you take acid or fire damage, you gain resistance The lower half of your body resembles a powerful
to that damage equal to half your level (minimum 1). The sailfish, complete with a large dorsal fin. Using this fin,
resistance is equal to your level instead if you’re submerged you can move through the water faster and leap farther.
in water, if you already Cast a Spell with the water trait, or Your swim Speed increases to 30 feet. When you attempt
if you used another ability with the water trait this turn. a High Jump or Long Jump, you gain a +1 circumstance
bonus to the Athletics check, and you can Swim instead
Reef Merfolk of Striding before attempting the jump.
You were raised amid colorful corals and schools of
tropical fish. Compared to most merfolk, your body Merfolk Ancestry Feats
is vividly hued with stripes, spots, and patterns like a At 1st level, you gain one ancestry feat, and you gain an
clownfish or angelfish. You’re used to the occasionally additional ancestry feat every 4 levels thereafter (at 5th,
toxic denizens of your home and are bothered little by 9th, 13th, and 17th levels). As a merfolk, you select from
among the following ancestry feats.

1ST LEVEL
MERFOLK LORE FEAT 1
MERFOLK
You paid close attention to your lessons in school. You gain the
trained proficiency rank in Arcana and Society. If you would
automatically become trained in one of those skills (from your
background or class, for example), you instead become trained
in a skill of your choice.
You also gain the Additional Lore feat for Merfolk Lore.

MERFOLK WEAPON FAMILIARITY FEAT 1


MERFOLK
You were taught the most effective weapons of the sea. You gain
access to all uncommon weapons with the merfolk trait. You
have familiarity with crossbows, heavy crossbows, longspears,
spears, and tridents—for the purposes of proficiency, you treat
any of these that are martial weapons as simple weapons and
any that are advanced weapons as martial weapons.
At 5th level, whenever you get a critical hit with one of
these weapons, you get its critical specialization effect.

OCEAN’S BITE FEAT 1


MERFOLK
Prerequisites abyssal or carcharodon merfolk heritage
Your jaws open wider than a humanoid mouth should, showing
off multiple rows of serrated shark teeth or a viperfish-like
nest of needles. You gain a jaws unarmed attack that deals
1d8 piercing damage. Your jaws are in the brawling group.

SEASONG FEAT 1
MERFOLK
Sound carries far beneath the waves, and your people have
strong, enchanting voices. You become trained in Performance.

36
If you would automatically become trained in Performance MERFOLK ADVENTURERS
(from your background or class, for example), you instead Merfolk become adventurers for all sorts of reasons,
become trained in a skill of your choice. In addition, you gain but one thing is certain—the decision to leave home, Foreword: My
the Virtuosic Performer skill feat for singing, and your voice especially to go and live above the waves, is never taken Quest for the
carries equally well above and below water. lightly. Some merfolk adventure to defend their homes or Wardens
forge alliances with other peoples, while other merfolk
SWIMMER’S GUIDANCE FEAT 1 are exiles, banished for crimes they might or might not The Zoetrope
have committed. And of course, some merfolk are just and its Crew
MERFOLK
You’re always ready to help those floundering in the water. curious about the surface world. The Zoetrope
Any ally who starts their turn within 30 feet of you and in Merfolk come from all kinds of backgrounds— New
the same body of water gains a 10-foot swim Speed until the adventurous merfolk might come from the artisan, guard, Ancestries
end of their turn. If any ally affected by Swimmer’s Guidance sailor, or warrior backgrounds, and merfolk have their Meet the Crew
rolls a critical failure on an Athletics check to Swim, they get share of emissaries and nobles as well. With their affinity Athamaru
a failure instead. for magic, many merfolk become wizards, witches, or magi. Ancestry
Less magically inclined merfolk are more likely to become Awakened
WAVE SPEAKER FEAT 1 fighters (having trained in the local militia) or occasionally Animal
MERFOLK rangers, bonding with sharks or other sea life. Ancestry
Being part fish yourself, you can speak the language of the sea. Centaur
You can ask questions of, receive answers from, and use the Ancestry
Diplomacy skill with animals that have the amphibious trait, Merfolk
aquatic trait, or a swim Speed, such as fish, crabs, and some Ancestry
seabirds (like penguins). The GM determines which animals Minotaur
count for this ability. Ancestry
Surki Ancestry
5TH LEVEL Techniques and
Tricks
APPRENTICE SEA WITCH FEAT 5
MERFOLK
Services and
You’re familiar with the basic spells that most educated Supplies
merfolk know. Once per day, you can cast either create water Golarion’s
or hydraulic push as a 1st-rank primal innate spell. Each time Menagerie
you cast create water, you choose if you create fresh water or
The Wardens of
salt water.
the Wild

FISHBLOODED FEAT 5 Epilogue: A


MERFOLK
Journey’s
There’s nothing beneath the waves that can slow you down. Conclusion
When in an aquatic environment, you ignore difficult terrain. Glossary & Index
In addition, swimming up or down isn’t difficult terrain
for you.

HEALING FLESH FEAT 5


MERFOLK
Some legends claim that the flesh of a merfolk, if consumed,
can grant health, longevity, and even immortality. For obvious
reasons, merfolk prefer to discourage these rumors (with
violence, if necessary), but you’re living proof that there’s at
least a fraction of truth to such claims. When Administering
First Aid, Treating Disease, or Treating Wounds, you can take
1 damage to give someone a drop of your blood. When you
do so, you don’t need healer’s tools, and you gain a +1 item
bonus to your Medicine check.
If someone were to eat your heart and liver within an hour
of your death, they would be healed of all physical injuries
(regaining Hit Points up to their maximum) and would cease
to age for 8 years.

37
STRONG TAIL FEAT 5 SHORE GIFT [one-action] FEAT 9
MERFOLK CONCENTRATE MERFOLK POLYMORPH PRIMAL
From sheer necessity, you’ve gotten surprisingly good at Using old magic, you slip off your tail like an item of clothing
moving around on land. Your tail is unusually muscular and and walk on two feet, resembling a humanoid ancestry, usually
lets you hop or slither on land at a modest speed. Your land human but possibly elf, half-elf, or something stranger. You’re
Speed increases to 15 feet. still recognizably yourself, as the Shore Gift doesn’t change
your upper body. While transformed, you lose your swim
9TH LEVEL Speed from your ancestry (though you might still have a swim
Speed from other sources) but gain a land Speed of 25 feet.
ILL TIDE [reaction] FEAT 9 Using the Shore Gift also counts as creating a disguise when
CONCENTRATE MERFOLK MISFORTUNE PRIMAL using Deception to Impersonate, and your transformation
Frequency once per day automatically defeats Perception DCs to determine if you’re a
Trigger A creature within 30 feet of you critically fails an normal member of whatever ancestry you appear to be; only
attack roll, skill check, or saving throw creatures actively rolling Perception to examine you might
Some land dwellers say that merfolk are bad luck. You might notice the disguise. You can remain in your alternate form
not cause bad luck, but you can certainly keep it going. The indefinitely and can shift back to your merfolk form by using
next time the triggering creature attempts an attack roll, this action again.
skill check, or saving throw, it must roll twice and use the
worse result. SIREN SONG [three-actions] FEAT 9
AUDITORY MENTAL MERFOLK PRIMAL
Frequency once per day
Prerequisites expert in Performance
You can beguile and bewitch with your song. All creatures in
a 60-foot emanation must attempt a Will save against your
Performance DC. On subsequent rounds, you can Sustain the
song, causing each creature in the area currently affected by
your song to attempt another Will save. Typically,
creatures that have traveled with you for a significant
time, such as your fellow party members, are
immune to your Siren Song.
Critical Success The target is unaffected and
becomes immune to your Siren Song for 24 hours.
Success The target is fascinated with you until the
end of your next turn.
Failure As success, and the target is stupefied 1 for as
long as it’s fascinated.
Critical Failure As success, and the target is stupefied 2
for as long as it’s fascinated.

TEARS OF PEARL [two-actions] FEAT 9


EMOTION MANIPULATE MENTAL MERFOLK PRIMAL VISUAL
Frequency once per day
You weep, and your tears become gleaming pearls as they fall
to the ground, so beautiful others can’t help but grab at them.
All creatures adjacent to you must attempt a Will save against
the higher of your class DC or spell DC. The pearls dissolve at
the start of your next turn, turning into salt water.
Critical Success The target is unaffected.
Success The target is slowed 1 until the start of your next turn
as it covets the pearls or reaches for them.
Failure The target is slowed 1 until the start of your next turn
as it grabs for the pearls, and if it doesn’t have a free hand
(or similar appendage), it must spend its first action on its
next turn to Release one item it’s holding.
Critical Failure As failure, but the target is slowed 2 instead
of slowed 1.

38
13TH LEVEL OUTSEA
By far the strangest community connected to merfolk
PUMMELING WHIRLPOOL [two-actions] FEAT 13 is that of Outsea, a mid-sized town in the middle of the Foreword: My
CONCENTRATE MANIPULATE MERFOLK PRIMAL WATER River Kingdoms, hundreds of miles from the nearest Quest for the
Frequency once per day ocean. Long ago, an aquatic mercenary company forged Wardens
You draw water from the environs, swirling it into a rough far inlands, only to find that their magic failed them at
torrent around you to punish your foes. Each creature in a a critical moment. To everyone’s surprise, they survived The Zoetrope
10-foot emanation (or 15 feet if you’re in a body of water) and now reside in a magically maintained lake of salt and its Crew
takes 8d6 bludgeoning damage with a basic Reflex save water in the middle of Avistan. The Zoetrope
against the higher of your class DC or spell DC. A creature Outsea is home to not just merfolk but also sedacthies, New
that fails its save is knocked prone. At 17th level, the damage azarketi, nagas, and several other aquatic species. Ancestries
increases to 11d6. They’re ruled by a military junta, the Council of Generals, Meet the Crew
and by Danglosa, an anglerfish claiming to be a demigod. Athamaru
SEA WITCH FEAT 13 The inhabitants are quite martial but also far more Ancestry
MERFOLK comfortable dealing with the surface world than basically Awakened
You’ve studied the waves, and they obey your will as any merfolk anywhere else; it’s fair to say that Outsea Animal
extensions of your own fin. You can cast aqueous orb and merfolk are considered unusual by other merfolk. Ancestry
control water as 5th-rank primal innate spells, each once Centaur
per day. Ancestry
Success The creature is unaffected. Merfolk
17TH LEVEL Failure The creature takes full damage and is grabbed by a Ancestry
tentacle. A creature that’s still grabbed by a tentacle at Minotaur
DOOM OF SAILORS [two-actions] FEAT 17 the end of its turn takes 3d6 bludgeoning damage. The Ancestry
AUDITORY CONCENTRATE EMOTION FEAR MENTAL MERFOLK PRIMAL tentacles’ Escape DC and AC are both equal to the higher of Surki Ancestry
Frequency once per day your class DC or spell DC. A creature can attack a tentacle
Techniques and
Sailors know that the sight of an angry merfolk might well to attempt to free the creature trapped by it; a tentacle is
Tricks
mean that they never see the shore again. You sing a song destroyed if it takes 30 or more damage in a single round.
that foretells the fate of a creature you can see within 60 Critical Failure As failure, but double damage. Services and
feet. The fear that grips the target’s soul causes 10d10 mental Supplies
damage, depending on the target’s Will save against the higher Golarion’s
of your class DC or spell DC. A creature who’s in the water or Menagerie
onboard a seagoing vessel takes a –4 circumstance penalty to
The Wardens of
its saving throw.
the Wild
Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1 as it Epilogue: A
glimpses its demise. Journey’s
Failure The target takes full damage and is frightened 1. In Conclusion
addition, it rolls twice for all skill checks and saving throws Glossary & Index
it attempts until the end of its next turn and takes the worse
result; this is a misfortune effect.
Critical Failure As failure, except double damage and
frightened 2.

KRAKEN’S CALL [three-actions] FEAT 17


CONCENTRATE MANIPULATE MERFOLK PRIMAL
Frequency once per day
You call forth the sleeping krakens of the deep to crush your
enemies. You open a dozen small portals to some lightless,
watery abyss in a 30-foot burst within 120 feet. The powerful
tentacles of a kraken reach through to grab at each creature in
the area. Each affected creature takes 8d6 damage depending
on its Fortitude save against the higher of your class DC or
spell DC. You can Sustain the call up to 1 minute. The first
time you Sustain it on each subsequent turn, each creature in SUPRAMARINE CHAIR
the area not already grabbed by the tentacles must attempt
the save.

39
MINOTAUR
Minotaurs stalk complex passageways, whether natural and ruled the mortal people. A stonemason named
or artificial, and are masters of stone architecture. Tavdrinos, admired by mortals and hero-gods alike,
Inquisitive and steadfast, these bovine humanoids spend received a vision from a hero-god to create a glorious
their lives perfecting the pursuit that calls to them, which temple, though the myth doesn’t name which one. The
can sometimes lead them far from the enclaves where mason found the images of the vision murky: scrambled
they were raised. Minotaurs are originally from the glimpses of twisting columns, charging bulls, and a
Iblydos archipelago but have spread far and wide across defiant stand made by an unknown figure. It was hardly
Golarion, forming close-knit communities often near a detailed commission, but one does not refuse a divine
mountains or beneath the surface of the earth. Though order. The mason labored for 17 years before his task was
sometimes mistaken for simple brutes, minotaurs have done. The three-story temple celebrated the glory of the
scholars and warriors alike. Those who can look past hero-god and their sacred animal, the bull. Upon the hero-
their appearance will find an affinity for building and god’s arrival, Tavdrinos expected to be met with praise
navigation, as well as creative problem-solving. and congratulations, but the deity flew into a rage instead.
The myth many minotaurs tell of their origins is one Tavdrinos had misunderstood the vision, for the bull was
of craft, curses, and misunderstanding. Millennia ago, a hated beast, not a celebrated ally. As punishment for
Iblydos was filled with living deities who walked among this accidental insult, the hero-god cursed Tavdrinos with
the hated shape of the bull. Angered by both the curse
and his failure to please the deity, the mason retreated to
a series of caves under the temple, where he continued his
work as the first minotaur.
If you want to play a character with strength of body,
who expresses themselves through craft more than
words, you should play a minotaur.

You Might…
• Decorate your hooves and horns with designs
or colors of personal significance.
• Be adept at navigation and puzzles.

Others Might…
• Be intimidated by your size or think you calculating.
• Think you can see through stone.

Physical Description
Minotaurs are tall, bulky humanoids with the
bovine features such as horns, hooves, and elongated
faces. Their fur patterns are frequently monotone in
deep browns or blacks, though white or gray aren’t
uncommon. Though the large size of a minotaur
might cause one think they are clumsy, the truth is
quite the opposite. Minotaur hooves rest on a delicate
balance point, making their footfalls quiet and precise.
However, when there is a need to be heard, the steps of
a minotaur can fall like thunder.
A minotaur’s horns are a source of pride and often
accented by pieces of fashion. Those with longer horns
add rings and chains around them, cast in whatever rare
metals are affordable, or dye or engrave patterns along
them. Those with not much horn to speak of instead
shave their fur around the base of the horns, possibly
adding stylish circular tattoos to the surrounding skin or
fitting metal caps onto their tips. This draws attention to
an otherwise overlooked feature.

40
Society RARITY
Minotaurs typically reside within insular, subterranean communal enclaves. Uncommon
They take great pride in their architectural prowess, hewing buildings out Foreword: My
of stone and natural caves alike. An enclave often has almost twice as many HIT POINTS Quest for the
buildings as it needs, with the extra structures serving as functional art. 10 Wardens
Young minotaurs practice their hunting and stalking skills in the empty
buildings, with each generation adding a small expansion or fresco on SIZE The Zoetrope
the walls. Expansions like twisting hallways, unexpected overhangs, shared Large and its Crew
gardens, and a variety of other such contrivances create numerous social The Zoetrope
spaces and quiet areas for calm reflection, so long as the traveler is able to SPEED New
keep from becoming lost by the unusual architectural flow. 25 feet Ancestries
Myths surrounding minotaurs lead most to believe they are fierce carnivores, Meet the Crew
or even cannibals in the darkest of legends. In reality, most minotaur societies ATTRIBUTE BOOSTS Athamaru
are hunter-gatherers, feeding off lichen and other flora. Their reputation as Strength Ancestry
fierce hunters stems from monthly rituals, when the most accomplished stalkers Constitution Awakened
venture out and bring back dangerous prey. The return of these hunters is one Free Animal
of the few occasions minotaurs indulge in meat, feasting on the kills as a show Ancestry
of gratitude and reverence for the hunters’ skills. ATTRIBUTE FLAWS Centaur
Minotaurs tend to be blunt and literal, rarely engaging in overly clever Charisma Ancestry
wordplay, sarcasm, or irony. Flaring nostrils and rolling eyes can be Merfolk
intimidating expressions when viewed by non-minotaurs, but to a minotaur, LANGUAGES Ancestry
they can convey a complex story with emotional and even spiritual elements. Common Minotaur
Minotaurs wishing to emphasize a certain emotion occasionally use piercings Jotun Ancestry
and tattoos, though minotaurs who lean too heavily into these adornments Additional languages equal to your Surki Ancestry
to look fierce often come off as a bit foolish to their peers. The minotaur Intelligence modifier (if positive).
Techniques and
saying “an angry bull stamps once and gores twice” is both an admonition Choose from Cyclops, Dwarven, Fey,
Tricks
against overly aggressive displays and a reminder that the creature truly to Petran, Sakvroth, and any other
be feared is one who speaks with their actions. languages to which you have access Services and
Iblydan minotaurs often have names similar to the names of humans (such as the languages prevalent in Supplies
from that archipelago. Minotaur surnames are ever-changing, typically your region). Golarion’s
reflecting the most memorable achievement an individual has accomplished. Menagerie
Until adulthood, an Iblydan minotaur bears the surname Tavdrinos (after TRAITS The Wardens of
the first minotaur). Once they reach maturity, their childhood friends and Beast
the Wild
allies collectively bestow a fitting surname. Minotaurs in adventuring groups Humanoid
might be renamed multiple times by their allies. Minotaur Epilogue: A
Sample Names: Actilea, Iraiasos, Paxaidio, Rotherion, Zavmandris Journey’s
DARKVISION Conclusion
Beliefs You can see in darkness and dim light Glossary & Index
Long traditions of isolation have resulted in most minotaurs taking an just as well as you can see in bright
evenhanded approach to events. Many tend toward an unbiased outlook light, though your vision in darkness is
that allows for adaptation. Those who have poor interactions with other in black and white.
humanoids, particularly those met with violence or intolerance, might
choose to recede into a chosen lair, ruin, or fortification that they guard HORNS
fiercely, which sadly perpetuates the tales of brutal minotaurs. Your sharp horns are as deadly as
Minotaurs raised by their own people tend to avoid association with spears. You have a horns unarmed
deities of any stripe—little surprise given their creation legend. Divine attack that deals 1d8 piercing damage.
beings are thought of as petty and uncaring, if not by intent then by the Your horns are in the brawling group
sheer magnitude of their power. Many minotaurs adopt logical or spiritual and have the unarmed trait.
philosophies as a way of reconciling their existence. Mysteries are puzzles
yet unanswered, ones that can be explained with careful thought and study.
When minotaurs decide to follow deities, they’re primarily drawn to those
concerned with self-improvement and self-control, like Irori and Nethys.
Popular Edicts construct architecture of lasting beauty, seek out ever more
perplexing puzzles, hone one’s prowess
Popular Anathema leave fate to godly hands rather than mortal initiative, pass up
the chance to investigate a mystery

41
Minotaur Heritages Roaming Minotaur
Minotaurs can often be differentiated by the region of Your hooves are broad and powerful, perfect for
their enclave or the enclave of their ancestors. Choose one clearing away rubble as you step. You become trained
of the following minotaur heritages at 1st level. in Survival (or another skill if you were already trained
in Survival) and gain the Terrain Expertise skill feat.
Ghost Bull Minotaur You ignore difficult terrain caused by natural uneven
Your fur is as pale as death, possibly from some ground while in the terrain chosen for your Terrain
connection you or your family has to the afterlife, Expertise feat.
which lets you supernaturally find your way. You can
cast know the way as an occult innate spell at will. Slabsoul Minotaur
A cantrip is heightened to a spell rank equal to half Your deep connection with stone and walls allows you
your level rounded up. In addition, you gain a +1 to conjure massive slabs of granite that collapse on your
circumstance bonus against spells or effects that cause foes. You gain the Raise Slabs activity.
the confused condition. Raise Slabs [two-actions] (earth, divine) Frequency once per day; Effect
Thick slabs of stone rise around you before tilting over.
Glacier Cavern Minotaur You deal 1d6 bludgeoning damage to all adjacent creatures
Your fur grows thick and warm, well suited to the frozen (basic Reflex against your class DC or spell DC, whichever
mountains in which you reside. You gain cold resistance is higher). On a critical failure, the creature is also knocked
equal to half your level (minimum of 1). Environmental prone. At 3rd level, and every 2 levels thereafter, this
cold effects are one step less extreme for you. damage increases by 1d6.

Littlehorn Minotaur Stalker Minotaur


Though no less powerful, your frame (and your horns) Despite your heavy frame, you walk on shaggy hooves
are smaller than those of most other minotaurs. Instead that muffle your footfalls, allowing you to surprise your
of Large, your size is Medium. Your horns prey. You become trained in Stealth (or another skill if
unarmed attack deals 1d6 piercing damage you were already trained in Stealth) and gain the Terrain
instead of 1d8, but it has the agile trait. Stalker skill feat, except you must choose rubble and
you can Sneak no more than 10 feet instead of 5 feet
without attempting a Stealth check.

Ancestry Feats
At 1st level, you gain one ancestry feat, and you
gain an additional ancestry feat every 4 levels
thereafter (at 5th, 9th, 13th, and 17th levels). As
a minotaur, you select from among the following
ancestry feats.

1ST LEVEL
ARTISANAL CRAFTER FEAT 1
MINOTAUR
Like many minotaurs, you take pride in creating items
made from stone or metal. You become trained in Crafting
(or another skill of your choice, if you’re already trained in
Crafting) and gain the Specialty Crafting skill feat in your
choice of blacksmithing, leatherworking, or stonemasonry.

CATTLE SPEECH FEAT 1


MINOTAUR
You can understand the lowing of cattle and
similar animals as its own language. You can ask
questions of, receive answers from, and use the
Diplomacy skill with cattle, bison, antelopes,
and other grazing mammals that travel in herds.
The GM determines which other animals count for
this ability.

42
EYE FOR MASONRY FEAT 1 Minotaur Adventurers
MINOTAUR Minotaurs have a reputation for being fearsome melee
Your familiarity with architecture allows you to easily spot combatants. While this can be true, and there’s no Foreword: My
subtle stonework. You gain a +2 circumstance bonus to shortage of barbarians or fighters among minotaur Quest for the
Perception checks to notice unusual stonework. This bonus adventurers, a minotaur can do very well in many classes. Wardens
applies to checks to discover mechanical traps made of stone The keen mind and love of puzzles produces many an
or hidden within stone, as well as secret doors in stone. investigator and wizard, while minotaurs with a taste The Zoetrope
When using Athletics to Force Open a stone door or for the unique find themselves walking the path of an and its Crew
Thievery to Disable a Device made primarily of stone, you gain inventor or thaumaturge. The ancestry’s affinity for earth The Zoetrope
a +1 circumstance bonus to that check. and stone can also lead them to join the ranks of druids New
or sorcerers of the elemental bloodline. Those who wield Ancestries
FRIENDLY NUDGE [one-action] FEAT 1 the divine typically do so by honing inherent power as Meet the Crew
MINOTAUR sorcerers or oracles rather than by supplicating to a Athamaru
Prerequisites trained in Athletics higher entity as clerics or witches. Ancestry
You don’t always have time to wait for your allies to make Awakened
room, so it’s best to politely move them yourself. Attempt an Animal
Athletics check to Shove an ally. You don’t need to have a free 5TH LEVEL Ancestry
hand to attempt this check. If your ally is willing, treat the Centaur
result as one degree of success higher. ALARMING DISAPPEARANCE FEAT 5 Ancestry
MINOTAUR Merfolk
KEEN NOSE FEAT 1 Prerequisites expert in Stealth Ancestry
MINOTAUR Your ability to move unseen is startling for one Minotaur
Accustomed to the foul air of underground your size, causing panic among your enemies. Ancestry
tunnels, your sense of smell is sharpened, and When you successfully Hide when previously Surki Ancestry
noxious scents are less offensive. You gain scent observed, creatures you are hidden from
Techniques and
as an imprecise sense with a range of 30 feet. become frightened 1. They are then temporarily
Tricks
You also gain a +1 circumstance bonus to immune to Alarming Disappearance for 1 hour.
Fortitude saves against olfactory effects that Services and
cause the sickened condition. BEAST OF BURDEN FEAT 5 Supplies
MINOTAUR Golarion’s
MINOTAUR LORE FEAT 1 Your broad frame can allow you to carry weights Menagerie
MINOTAUR that immobilize smaller creatures. Increase your
The Wardens of
You were raised in a minotaur enclave or have spent a great maximum and encumbered Bulk limits by 4. You can rest
the Wild
deal of time studying your culture and ancestry. You become normally while wearing medium armor.
trained in Society and Stealth. If you would automatically Epilogue: A
become trained in one of those skills (from your background LABYRINTHINE ECHOES FEAT 5 Journey’s
or class, for example), you instead become trained in a skill of MINOTAUR
Conclusion
your choice. You can make your voice reverberate off any surface. Once per Glossary & Index
You also gain the Additional Lore general feat for day, you can cast ventriloquism as an occult innate spell. At
Minotaur Lore. 7th level, this spell is heightened to 2nd rank.

MINOTAUR WEAPON FAMILIARITY FEAT 1 NATURAL ORIENTEERING FEAT 5


MINOTAUR MINOTAUR
Your elders taught you to wield weapons that can split skulls and There are few twisting paths that can disorient you. When you
smash through shields. You have familiarity with the battle axe, roll a success on a Survival check to Sense Direction or Track,
falchion, glaive, and greataxe—for the purposes of proficiency, you get a critical success instead.
you treat these martial weapons as simple weapons.
At 5th level, whenever you get a critical hit with one of PUZZLE SOLVER FEAT 5
these weapons, you get its critical specialization effect. MINOTAUR
Frequency once per hour
PANTHEON MAGIC FEAT 1 You have a natural affinity for problem-solving and the
MINOTAUR unknown. Whenever you attempt to Recall Knowledge about
The touch of divine meddling still runs through you, whether a subject or creature, you gain a +1 circumstance bonus to
you want it or not. Choose one cantrip from the divine spell list. your next skill check regarding that creature or subject (even
You can cast this cantrip as a divine innate spell at will. A cantrip if you didn’t succeed at the check). This bonus increases to +2
is heightened to a spell rank equal to half your level rounded up. if you are a master in the skill used to Recall Knowledge.

43
Minotaurs and Other Ancestries STRETCHING REACH FEAT 5
The desire to learn has caused minotaurs to wander far MINOTAUR
and wide, and as such, they can be encountered far from You can leverage your size and muscle to extend your reach
their original home of Iblydos. Preferring mountainous and attack more distant foes. When you wield a melee
or underground regions, minotaurs who put down roots weapon that requires two hands and doesn’t have reach,
often live with ancestries of a like mind, such as dwarves, you can change between a typical two-handed grip and
hobgoblins, and orcs. The nation of Oprak in the Inner an extended two-handed stretch using an Interact action.
Sea has a small subculture of minotaurs that assist with Weapons wielded in your extended stretch gain a reach of
engineering works across the Mindspin Mountains. 10 feet.
Some minotaurs who migrated east from Iblydos made
it as far as the islands of Minata in Tian Xia, where they 9TH LEVEL
were surprised to encounter another bovine ancestry
known as sarangay. The first interactions revealed a clear FRIENDLY FLING [two-actions] FEAT 9
separation between the cultures: sarangay took pride MANIPULATE MINOTAUR
in their origins, while minotaurs strove to move past Requirements You are adjacent to an ally.
theirs. Whenever a minotaur is mistaken for a sarangay, You can scoop up your friends with your horns to hurl them
they politely point out the many differences with a across the battlefield. Pick up an adjacent willing ally who
good‑natured chuckle. is smaller than you and toss them to an unoccupied space
you can see within 20 feet. Since you are using your horns,
you don’t need to have any hands free to do this. Your ally’s
movement doesn’t trigger reactions. Your ally ends this
movement on their feet and doesn’t take damage from the fall
but takes 1d6 piercing damage from your horns. If your ally
ends this movement within melee reach of at least one enemy,
they can make a melee Strike against an enemy within their
reach as a reaction.

GORING CHARGE [two-actions] FEAT 9


MINOTAUR
Driven by the momentum of your thundering steps and
powerful mass, your horns can pierce your foes. Stride twice,
then make a horns Strike. If you moved at least 20 feet from
your starting position, your horns Strike also deals 1d6
persistent bleed damage.

SIPHON TORMENT FEAT 9


MINOTAUR
Your progenitors suffered greatly at the hands of a
curse, a fate you willingly take upon yourself rather than
let fall upon others. Once per day, you can cast claim curse
(Secrets of Magic 95) as an innate divine spell. When you
do, the target creature gains temporary Hit Points equal to
your level.

STONE PASSAGE [two-actions] FEAT 9


DIVINE MINOTAUR
Prerequisites slabsoul minotaur heritage
Frequency once per hour
Calling upon your knowledge of stonework and inherent
magic, you momentarily make a section of stone
insubstantial, allowing you to pass through. Stride up to your
Speed. You can move through stone or rock objects, such as
walls, as if they were unoccupied spaces. If you end your
movement inside a square that you normally would not
be able to pass through, you are thrown back to the last
unoccupied square you moved into.

44
13TH LEVEL The Minotaur Prince of Absalom
Nuar Spiritskin was born in an enclave of minotaurs
PHANTOM CHARM [free-action] FEAT 13 within the Kortos Mounts. Smaller in stature than his Foreword: My
DIVINE FORTUNE MINOTAUR siblings and with unusually white fur, Nuar relocated Quest for the
Prerequisites ghost bull minotaur heritage to the city of Absalom after being banished by his kin. Wardens
Frequency once per day In a chance encounter, he rescued the primarch from
Trigger You attempt a check that would be subject to a being assaulted by angry sailors and was then given the The Zoetrope
misfortune effect. honorific title of the Minotaur Prince of Absalom. He now and its Crew
You can harness the spiritual connection in your blood, allowing resides in a lavish compound called the Taurean Embassy, The Zoetrope
you to shift the negative threads of fate. You negate the misfortune from which he attempts to rekindle ties with his enclave. New
effect and gain a +2 circumstance bonus to the triggering check. Ancestries
Meet the Crew
SHIFT THE LITTLE ONES [one-action] FEAT 13 devising. Once per day, you can cast quandary as an 8th- Athamaru
MINOTAUR rank occult innate spell, which takes the form of a labyrinth Ancestry
Prerequisites expert in Athletics, Friendly Nudge instead of a puzzle room. Targets cannot attempt to use Awakened
With your large size, you need to be careful around your Occultism to escape the spell (as normal for quandary), Animal
smaller friends. You have learned to move in such a way that but they can use Survival to find their way through the Ancestry
it gives others the chance to make room for you. Stride up to labyrinth’s corridors. Centaur
your Speed. If you end your movement in a position where Ancestry
one or more of your spaces are occupied by an ally, Merfolk
each of those allies can immediately Step as a free Ancestry
action so that they are no longer occupying the Minotaur
same space as you. If this isn’t possible, you must end Ancestry
your movement so that you aren’t sharing a space with an Surki Ancestry
ally, as normal.
Techniques and
Tricks
THREATENING PURSUIT [one-action] FEAT 13
AUDITORY MINOTAUR
Services and
Prerequisites expert in Intimidation and Stealth Supplies
Requirement You are not observed by any enemies within Golarion’s
60 feet. Menagerie
You emit a terrifying growl and snort, stamping your hooves
The Wardens of
for all to hear so that they know that you hunt them. Attempt
the Wild
an Intimidation check to Demoralize all enemies within 30 feet,
and you do not take a penalty for not sharing a language. If Epilogue: A
the targets are in a maze or similarly difficult-to-navigate Journey’s
location, you gain a +2 circumstance bonus to this Conclusion
check, and the range increases to 60 feet. Each Glossary & Index
target is temporarily immune for 1 hour.

17TH LEVEL
BEGIN STAMPEDE [three-actions] FEAT 17
MINOTAUR VISUAL
The sight of you charging forward into battle emboldens your
allies to follow. You Stride up to twice your Speed and make a
horns melee Strike. If your Strike hits and damages an enemy,
each ally within 60 feet who saw you hit can use a reaction to
Stride up to twice their Speed, but each must end their Stride
closer to you than where they started. Each such ally that Strides
gains a +1 status bonus to their first Strike on their next turn.

INTO THE LABYRINTH FEAT 17


MINOTAUR
Calling on your connection to minotaurs of myth, you shunt
an enemy into a complex maze full of puzzles of your own

45
SURKI
Surkis are an insectile species who subsist on the latent dramatically on an individual level; each surki tells the
magic in the world around them. As a subterranean story of their adventures and their chosen role in the
species native to the Darklands, surkis have rarely been environment in their unique combination of adaptations.
seen on the surface, and always with long pauses between If you want to play a character who’s exploring
historical sightings. This is due to surkis’ life cycle—long Golarion for the first time, with limitless adaptability
dormancies followed by so-called “generation digs,” as and a strong tie to magic, you should play a surki.
they migrate great distances in response to happenings
underground. The healing of the Worldwound initiated You Might...
one of the largest such digs in their history, bringing • Feel a very strong connection to the world around
surkis up into the caverns and passages of the Sarkoris you, sensing the latent magic in everything.
Scar and emerging onto the surface for the first time in • Be driven to travel far or learn as much as you can
many years. Since their emergence, several small surki about your home.
settlements have been established in secluded corners • Pay particular attention to the way others live in
of Sarkoris, voraciously cataloging the wildlife, magics, environments unfamiliar to you.
and various other inhabitants of the area as they explore
the alien environment of the surface. Others Probably...
Rather than consuming food conventionally, surkis • Mistake your individuality and excitement for your
are filter feeders, absorbing magic from the air, soil, adaptations as boastful pride.
plants, stone, and practically any other material. This • Find your excitement for new people, places, and
magic is refined and sequestered in nodes throughout a things endearing and inspirational.
surki’s body over the course of their life cycle, which • Trust your magical senses over their own maps in
is comprised of three distinct phases: larva, adult, and tight situations.
evolved. At each stage, surkis use their stockpiled magic
to undergo a dramatic metamorphosis into their next Physical Description
stage of life, evolving adaptations that will help them Each of surkis’ three life stages greatly differ. Larval
survive in any environment. Surkis therefore vary surkis spend the first 10 to 100 years of their lives
dormant inside their eggs, waiting to emerge when
they’ve accumulated enough latent magic and the
environmental conditions are just right. Larval surkis
are roughly two feet long and grub-like with several
luminescent nodes visible through their translucent
flesh. Their heads are chitinous, round, and eyeless, and
they navigate primarily using the ability to smell magic.
Four of their six legs are small, but the front set are
large, powerful digging claws that they use to tunnel
through the earth and to communicate with the other
larvae in their generation dig as they travel from their
nest home. Once they’ve traveled far and accumulated
enough magic, they enter a cocoon for several days,
emerging as the adult form that’s seen most often on
the surface.
Adult surkis have a roughly bipedal form, standing on
two multi-jointed limbs and having two arms that end
in three-fingered claws used both for digging and for
producing percussive sounds used in the Surki language.
They possess two feathery antennae and two long sensory
barbels that sit on either side of their mandibles. Surkis
have a characteristic rounded shape with several rust-
brown or orange chitinous plates along their back, and
surki clothing and fashion tend to incorporate rounded
shapes or belts around and under their plates. Their
magical nodes are distributed throughout their bodies,
clustering in the abdomen, shoulders, and each limb.

46
These nodes continue to accumulate magic as they age, using it to create new RARITY
adaptations, often heralded by intricate, luminescent patterns in the chitin Rare
surrounding the point of change. Foreword: My
The final stage in surkis’ life cycle is known as the evolved form, after the HIT POINTS Quest for the
surki enters its grand metamorphosis. An adult surki forms a chrysalis and 8 Wardens
rapidly changes over the course of a single evening. Less physically dramatic
than the shift between larva and adulthood, the evolved form brings with it SIZE The Zoetrope
profound magical abilities that resulted from a lifetime of magical absorption Medium and its Crew
and refinement. Evolved surkis’ nodes metamorphose into complex organs The Zoetrope
capable of projecting tangible magic to a variety of ends, from digging SPEED New
apparatuses made out of pure force to glowing wings that defy gravity. 25 Ancestries
This final form is the ultimate expression of any surki’s individuality and Meet the Crew
adaptations—a form perfectly suited to fulfill the environment they choose ATTRIBUTE BOOSTS Athamaru
to inhabit or the role they wish to fill. Constitution Ancestry
Free Awakened
Society Animal
Surki society places great importance on individuality and self-expression. LANGUAGES Ancestry
Every surki is expected to find their own way of doing things, and Common Centaur
innovation is a highly prized achievement. Surkis are also very much in Surki Ancestry
touch with their environment; they place no distinction between plant Additional languages equal to your Merfolk
and animal, recognizing that every being fills an important part of the Intelligence modifier (if positive). Ancestry
environment. This quality has led surkis to create settlements that leave Choose from Elven, Fey, Sakvroth, and Minotaur
as little impact on the environment as possible, weaving silks around any other languages to which you have Ancestry
plants and fungi to coax them to grow into shelters and walls. Wood and access (such as the languages prevalent Surki Ancestry
other plant-based resources are seldom harvested in a manner considered in your region).
Techniques and
traditional to most societies in Golarion. These resources are portioned out
Tricks
in strategically grown sections and harvested precisely enough to not kill TRAITS
the plant if possible. Humanoid Services and
Surki relationships are focused on complementing adaptations. Surkis are Surki Supplies
generally polyamorous and might maintain a close bond with numerous Golarion’s
others. Surkis are a single-sex species, and while they understand concepts DARKVISION Menagerie
of gender and orientation as experienced by other ancestries, many surkis You can see in darkness and dim light
The Wardens of
find the idea of choosing not to bond with someone based on anatomy just as well as you can see in bright
the Wild
or personal descriptions absurd. They instead choose to pursue those with light, though your vision in darkness is
personalities, talents, or adaptations that augment their own in unexpected in black and white. Epilogue: A
ways, such as using woven silks to reinforce a tunnel dug through loose Journey’s
rock. Nevertheless, attraction in surki society is as complicated an idea as MAGIPHAGE Conclusion
in any other, and bonded surkis will often express their feelings toward a The various nodes throughout your Glossary & Index
loved one with a personal description that expresses something they value body draw in latent magic from the
within the relationship. For example, a surki might introduce a partner as world around you. You don’t need to eat
“Who Speaks Quietly and Makes My Soil Richer.” or drink unless you’re in an especially
Only adult surkis are capable of reproducing, which they do through magic-poor environment (such as the
parthenogenesis. Any adult surki can lay an egg when they choose, though Mana Wastes). Choose what tradition
because the process expends so much of the magic stored in their nodes, of magic you most consumed as a
few surkis lay more than one egg every few years. Many of these eggs are larva; this type of magic has become so
kept in a protected area of the settlement, awaiting the next generation dig. ingrained in your body that it changes
When the eggs are ready, they hatch en masse, and the larva coordinate their the tradition of all surki spells and
departure, drawn to magic like a beacon tunneling through the earth and magical actions to that tradition.
stone to find a new place to settle.
Familial life vastly differs for surkis. Eggs lain outside of a generation
dig are cared for and tended by the surki “parent” until the grub emerges.
New village grubs are typically left to their own devices, allowed to venture
outside the village or even leave the community altogether. Often, village
grubs find their first homes in the soil of the community farms, where they
feed on the natural magic within the soil and plant life. These gardens
double as schools for these grubs, as the adult and evolved surkis who tend

47
the gardens regularly converse with the grubs, thumping Beliefs
and scraping out the stories of their young lives and the Surkis’ connection to their environment leads them to
lessons they’ve learned from others. Surki grubs born typically worship natural deities. Their own ancient
early or those whose nodes don’t function well are often traditions identify each creature as possessing a unique
bonded with ostillis, small amorphous symbiotes that spirit, with keystone species occupying a deific role within
augment the grubs’ ability to absorb nutrients from magic. their ecosystem. Surki traditions dictate that surkis and
Surkis choose their names when they enter other cultures aren’t part of this spirit cycle, though with
adolescence. Every surki has a name referred to as their time, care, and practice, one can be accepted into it with
“root” or “grub” name that’s produced solely with the the blessing of the environment’s keystone species.
forelimbs. Adults commonly incorporate all or part of Among surki communities in Sarkoris, worship of
their root name preceding their chosen name, though it Gozreh and Sturovenen has grown quickly. Surkis who
isn’t expected to be repeated, especially by those of other dedicate themselves to a deity are more likely to choose
ancestries who don’t possess the exoskeleton necessary one representing their own environment or the natural
to “pronounce” the name. The root name, while shown world as a whole. Deities whose domains include travel
proudly, is considered the personal property of the surki or change are also popular among surki devotees.
who possesses it, and repetition of the root portion of a It’s very important to surkis that life be allowed to
surki’s name is considered rude by most, tantamount to follow its natural course. Death, violence, and war all
theft. Surkis’ chosen names typically represent a personal have their place and purpose.
quality that they admire most or an achievement they Popular Edicts encourage others to discover their true selves,
take pride in. As surkis age, they might change their protect and nurture natural ecosystems, work with others
chosen name to better fit who they feel they’ve become. to promote symbiotic relationships
When surkis die, any present-tense verbs used in their Popular Anathema force another to change before they’re ready
names become past tense.
Sample Names: Bearer of Heavy Boulders, Weaver Surki Heritages
of Intricate Webs, With the Deftest Song, Who Shines Surkis emerge from their larval stage with some
Brightly, Whose Patterns are Bold, Whose Voice is Music adaptations already in place. Though not all are the
same, those represented below are among the most
common. Surki heritages have multiple possible
evolutions, which are accessed by taking the
Grand Metamorphosis feat.

Breaker Surki
Your claws are especially hard and can break
through earth and predators alike. You gain a claw
unarmed attack that deals 1d4 slashing damage.
Your claws are in the brawling group and have
the agile, finesse, unarmed, and versatile B traits.
• Evolution Your wrist nodes project magic
into a durable digging wedge. You can spend
an Interact action to increase your claw unarmed
attack’s damage to 1d6; grant it the magical, razing,
and versatile force traits; and remove the agile trait.
You can spend another action to deactivate the
wedge and return your claw to its normal statistics.
• Evolution Your ankle nodes can emit grounding
claw spikes of magic to hold you in place. If any
effect would force you to move 10 feet or more,
you can choose to move only half the distance. The
extra traction from your claw spikes allows you to
Climb with one hand occupied (or with both hands
occupied if you have the Combat Climber feat). You
gain the Trench Digging reaction.
Trench Digging [reaction] Trigger You’re subjected to forced
movement; Effect You deploy your claw spikes to churn
the earth asunder, creating difficult terrain in each square
of ground you’re moved through.

48
Elytron Surki Lantern Surki
The top layer of your carapace is especially mobile, The nodes in your abdomen are particularly luminous.
and you can unfurl it to catch the air gracefully as you You can use an Interact action to shed light from your Foreword: My
fall. You take no damage from falling, regardless of the abdomen in a 20-foot radius (and dim light for the next Quest for the
distance you fall. 20 feet). This is a magical light effect with a level equal Wardens
• Evolution Your shoulder nodes have evolved into a to your own. You can change the color of the light or
pair of spines that you can energize to project a pair extinguish it with another Interact action. The Zoetrope
of glowing wings. You can cast fly as an innate spell • Evolution Your abdominal nodes have evolved into and its Crew
once per day, targeting yourself; while your wings a pair of secondary limbs that project a magical The Zoetrope
are energized, you shed bright light in a 20-foot focusing lens. You gain the Lantern Beam action. New
radius and dim light for the next 20 feet. Lantern Beam [one-action] (light, fire, magical) Requirements Your Ancestries
• Evolution Your shoulder nodes have evolved into lantern light is shining; Effect Your lenses focus your Meet the Crew
a fan of thin membranes that resonate when magic light into a searing beam. You deal 5d4 fire damage to Athamaru
is coursed through them. You gain the Stridulating all creatures in a 30-foot line, with a basic saving throw Ancestry
Song action. against the higher of your class DC or spell DC. Your Awakened
Stridulating Song [two-actions] (auditory, magical) Frequency once lantern light then extinguishes, and you can’t use this Animal
per day; Effect You circulate magic through your wings, ability or use your lantern light again for 1d4 rounds. At Ancestry
causing them to vibrate at high speeds such that their 11th level and every two levels thereafter, the damage Centaur
scraping produces disruptive sounds. You focus the increases by 1d4. Ancestry
sound at one creature within 30 feet who must succeed • Evolution Secondary light emitters grow from your Merfolk
at a Fortitude save against your class DC or spell DC shoulder nodes that flash in time with your lantern. Ancestry
(whichever is higher) or become sickened 1, or sickened You gain the Lantern Strobe action. Minotaur
2 on a critical failure, as the vibrations disrupt its inner Lantern Strobe [two-actions] (light, magical, visual) Frequency once Ancestry
equilibrium. You can Sustain the effect for up to 1 minute; per hour; Effect As you pulse your lantern, your emitters Surki Ancestry
the creature can’t recover from the sickened condition as flash erratically, disorienting your opponents that see it.
Techniques and
long as you continue your song and it can hear you. Each opponent in a 15-foot cone must attempt a Fortitude
Tricks
save against your class DC or spell DC (whichever is
Hardshell Surki higher). On a failure, the creature is dazzled for 1 round. Services and
Your carapace is much denser than that of other surkis, On a critical failure, the creature is blinded for 1 round Supplies
offering you a suit of your very own armor. Your and dazzled for the following round. Golarion’s
carapace is medium armor in the plate armor group that Menagerie
grants a +4 item bonus to AC, a Dex cap of +1, a check
The Wardens of
penalty of –2, a Speed penalty of –5 feet, a Strength
the Wild
value of 16, and has the comfort trait. You can never
wear other armor or remove your carapace. You can Epilogue: A
etch armor runes onto your carapace. Journey’s
• Evolution The magical circulatory system that runs Conclusion
between your nodes has become a reinforcing Glossary & Index
network that strengthens your carapace with
magical energy. If you’re struck by a critical
hit that deals physical damage, you can
use your reaction to attempt a DC 17 flat
check. If successful, the attack becomes a
normal hit.
• Evolution Your abdominal nodes can
project a field around you that guards
you against the type of magic you’re most
familiar with. You gain the Dampening
Harmonics action.
Dampening Harmonics [two-actions] (magical) Frequency
once per hour; Effect You establish a force field
that grants you resistance 10 to damage dealt
by spells and magical abilities with the trait of
your magiphage ability, except for force damage.
The force field lasts for 10 minutes. Each time the field
prevents damage, the duration decreases by 1 minute.

49
Ancestry Feats darkvision—you’ve retained some of this sense. You gain
At 1st level, you gain one ancestry feat, and you gain an magicsense as a vague sense that has a range of 30 feet—
additional ancestry feat every 4 levels thereafter (at 5th, like all vague senses, it’s only about as precise as an average
9th, 13th, and 17th levels). As a surki, you select from human’s sense of smell, meaning you generally can predict
among the following ancestry feats. only if magic is present; however, each tradition of magic has
a unique taste to you, allowing you to identify the tradition of
1ST LEVEL magic present.

SEQUESTERED SPELL FEAT 1 5TH LEVEL


SURKI
You consumed so much of a type of magic as a larva that you CHEMICAL TRAIL FEAT 5
can now cast it purely on instinct. Choose one cantrip from the EXPLORATION SURKI
spell list of your magiphage ability. You can cast this cantrip as You can leave a faint chemical trail as you move and can use
an innate spell at will. A cantrip is heightened to a spell rank the chemical trails of other surkis to navigate. You gain a +1
equal to half your level rounded up. circumstance bonus to all checks and saves to Sense Direction
or reorient yourself.
SMALL SPEAK FEAT 1
SURKI SECONDARY ADAPTATION FEAT 5
You understand the languages of most small insects and SURKI
can speak to them. You can ask questions of, receive You’ve continued to adapt to the rigors of your
answers from, and use the Diplomacy skill with environment by continuing your metamorphosis,
insects, arthropods, and terrestrial invertebrates. even as an adult. Choose one surki heritage that
The GM determines which creatures count for you don’t already have; you gain that heritage and
this ability. its benefits.

SURKI LORE FEAT 1 TUNNEL ROLL [two-actions] FEAT 5


SURKI MOVE SURKI
Either through the tales of elders in your You can more easily navigate underground tunnels by
settlement or through the messages rolling up into a ball. You roll up and move up to four times
thumped by those who oversaw your your Speed in a straight line down an incline. If you reach
generation dig, you hold the knowledge the bottom of the incline or hit an obstacle during this
of many surkis before you. You become first turn of movement, you stop rolling. Otherwise, you
trained in Survival and the skill associated automatically keep rolling at this Speed during subsequent
with the magical tradition from your magiphage ability (Arcana turns until you hit the bottom of the incline or an obstacle
for arcane, Nature for primal, Occultism for occult, or Religion ends this movement (which can happen in the middle of your
for divine). If you would automatically become trained in one turn). You’re slowed 2 each turn after the first that you keep
of those skills (from your background or class, for example), rolling; if you hit an obstacle on a turn after the first, you and
you instead become trained in a skill of your choice. the obstacle both take 4d6 bludgeoning damage, and you
You also gain the Additional Lore general feat for Surki Lore. stop rolling.

SURKI WEAPON FAMILIARITY FEAT 1 9TH LEVEL


SURKI
Surki weapons favor utility and practicality over grace and CONSUME MAGIC [reaction] FEAT 9
brutality. You have familiarity with picks, light hammers, SURKI
sickles, scythes, and one additional common weapon of your Frequency once per hour
choice from the axe or hammer group—for the purposes of Trigger You attempt a saving throw against an area effect
proficiency, you treat any of these that are martial weapons from the tradition matching your magiphage ability.
as simple weapons and any that are advanced weapons as You consume the magic of an incoming spell or effect to
martial weapons. protect your allies, though you might give yourself indigestion.
At 5th level, whenever you get a critical hit with one of Attempt a counteract check against the triggering effect; your
these weapons, you get its critical specialization effect. counteract rank equals half your level (rounded up), and for
the roll, use either your class DC – 10 or your spellcasting
VESTIGIAL MAGICSENSE FEAT 1 attribute modifier plus your spellcasting proficiency bonus. If
SURKI you counteract the triggering effect, you end the effect for all
While most surkis’ ability to taste magic fades once they other creatures in the area, but you become sickened 1 as your
metamorphose into their adult form—replaced by keener body struggles to absorb the influx of magic.

50
GRAND METAMORPHOSIS FEAT 9 SURKI ADVENTURERS
SURKI Surkis are born explorers. Their innate curiosity for the
One of your nodes has adapted into a new magic-emitting world and interest in all things new, strange, and magical Foreword: My
organ. You gain one of the evolutions from your surki heritage. compel many to venture into the wild corners of Golarion. Quest for the
If you have multiple heritages, you choose one to evolve. Their connection to their environment leads many to Wardens
Special You can take this feat multiple times, gaining a new become druids and rangers, while their adaptability and
evolution each time. The evolution can be for a heritage knack for survival can make them imposing champions. The Zoetrope
you’ve already evolved or a different one. Surkis who leave their colonies often sign on as sailors or and its Crew
caravan guards, though it’s rare to find any surki filling a The Zoetrope
NODAL HEALING FEAT 9 position outside of their own colony. New
SURKI Ancestries
You can induce wound repair by circulating magic throughout Meet the Crew
your body. If you rest for 10 minutes, you regain Hit Points NODAL REGENERATION FEAT 17 Athamaru
equal to your Constitution modifier × half your level. This is a SURKI Ancestry
magical healing effect and is cumulative with any healing you Prerequisite Nodal Healing Awakened
receive from Treat Wounds. Your body processes magic so effectively that you can induce Animal
true regeneration, replacing limbs and restoring organs. You Ancestry
13TH LEVEL can cast regenerate once per day as an innate spell. Instead Centaur
of being deactivated by acid or fire, your regeneration Ancestry
GENERATION DIGGER FEAT 13 from the spell is deactivated by cold, which slows Merfolk
SURKI your metabolism. You can target only yourself Ancestry
You’re so adept at burrowing through the earth that with the spell, but you can Cast the Spell as a Minotaur
you don’t even need tools; in fact, you just might be reaction if you’re reduced to 0 Hit Points by Ancestry
trusted to lead the latest generation dig. You gain a a non-cold effect. Surki Ancestry
burrow speed of 15 feet.
Techniques and
Tricks
MAGITAXIS [reaction] FEAT 13
SURKI
Services and
Prerequisites Vestigial Magicsense Supplies
Trigger A creature you could reach with a Stride action Golarion’s
Casts a Spell from the tradition matching your Menagerie
magiphage ability.
The Wardens of
You move reflexively toward the source of magic you
the Wild
most consumed as a larva. You Stride, and you must
end your movement adjacent to the triggering creature. Epilogue: A
You then can’t use Magitaxis against the triggering Journey’s
creature for 24 hours as your reflexes reacclimate, though Conclusion
you can use it against other creatures. Glossary & Index
You can use Magitaxis while Burrowing, Climbing,
Flying, or Swimming instead of Striding (changing the
trigger accordingly) if you have the corresponding
movement type.

17TH LEVEL
UNLIMITED PLURIPOTENCY FEAT 17
SURKI
Within all surkis is the capacity to be whatever they need
to be, and you can tap into that capacity even now. When
you sleep, you can choose to enter a pupa state. You sleep
so deeply in your pupa that you can’t be woken up by loud
noises around you, and you lose the benefits of one of your
surki heritages overnight. When you emerge and make your
daily preparations, you can select a different surki heritage to
replace it. If you had one or more evolutions for that heritage,
you can choose a different evolution for your new heritage.

51
54
T e c hni ques and T ric k s
Foreword: My
Quest for the
The hidden jungle state of Valash Raj is well known for All six were amurruns, clearly skilled in the martial Wardens
keeping its secrets. Tucked away in its kaiju-infested jungle arts. They worked in pairs, their movements seamless; one
environs, it’s quite safe from most visitors of happenstance. darted in and out to strike at an insect while their partner The Zoetrope
Imagine my delight, then, when a longtime correspondent swept at its legs to hold it still. No sooner had they begun and its Crew
of mine, an amurrun herbalist named Tivya, arranged for their attack than the carapaces cracked in half, and skinless Techniques and
myself and my crew to be permitted to visit! Tivya and I monsters burst forth from the destroyed chitin. Our Tricks
became acquainted after I read his works on jungle plants, rescuers didn’t seem in the least surprised, but my crew and Untamed
most notably the amla tree and its medicinal uses. I wrote I cried out in unison at the sight. Barbarian and
to him expressing admiration for his insights, and he wrote “Stay back!” one of the amurruns called to us. “We’ll Druid Morph
back with some very kind comments on my own—scant, handle this.” Warden Spells
by comparison!—works. When I mentioned my plans for Not wanting to get in their way, we obeyed, retreating and Ranger
a journey, he kindly invited me and the crew to visit him so into our tents to watch. The battle was over in moments Feats
he could show me his favorite flora in person. Of course, I as the warriors made quick work of the creatures. Witches of the
jumped at the chance. “How fortunate we were to have your aid!” I exclaimed. Wild
Tivya recommended against piloting the airship to “My crew and I offer your our thanks! But what were Zoophonic
the city of Arung proper, as its citizens were unlikely those creatures? No mere animals, it seems.” Bards
to appreciate a sudden arrival of an anonymous vessel The woman who appeared to be their leader shook her Beastmaster
from the sky. Instead, we landed in the jungle outside the head. “Roru demons, vicious and bloodthirsty. They can don Archetype
Expansion
city; there, we could make camp and travel the rest of animals’ skins as they please, so their trail can be difficult to
the way to the capital on foot, about a day’s trek. The follow.” She looked us over, then nodded. “I am Laira.” Clawdancer
Archetype
lush green of the tropical trees and fronds was interrupted We introduced ourselves, and Laira explained that she
only by small riots of colorful flowers, bursting into and her companions were adherents of the local fighting Ostilli Host
Archetype
scattered blooms at intervals, and the occasional dinosaur discipline known as the Knives of Valash. They were greatly
underfoot; Charikleia set to sketching them at once. I curious about both us and the Zoetrope, and we offered Swarmkeepr
Archetype
spent an agreeable evening upon our arrival eating Grefu’s to share our campfire, though we became so distracted
delicious grilled river fish and admiring the scenery. Ten swapping tales of our travels that none of us slept before Thlipit
Contestant
had the first watch, and so the rest of us settled into our the sun began to paint the sky pink. Archetype
bedrolls with the soothing sounds of chirping insects to In the late morning, when we finally arose, they
Werecreature
lull us to slumber. offered to guide us the rest of the way to Arung. Quite Archetype
I awoke suddenly. I wasn’t sure of the cause at first; humbled by our recent brush with danger, we took them
Wild Mimic
it took me a moment to realize Ten was standing over up on their kind offer. Laira motioned me over as we Archetype
me, shaking me by the shoulder. “Baranthet,” they hissed, packed up the campsite to leave.
Winged
leaning close. “We’ve got trouble.” “You have weapons, but cannot fight,” she observed, Warrior
I glanced around and spotted their reason for alarm. though her voice held no contempt. Archetype
Eyes, compound facets glittering orange in the dim light of “Only basic self-defense techniques,” I admitted. “I’m Spells
our campfire. I motioned for Ten to wake the others and more scholar than warrior.”
sat up for a better look—an error, as I was immediately “I could teach you some tricks,” she said. “Even Services and
pounced upon! scholars bleed, and like the creatures of the wild, we—” Supplies
The creature pinning me to the ground was a rare she nodded at my claws—“are never really unarmed.” Golarion’s
specimen of giant centipede, though the mandibles I hesitated, concerned about being a bother, and she Menagerie
digging into my shoulders rather diminished the joy added with a tinge of humor, “Let’s see what you can
The Wardens of
of scientific discovery. Our campsite exploded into a learn in one day.”
the Wild
chittering cacophony! I scrabbled for my crossbow but And so began my training! Even at my age, one should
faltered once my hand closed around it. I wasn’t sure of never stop learning, and Laira proved a most patient tutor. Epilogue: A
my aim, and I could not risk hitting my compatriots. My She began by plucking berries off the trees and tossing Journey’s
captor, meanwhile, wasn’t about to let me escape, and it them at me to bat aside. My reflexes are not as keen as Conclusion
was all I could do to evade its gnashing mouthparts. they could be, so I accumulated several juice stains about Glossary & Index
Out of the corner of my eye, I glimpsed more slitted my forehead, much to Telero’s amusement. By the early
eyes gleaming in the foliage. In terror, I called a warning afternoon, I had improved to where I could reliably block
before I realized these eyes were different, higher up than such assaults, even spearing a berry atop a claw several
the centipedes’. Then, as if our saviors had been called up times! Truly, the natural world has numerous techniques
by the trees themselves, they emerged to join the melee. to offer, if only we are willing to learn them.

55
UNTAMED MORPHS
Some barbarians and all druids are in tune with the RIP AND TEAR [one-action] FEAT 4
primal forces of nature, but some, particularly animal BARBARIAN DRUID
instinct barbarians and untamed order druids, take Prerequisites animal instinct or untamed order
primal energies into themselves as forms of power. These Requirements Your last action dealt piercing or slashing
options exist to complement existing ones for characters damage using an unarmed Strike granted by a morph or
focused on transforming themselves with morph and polymorph effect.
polymorph abilities. You’ve learned to debilitate your enemies in the same way a
hunter tears at their prey. Make an unarmed Strike against the
BRUTAL CRUSH [one-action] FEAT 4 same target. If the Strike hits and deals piercing or slashing
BARBARIAN DRUID MENTAL damage, the target takes an additional 1d6 persistent bleed
Prerequisite animal instinct or untamed order damage. If you’re at least 12th level, increase this to 2d6
Requirements Your last action dealt bludgeoning damage using persistent bleed damage.
an unarmed Strike granted by a morph or polymorph effect.
You’ve learned how to cloud your foes’ minds with the MISTY TRANSFORMATION [reaction] FEAT 6
brutal impact of your repeated attacks. Make an unarmed DRUID PRIMAL
Strike against the same target. If the Strike hits and deals Frequency once per minute
bludgeoning damage, the target is stupefied 2 for 1 round Trigger You transform due to a polymorph effect.
(stupefied 3 on a critical hit). Wild mists cover your form. You create a hazy cloud in a 5-foot
burst centered on one corner of your space. If your new form
CREATURE COMFORTS [reaction] FEAT 4 is Large or larger, the cloud covers your entire space instead.
BARBARIAN DRUID All creatures within the area are concealed, and all others are
Prerequisites animal instinct or untamed order concealed to them. The cloud lasts until the beginning of your
Trigger You become frightened. next turn but is immediately dispersed by a strong wind.
Requirements You’re under a morph or polymorph effect.
You’ve found comfort in the forms of other creatures, insulating TOPPLING TRANSFORMATION [reaction] FEAT 6
yourself from feelings of fear. Reduce your frightened DRUID
condition value by 1 (to a minimum of 0). Trigger Your size increases due to a polymorph effect.
You use your body’s expansion as leverage to displace a
nearby creature. You attempt to Shove or Trip an adjacent
creature. For the purposes of determining what size
creature you can affect, use your final size after the
triggering effect.

DEFENSIVE DISMISSAL [reaction] FEAT 12


DRUID
Trigger A creature you’re aware of critically succeeds on a
Strike against you.
Requirement You’re under a polymorph effect that you can
Dismiss.
You change your form as a means of evading a potentially
fatal blow. You Dismiss the polymorph effect you’re
under, and the result of the triggering Strike becomes
a success instead of a critical success. If you would no
longer fit in your space as a result of returning to your
normal form, this action fails and you don’t Dismiss
the polymorph effect.

EXPLOSIVE METAMORPHOSIS [one-action] FEAT 12


DRUID SPELLSHAPE
You use additional primal energy to transform, creating a burst
of elemental energy to complement your transformation. If
your next action is to cast a non-cantrip morph or polymorph
spell, select acid, cold, electricity, or fire. Your transformation

56
creates a 5-foot emanation around your new form that deals WEAPON TRAITS
1d6 damage of that type per rank of the spell. Each creature in The following weapon traits are used for the instinct
that area attempts a basic Reflex save against your spell DC. options presented here, in addition to traits from Foreword: My
If your polymorph action had a trait corresponding to an Pathfinder Player Core. Quest for the
energy type, you must select that one if possible. This action Razing: Razing weapons are particularly good at Wardens
gains the trait corresponding to the energy type selected. damaging objects, structures, and vehicles. Whenever
you deal damage to an object (including shields and The Zoetrope
CLEANSING TRANSFORMATION FEAT 14 animated objects), structure, or vehicle with a razing and its Crew
DRUID weapon, the object takes an amount of additional damage Techniques and
Prerequisites Healing Transformation equal to double the number of weapon damage dice. Tricks
You learn to cleanse bodily toxins alongside the transformations Venomous: These weapons inject poison into every hit. Untamed
of your shape-changing magic. When you use Healing When you hit a creature with this weapon, it deals an Barbarian and
Transformation, your polymorph spell can also attempt to additional 1 persistent poison damage. This increases to Druid Morph
counteract one disease or poison afflicting the target. If you 2 persistent poison damage if the weapon has a greater Warden Spells
don’t successfully counteract it, you can’t use Cleansing striking rune. and Ranger
Transformation against that specific affliction for 24 hours. Feats
Witches of the
TOWERING TRANSFORMATION [reaction] FEAT 14 Crocodile Jaws 1d10 P Unarmed Wild
BARBARIAN DRUID EMOTION FEAR MENTAL RAGE VISUAL Tail 1d6 B Agile, unarmed Zoophonic
Trigger Your size increases due to a polymorph effect. Orca Jaws 1d8 P Forceful, unarmed Bards
The physical growth of your transformation is a spectacle that Scorpion Stinger 1d6 P Reach, unarmed, Beastmaster
shakes foes to their core. Each enemy smaller than your new venomous Archetype
Expansion
size within 30 feet of you must attempt a Will save against Pincer 1d4 S Parry, unarmed
your class DC or spell DC, whichever is higher. Seal Jaws 1d10 P Grapple, unarmed Clawdancer
Archetype
Success The creature is unaffected. Spider Fangs 1d8 P Grapple, unarmed,
Failure The creature becomes frightened 1. venomous Ostilli Host
Archetype
Critical Failure The creature becomes frightened 2, and you Web Special* Range increment 15 feet
can push it up to 10 feet from you. This is forced movement. Tyrannosaurus Jaws 1d8 P Deadly d12, unarmed Swarmkeepr
Archetype
Tail 1d6 B Agile, unarmed
TOO MUCH TO SWALLOW [reaction] FEAT 16 Wasp Stinger 1d4 P Backstabber, deadly d8, Thlipit
Contestant
DRUID unarmed, venomous Archetype
Prerequisite Untamed Form * The spider’s web attack deals no damage, but the target
Werecreature
Trigger You’re subject to an effect you could attempt to Escape. takes a –10-foot circumstance penalty to its Speeds for 1 Archetype
While you might be small enough to grab normally, you can round on a hit. If a target is hit a second time by the same
Wild Mimic
change that at a moment’s notice. You cast untamed form. If character’s web attack while they have this penalty, they’re Archetype
you took on a new form that’s too large for the effect, you instead immobilized until they succeed at a check to Escape
Winged
automatically escape. Otherwise, you attempt to Escape. If against your class DC. Warrior
this ends an effect where you entered the creature’s space, Archetype
such as Swallow Whole, exit that creature to an adjacent area Animal Form Expansion Spells
where your new form could fit. Listed here are new options for animals to choose with
the animal form spell. These options are accessible Services and
Animal Instinct Options to anyone casting the spell, not just animal instinct Supplies
The new options in the table below are available for barbarians and untamed order druids. Golarion’s
animal instinct barbarians to select at level 1. • Crab Speed 25 feet, swim Speed 15 ft; Melee [one-action] big Menagerie
claw, Damage 2d8 piercing; Melee [one-action] little claw (agile),
The Wardens of
ANIMAL INSTINCT OPTIONS Damage 2d4 piercing; can breathe in water and in air.
the Wild
Animal Attack Damage Traits • Crocodile Speed 25 feet, swim Speed 30 feet; Melee [one-action]
Ankylosaurus Tail 1d10 B Razing, unarmed jaws, Damage 2d8 piercing; Melee [one-action] tail (agile), Damage Epilogue: A
Ant Mandibles 1d10 P Grapple, unarmed 1d8 bludgeoning; can hold your breath for the duration of Journey’s
Bat Fangs 1d10 P Unarmed the transformation. Conclusion
Wings 1d4 P Parry, unarmed • Orca swim Speed 35 feet; Melee [one-action] jaws, Damage 2d8 Glossary & Index
Bird Beak 1d10 P Unarmed piercing; can hold your breath for the duration of the
Talon 1d6 S Agile, unarmed transformation.
Brontosaurus Tail 1d10 B Trip, unarmed • Seal Speed 20 feet, swim Speed 30 feet; Melee [one-action] jaws
Crab Big Claw 1d10 B Razing, unarmed (grapple), Damage 2d6 piercing; can hold your breath for
Claw 1d4 S Parry, unarmed the duration of the transformation.

57
WARDEN SPELLS & RANGER OPTIONS
I admit I have never much liked the dark, but there are It was while collecting samples from one such fungal
so many unique discoveries to make in the dark places grove that trouble found us. A ferocious morthak, an
beneath the earth’s surface that my curiosity often eyeless and obstreperous beast, came upon us, blocking
overcomes my trepidation. It was in pursuit of such the way we had come and attempting to force us deeper
discoveries that Chari, Ten, and I found ourselves in a into the unmarked caverns.
situation I can only describe as “incredibly perilous.” Perhaps Chari could have found an alternative way
We were flying over the Arcadian coast when we out for us within the winding cavern tunnels, or perhaps
spotted a network of cave openings that seemed to the morthak would eventually have let us be and
honeycomb the region, from cave mouths along the allowed an opportunity for our retreat; fortunately, we
coastal cliffsides to sinkholes and notable gorges carving will never know.
their way inland. We collected our spelunking gear and a A human woman clad in black and red leathers and
healthy supply of chalk and torches, then descended into wielding a strange weapon appeared, apparently having
a particularly promising crevasse. been hunting the morthak prior. She spat forth a toxic
Telero would typically have scouted the area for us stream first, some trick of ranger magic I had not seen
ahead of time, but Dr. Pom had not yet cleared him to before. As the creature turned its attention to her, we fell
return to fieldwork after the run-in with the manticores. back, though we were eager to ensure that our savior did
Thankfully, Chari’s ancestral gifts were a godsend for not become a victim in turn. Rummaging in their pack,
our task, as the twisting passages and monotonous rock Ten produced an animal whistle of the kind typically
walls of the ever-deepening caverns might have proven used for canines. Thankfully, morthaks have even more
nearly unnavigable without her expert assistance. Our sensitive ranges of hearing, and the whistle’s inaudible
minotaur scribe led us reliably onward, and we marked call seemed to help repel the beast, which fled at great
a number of mineral deposits, natural gardens of rare speed. The ranger’s pursuit was equally dogged, and
fungi and lichens, and leucistic cave creatures. eventually, we lost them both in the cavern depths.

58
Rangers are consummate masters of the outdoors, KEEN SMELL [two-actions] FOCUS 1
able to track quarries, identify creatures, and read the UNCOMMON CONCENTRATE FOCUS MANIPULATE MORPH RANGER
environment in equal measure. The following options Duration 1 minute Foreword: My
expand on rangers’ warden spells, which let them Your nose becomes more sensitive to the scents of the wild, Quest for the
channel the primal magic of the natural world. the better for you to track your quarry. For the spell’s duration, Wardens
you gain scent as an imprecise sense with a range of 30 feet.
Ranger Feats Your hunted prey can’t be undetected by you as long as it’s The Zoetrope
within your scent range. and its Crew
NATURAL CONDUIT [one-action] FEAT 4 Heightened (3rd) Your scent range increases to 60 feet. Techniques and
CONCENTRATE RANGER SPELLSHAPE Tricks
Prerequisites warden spells SLIME SPIT [two-actions] FOCUS 1 Untamed
Requirements You have line of effect to your animal companion UNCOMMON CONCENTRATE FOCUS MANIPULATE POISON RANGER Barbarian and
or another friendly animal within 60 feet. Range 30 feet; Targets 1 creature Druid Morph
You can use an animal as a conduit for your magic. If the next Defense Reflex Warden Spells
action you use is to Cast a Spell that has a range, the spell uses You spit toxic goo that coats your target’s face and eyes, and Ranger
the animal as its origin point. dealing 2d6 poison damage. It must attempt a Reflex save. Feats
Critical Success The target takes no damage. Witches of the
ANIMAL STRENGTH FEAT 6 Success The target takes half damage and is dazzled for 1 Wild
RANGER round, though it can Interact to wipe its eyes and remove Zoophonic
Prerequisites animal feature warden spell the condition. Bards
You tap into the primal strength of your animal feature. When Failure The target takes full damage and is dazzled until the Beastmaster
you gain a claw or jaws attack from animal feature, you can end of your next turn. Archetype
Expansion
choose a weapon you’re carrying and apply all runes from Critical Failure The target takes double damage, is blinded for
that weapon (if they’re applicable) to that unarmed attack. 1 round, and is dazzled until it uses an Interact action to Clawdancer
Archetype
This replaces any runes the unarmed attacks would normally wipe its eyes.
have from other sources, like handwraps of mighty blows. In Heightened (+1) The damage increases by 2d6. Ostilli Host
Archetype
addition, when you critically hit with a claw or jaws attack
from animal feature, you deal 1d6 persistent bleed damage. Advanced Warden Spells Swarmkeepr
Archetype
NATURE PROWLER FEAT 6 CANOPY CRAWLER [two-actions] FOCUS 2 Thlipit
Contestant
RANGER UNCOMMON CONCENTRATE FOCUS MANIPULATE MORPH RANGER Archetype
When you begin your turn hidden or unnoticed by your Range touch; Targets yourself or your animal companion
Werecreature
hunted prey, that creature is off-guard to you until the end Duration 10 minutes Archetype
of your turn. If you’re in natural surroundings, you can Avoid The target grows a prehensile tail, or gains prehensile
Wild Mimic
Notice and Sneak at full speed. qualities in their existing tail, to help them climb with ease. Archetype
For the duration of the spell, they gain a climb Speed equal
Winged
Warden Spells to their highest Speed. The target can Climb with a hand Warrior
These warden spells are additional options for rangers occupied (or two hands occupied if they have the Combat Archetype
who choose the Initiate Warden, Advanced Warden, Climber feat). Spells
Masterful Warden, and Peerless Warden feats, which Heightened (5th) The spell’s duration increases to 1 hour, and
begin on page 157 of Player Core. you can target both yourself and your animal companion Services and
with a single casting. Supplies
Initiate Warden Spells Golarion’s
IMITATE FAUNA [two-actions] FOCUS 2 Menagerie
DISTRACTING DECOY [one-action] FOCUS 1 UNCOMMON CONCENTRATE ILLUSION FOCUS MANIPULATE RANGER
The Wardens of
UNCOMMON CONCENTRATE FOCUS RANGER VISUAL Range 30 feet; Targets 1 willing animal
the Wild
Range 10 feet; Targets 1 creature Duration 1 hour
Defense Will You use your knowledge of nature to pass the target off as Epilogue: A
You conjure a colorful, fast-moving shape, such as a small a common animal of the same size, representing a species Journey’s
bird or other animal that draws your target’s eye. They must chosen when the spell is cast. This covers the target’s visual Conclusion
attempt a Will save. appearance, scent, and voice. The target can communicate with Glossary & Index
Success The creature is unaffected. other members of the species as though they shared a language
Failure The creature is off-guard until the start of your but can’t speak other languages while the spell persists.
next turn. Casting imitate fauna counts as setting up a disguise for
Critical Failure As failure, but the creature also takes a –2 the purpose of the Impersonate action. It allows the target
circumstance penalty to attacks while it’s off-guard. to ignore any circumstance penalties they might take for

59
“WARDENS” OF NATURE Peerless Warden Spells
Though language is far from my
expert field of study, I cannot help GLUTTONOUS GROWTH [two-actions] FOCUS 5
but note how often we choose to UNCOMMON CONCENTRATE FOCUS MANIPULATE PLANT RANGER
describe the wilds as something Range 120 feet; Area all squares that contain plants in a
to be protected. “Guardians,” 20-foot burst
“protectors,” and, of course, Duration sustained up to 1 minute
“wardens.” I have heard this term Plants in the area grow rapidly, taking on carnivorous
used not just for those four mythical characteristics as they seek to consume prey. All affected
animals we scour Golarion for, but also for those magical squares are difficult terrain, both on the ground and for flying
knacks and tricks used by the scouts and hunters who creatures. Each creature that begins its turn in the area must
range across the wild. I wonder if there is some historical attempt a Reflex save unless it’s already grabbed or restrained.
link between the two—if once, in a more primeval time, Critical Success The creature is unaffected.
the Wardens of the Wild might have been known more Success The creature is grabbed until the beginning of its next
widely, their magical abilities and techniques used as turn or it Escapes.
inspiration by rangers who glimpsed them in the field. Or Failure The creature is grabbed until the spell ends or
perhaps these spells were once gifts from the Wardens it Escapes.
of the Wild in a time when we sapient animals fell under Critical Failure The creature is restrained until the spell ends
their direct protection. And, of course, it could be simple or it Escapes.
linguistic coincidence. A subject for future study! When you Sustain this spell, each creature grabbed or
restrained by the plants takes 4d6 piercing damage.
Heightened (+1) The damage dealt by the plants when you
being disguised as dissimilar creatures, and it gives the Sustain the spell increases by 2d6.
target a +4 status bonus to Deception checks to prevent
other animals from seeing through their disguise. You can PACK BREAKER [two-actions] FOCUS 5
Dismiss this spell. UNCOMMON CONCENTRATE FOCUS MANIPULATE MENTAL RANGER
Heightened (5th) You can target up to six willing animals. Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
Master Warden Spells You can deceive creatures by changing their perception of their
allies’ behavior. Each affected creature suspects their allies have
THREATENING MIMICRY [two-actions] FOCUS 3 changed allegiance, depending on the outcome of their Will
UNCOMMON CONCENTRATE EMOTION FEAR FOCUS ILLUSION MANIPULATE save. Regardless of the effects of the saving throw, the creature
MENTAL RANGER is then temporarily immune to pack breaker for 1 hour.
Area 10-foot emanation Critical Success The creature is unaffected.
Defense Will Success The creature becomes unfriendly to all creatures
You appear larger and stronger to nearby creatures, appearing to which it wasn’t already hostile, even those that were
to possess threatening features like antlers, claws, or poison to previously allies. It treats no one as an ally for 1 minute.
their senses. Each non-allied creature in the area must attempt Each of its former allies within its reach must attempt a
a Will save. save against pack breaker.
Critical Success The creature is unaffected. Failure As success, but the creature is also confused for
Success The creature is frightened 1. This condition doesn’t 1 round.
decrease at the end of its turn if it damaged you during Critical Failure As success, but the creature is confused for
that turn. 1 minute.
Failure As success, but frightened 2.
Critical Failure As success, but frightened 3. PULVERIZING WAKE [two-actions] FOCUS 5
UNCOMMON ATTACK CONCENTRATE FOCUS MANIPULATE RANGER SONIC
WARNING STRIPES [one-action] FOCUS 3 Targets 1 creature within reach; Area 15-foot cone
UNCOMMON CONCENTRATE FOCUS MORPH POISON RANGER Defense AC and basic Fortitude (see text)
Duration 1 minute Imitating raptorial creatures, you attack with such speed
Your skin becomes painted with vivid stripes or bright it drives a sonic shockwave. Make a melee Strike against a
aposematic swirls, warning other creatures of its toxic creature in your reach; if you hit, you deal an additional 3d8
qualities. Any creature that touches you or hits you with an sonic damage. Regardless of the result of your Strike, that
unarmed melee attack takes 2d8 poison damage. creature becomes the point of origin of a 15-foot cone, aimed
If you have an animal companion, you can cast this spell on directly away from you. All creatures in that cone take 6d8
them instead, with a range of 30 feet. sonic damage (basic Fortitude save).
Heightened (+2) The poison damage increases by 1d8. Heightened (+1) The damage of the cone increases by 1d8.

60
WITCHES OF THE WILD
Foreword: My
While many look beyond the natural world for solutions Spell List primal; Patron Skill Nature Quest for the
to their problems, they miss the beings of great and terrible Lesson of Surface and Seas Your patron teaches of the dangers Wardens
power that live all around them. Any of these entities, and wonders of its domain, even at the very edges of the
whether flying through the skies or hiding within mortals’ water. You gain the sting of the sea hex cantrip, and your The Zoetrope
bodies, holds secrets that underpin the natural world. familiar learns dizzying colors or grease. and its Crew
Familiar of Overwhelming Tides Your familiar constantly drips Techniques and
Devourer of Decay with ocean water. When you Cast or Sustain a hex, you can Tricks
Your patron appeared at the end or near the end of a cause a small wave to surge forth from your familiar. One Untamed
life, flickering in feverish visions or glinting mysteriously creature within 10 feet of your familiar is pushed 5 feet Barbarian and
in the eyes of waiting scavengers. Although horrifying away from your familiar. Druid Morph
to many, decay creates the resources needed for new Warden Spells
life. This fate awaits you and possibly even your patron, STING OF THE SEA [one-action] CANTRIP 1 and Ranger
whether they’re a towering arboreal, a subterranean Feats
UNCOMMON CANTRIP CONCENTRATE HEX WITCH
fungus creature, or one of the psychopomps that Patron Ripple in the Deep Witches of the
shepherds the entire process along. Range 30 feet; Targets 1 creature Wild
Spell List primal; Patron Skill Nature Defense Fortitude; Duration sustained up to 1 minute Zoophonic
Lesson of the Hungry Scavenger Your patron teaches ways to A long tentacle like that belonging to an octopus, anemone, Bards
convert death into new life. You gain the scrounger’s glee or man-of-war, dripping with briny water, appears from Beastmaster
hex cantrip, and your familiar learns enfeeble. a glowing blue portal to wrap around the target’s face, Archetype
Expansion
Familiar of Parasitic Might Your familiar appears gaunt and blocking its vision. For the duration of the spell, the target
malnourished or otherwise on the brink of death, even must attempt a Fortitude save at the beginning of its turn. Clawdancer
Archetype
though it’s quite healthy. When you Cast or Sustain a hex, The portal follows the target around, and the tentacle can’t
your familiar can draw on the waning strength of another be targeted or harmed. Ostilli Host
Archetype
to sustain itself. One creature within 15 feet of your familiar Critical Success The target is unaffected.
with less than half of its maximum Hit Points becomes Success The target takes a –2 penalty to Perception checks Swarmkeepr
Archetype
sickened 1 unless it succeeds at a Fortitude saving throw involving vision until the end of its turn.
against your spell DC. Failure The target is dazzled until the end of its turn. Thlipit
Contestant
Critical Failure The target is blinded until the end of its turn. Archetype
SCROUNGER’S GLEE [one-action] CANTRIP 1
Werecreature
UNCOMMON AUDITORY CANTRIP CONCENTRATE FEAR HEX MENTAL WITCH Archetype
Patron Devourer of Decay
Wild Mimic
Range 30 feet; Targets 1 creature Archetype
Defense Will; Duration sustained up to 1 minute
Winged
With a cruel laugh and a flash of your canines, you make Warrior
a target understand that death is coming to claim it and Archetype
that its demise will serve to strengthen another. The target Spells
becomes frightened 1 if it fails a Will save (or frightened 2
on a critical failure). This condition can’t be reduced below Services and
1 while the spell is active and the target can hear you. You Supplies
can Dismiss the spell as a reaction when an ally critically Golarion’s
succeeds at a Strike against the target, restoring 1d4 Hit Menagerie
Points to that ally.
The Wardens of
Heightened (+2) The number of Hit Points restored when you
the Wild
Dismiss the spell increases by 1d4.
Epilogue: A
Ripple in the Deep Journey’s
When your patron appeared, it was as an unfathomably Conclusion
large shadow beneath the waves, possibly as an ancient Glossary & Index
denizen of the vast waters like a kraken. Whether
channeling the lethal terror of an oceanic predator or
singing the ancestral wisdom of its gentle giants, your
leviathan patron brings you lessons from the unplumbed
depths of the world.

61
Whisper of Wings Critical Success The target is unaffected.
Wings and swirling winds announced the approach Success The target takes half damage.
of your patron. The wings might have been radiantly Failure The target takes full damage.
feathered, jeweled like a dragonfly’s, strangely mechanical, Critical Failure The target takes 1d4 sonic and 1d4 piercing
or leathery with the scent of sulfur, but the controlled damage, and if it attempts an attack roll or hostile skill
chaos of their movements contained countless teachings. check this round, it takes a –2 status penalty to the roll.
Spell List primal; Patron Skill Nature Heightened (+1) The damage increases by 1d4 on a success or
Lesson of the Observed Sky Your patron teaches that the sky 2d4 on a critical success (1d4 of which is sonic and 1d4 of
can guide you anywhere you let it. You gain the murmuration which is piercing).
hex cantrip, and your familiar learns gentle landing.
Familiar of Nimble Flight Even if your familiar doesn’t have Greater Lessons
wings, it can sometimes move as if carried aloft by the wind. You can select from these lessons when you can choose
When you Cast or Sustain a hex, your familiar can Fly up to a greater lesson.
15 feet; this movement doesn’t trigger reactions. Lesson of Decay: All living things eventually decay,
feeding fungus and insect. You gain the mycological
MURMURATION [one-action] CANTRIP 1 malady hex, and your familiar learns insect form.
UNCOMMON CANTRIP CONCENTRATE HEX SONIC WITCH Lesson of the Flock: Power flows when many work
Patron Whisper of Wings as one. You gain the sheltering wings hex, and your
Range 30 feet; Targets 1 creature familiar learns levitate.
Defense Will; Duration sustained up to 1 minute Lesson of the Shark: Learn the ways of this deadly
The target feels the brush of feathers against its skin and oceanic predator. You gain the blood in the water hex,
hears screeches in its ears, warning it to keep away from a and your familiar learns feet to fins.
creature you designate that’s within 30 feet of you when you
Cast this Spell (which can include yourself). Once per round, BLOOD IN THE WATER [two-actions] FOCUS 3
if the target moves closer to the designated creature, it must UNCOMMON CONCENTRATE FOCUS HEX MANIPULATE SPIRIT WITCH
attempt a Will save or take 1d4 piercing or sonic damage. Lesson shark

62
Requirements The target is taking persistent bleed damage or Witch Feats
your last action dealt slashing damage to the target.
Range 30 feet; Targets 1 creature that can bleed SCATTER SWARM [one-action] FEAT 2 Foreword: My
Defense basic Reflex; Duration sustained up to 1 minute MAGICAL WITCH Quest for the
Predators are drawn to the scent of blood, and blood can Frequency once per round Wardens
disperse shockingly far in the water. You summon the spirits Your patron reaches through your familiar to magically
of aquatic predators to appear as a spectral swarm around the disperse a group of smaller threats. A swarm that shares a The Zoetrope
target. When you Cast or Sustain this Spell, the target takes space with your familiar takes damage equal to the swarm’s and its Crew
2d6 spirit damage (basic Reflex save). If the target takes any weakness to area damage. You choose whether this is acid, Techniques and
damage from the spell, it treats all water as difficult terrain for cold, electricity, or fire damage, and this action gains the trait Tricks
1 round as the predators try to drag them down. The spectral of the damage type you choose. Untamed
predators don’t take up space, grant flanking, or have any Barbarian and
other attributes a creature would. PORTENTS OF THE HARUSPEX [reaction] FEAT 4 Druid Morph
If you deal slashing damage to the target while the spell is CONCENTRATE PREDICTION WITCH Warden Spells
active, you automatically Sustain this Spell. If you cast blood in Trigger A creature within 30 feet is reduced to 0 Hit Points in and Ranger
the water while a previous casting of this hex is still in effect, a way that doesn't destroy their body. Feats
the previous effect ends. Although the divinations of a haruspex traditionally require Witches of the
Heightened (+2) The damage dealt increases by 2d6. organs and lengthy interpretation, you’ve learned how to Wild
glimpse the future in a more simple fashion by reading Zoophonic
MYCOLOGICAL MALADY [two-actions] FOCUS 3 creatures’ wounds. The glimpse of the future gives guidance Bards
UNCOMMON CONCENTRATE DISEASE FOCUS HEX MANIPULATE WITCH on what tools are best to use next. Beastmaster
Lesson decay Roll 1d12 to determine the damage type favored by your Archetype
Expansion
Range touch; Targets 1 creature prediction. The next time before the end of your next turn that
Defense Fortitude; Duration sustained up to 1 minute you or your allies deals that damage type to an enemy, that Clawdancer
Archetype
You infect your target with fungal spores to hasten the cycle enemy has weakness equal to your level against that damage.
of decay. The target must attempt a Fortitude saving throw. D12 Damage Type Ostilli Host
Archetype
Undead that aren’t incorporeal, such as skeletons and zombies, 1 acid
don’t have their normal immunity to this disease, as the spores 2–3 bludgeoning Swarmkeepr
Archetype
can still colonize their remaining flesh and bone. This might 4 cold
also apply to other non-living creatures made of organic 5 electricity Thlipit
Contestant
material at the GM’s discretion. 6 fire Archetype
Critical Success The target is unaffected. 7 mental
Werecreature
Success The target sprouts mushrooms and is enfeebled 2 for 8–9 piercing Archetype
1 round. 10 poison
Wild Mimic
Failure The target is afflicted with voidcap spores at stage 1. 11–12 slashing Archetype
Critical Failure The target is afflicted with voidcap spores at
Winged
stage 2. WILD WITCH’S ARMAMENTS FEAT 6 Warrior
Voidcap Spores (disease) This disease ends when the spell WITCH Archetype
ends; Stage 1 enfeebled 2 (1 round); Stage 2 enfeebled 2 Prerequisites Witch’s Armaments Spells
and slowed 1 (1 round); Stage 3 enfeebled 2, slowed 1, and Your patron’s power continues to enhance your natural
stupefied 2 (1 round) offensive capabilities. You gain additional effects for any of Services and
the unarmed Strikes you chose from Witch’s Armaments. If Supplies
SHELTERING WINGS [reaction] FOCUS 3 you took that feat multiple times to gain multiple attacks, you Golarion’s
UNCOMMON FOCUS HEX MANIPULATE WITCH gain the appropriate additional effects. Menagerie
Lesson flock • Eldritch Nails Your nails can tear and rend with the force
The Wardens of
Trigger An ally moves through a square within 15 feet of you of a beast. If you hit the same enemy with two consecutive
the Wild
or uses an action that has the move trait. nails Strikes, that enemy takes additional slashing
Range 15 feet; Targets 1 ally damage equal to half your level on the second Strike. Epilogue: A
Like migratory birds, you know everyone flies farther together. • Iron Teeth Like a true predator, your teeth can crunch Journey’s
You cause immense wings to sprout from your familiar. Your bone. A creature that you critically hit with a jaws Strike Conclusion
familiar Flies up to 30 feet, though it must move toward the must succeed at a Fortitude save against your class DC or Glossary & Index
triggering ally. If your familiar ends this movement adjacent to become sickened 1.
the triggering ally, it lands on their back; until the beginning of • Living Hair Part of your hair hardens into sharp quills
your next turn, the familiar automatically is carried by the ally, that you can eject with force. You gain a quills ranged
and its wings provide them cover. When the spell ends, the unarmed strike that deals 1d4 piercing damage with a
familiar hops off your ally into an adjacent square. range of 15 feet. Your quills are in the dart group.

63
Zoo phonic Bar d s
The sights and sounds among the mountains have spurred us further down the path. The creature—we
always seemed magnificent and larger than life to me— later learned it’s called a holdfast by the locals—easily
awe-inspiring, terrifying, and beautiful all at once. This followed us through the winding valley, burrowing
morning was no different as we were venturing deeper around obstacles and bursting up in our midst with
into the shadowed valleys of the Tusk Mountains. This bared teeth. Despite the danger, I found myself wishing
was further than any of the Zoetrope’s crew had gone Ten had accompanied us to see this underground
into the wilds without our additional protection, and we denizen; I would have been in awe were I not afraid for
were hoping to make it back to camp before nightfall. my life.
I couldn’t shake the feeling of being watched as we Right when we thought conflict inevitable, shrill
wandered into the sub-alpine forest, brushing back chirps filled the air. Adventurer and holdfast alike
branches and doing our best to move quietly and turned toward the sound to see an orc in sturdy clothes
carefully. But every time I turned to look, there was mimicking complex calls with a small wooden whistle. As
nothing there, just the glimpse of a bird swooping the song progressed, the creature threatening us calmed,
between the rocks or a bare branch swaying in the hackles no longer raised, eyes no longer steeled with the
morning breeze. fury of the hunt. It scrabbled up to the stranger’s feet,
We had paused to rest and rehydrate when I felt a making strange, seemingly contented rumbling sounds.
momentary tremor, the scree on the slope above us Several more of the creatures crawled from among the
shifting like ripples on a pond. A grinding screech rocks, emerging from burrows we had not even seen, to
broke the silence as claws split the ground behind us, gather around the stranger. One gently carried a cub, no
immediately followed by a weasel-like animal colored larger than a normal weasel, in its mouth.
the same gray as the stone dust. It wriggled fully into When their whistling song came to an end, the
view, blocking our path out of the valley with an stranger reached up and placed a hand on the side of
unmistakably aggressive posture. the leader’s neck—not unlike how one would greet
Chari and I still paused, contemplating whether we a horse. I could not catch their words, but it seemed
might be able to sketch the creature, but Telero wisely that they spoke to each other, the gentle whisper of
the stranger’s voice in an unknown tongue, and the
squeaks of the creature in return.
And then, just as swiftly as the first had approached
us, the creatures were gone, slinking back into the valley.
The stranger watched them go with a smile before
tucking their whistle back into a sling on their hip. I
couldn’t let the chance to learn their secrets pass; while
the rest of the team calmed and resettled to finish our
break, I carefully approached the stranger. They spoke in
a rumbling, musical voice and asked after our mission,
almost defensively. When I assured them we were simply
here to learn, the stranger relaxed and informed me
that the beasts of the mountains were always
willing to listen, if only you knew how to
speak to them.
Sooner than I would have liked, the
stranger turned to leave. My hands itched
for my notebook, desperate to capture more
of the knowledge they had gained from the
creatures of the wilds. I hope to cross paths with
this stranger again, or perhaps
another person of their craft,
so we may learn more of the
secrets of the wilds through
the lens of the creatures
that live here.

64
There’s music in nature, from singing beasts and chirping When you Seek, if there are any willing animals in the selected
insects to the chorus caused by rustling leaves and a area, you can borrow their senses. Doing so lets you Seek with
thrumming waterfall. The options here allow bards to call scent and tremorsense as imprecise senses, along with any Foreword: My
upon this music to communicate with and command the other senses appropriate to the animals in the area, at the Quest for the
natural world. GM’s discretion. Wardens

Zoophonia Muse SONGBIRD’S CALL FEAT 8 The Zoetrope


Your muse is a master of birdsong, wolf howls, trumpeting and its Crew
BARD
elephants, and other animal communication, pushing Prerequisites zoophonia muse Techniques and
you to new heights and encouraging your connections You call to the wilds with the voice of a songbird, thereby Tricks
with nature. If your muse is a creature, it might be an summoning a cloud of its kin. You learn the songbird’s call Untamed
enlightened animal or a spirit guide. If it’s a deity, it might composition spell. Barbarian and
be one of the Wardens of the Wild, Gozreh, or another Druid Morph
representative of nature. CHORUS COMPANION FEAT 12 Warden Spells
Muse Feat Zoophonic Communication BARD and Ranger
Muse Spell summon animal Prerequisites zoophonia muse, mature animal companion Feats
Animals can be musical partners as much as the subjects Witches of the
Bard Feats or audience. Your animal companion becomes trained in Wild
Performance (or expert if it was already trained). When you Zoophonic
ZOOPHONIC COMMUNICATION FEAT 1 cast a composition spell, you can have it originate either from Bards
BARD you or from your animal companion, if your animal companion Beastmaster
Prerequisites zoophonia muse is within 30 feet of you. Archetype
Expansion
Your studies have expanded your ability to parley and
negotiate into the animal realm. You can Request from animals MUSICAL SUMMONS [three-actions] FEAT 14 Clawdancer
Archetype
using Performance instead of Diplomacy as though you BARD
shared a language, although this gives you no special ability Prerequisites zoophonia muse Ostilli Host
Archetype
to understand their responses. You can also use Performance Your studies have given you a deeper understanding of
instead of Nature to Command an Animal. animals and beasts, allowing you to call them to your side as Swarmkeepr
Archetype
you cast your spell. You cast summon animal and a one-action
BESTIAL SNARLING [one-action] FEAT 2 composition spell. Thlipit
Contestant
AUDITORY BARD EMOTION FEAR MENTAL Archetype
Prerequisite zoophonia muse PACK PERFORMANCE [reaction] FEAT 18
Werecreature
You can convey the subtle menace of a low growl or predatory BARD Archetype
rumble. Attempt a Nature or Performance check, and compare Prerequisites zoophonia muse
Wild Mimic
it to the Will DC of each enemy adjacent to you. If you have Trigger A creature counteracts or disrupts the spell Archetype
an animal minion, such as an animal companion or summoned you’re casting.
Winged
animal, you can also compare it to each enemy adjacent to Requirements You have an animal minion within 30 feet Warrior
them. For each creature that you succeed at, it’s frightened 1 (or of you. Archetype
frightened 2 if it’s an animal). Regardless of the result, each target When you and animals sing together, your words ring even Spells
is temporarily immune to your Bestial Snarling for 10 minutes. brighter and bolder, cutting through disruptions. The animal
assisting you can Stride and Strike the triggering creature. If the Services and
ZOOPHONIC COMPOSITION [free-action] FEAT 4 attack succeeds, your action isn’t counteracted or disrupted. Supplies
BARD Golarion’s
Prerequisites zoophonia muse Composition Spell Menagerie
Frequency once per day
The Wardens of
Requirements Your most recent action was to cast a SONGBIRD’S CALL [two-actions] FOCUS 4
the Wild
composition spell. UNCOMMON AURA BARD COMPOSITION CONCENTRATE
When the inspiration strikes, you can weave messages for Area 15-foot emanation centered on you Epilogue: A
animals into your compositions. You Sustain a summon animal Defense basic Reflex; Duration sustained up to 1 minute Journey’s
spell or Command an Animal. Your voice calls a storm of songbirds that whirl around you Conclusion
and peck at your enemies. All creatures within the area of Glossary & Index
EARS OF THE FOREST FEAT 8 whirling birds become concealed, and all creatures outside the
BARD area become concealed to creatures within it. A creature other
Prerequisites zoophonia muse than you that enters or ends its turn in the area takes 1d6
Beyond relying on your own senses, you keep an ear open piercing damage as the birds peck at it.
for nearby creatures for help in exploring your surroundings. Heightened (+2) The damage increases by 1d6.

65
BEASTMASTER (ARCHETYPE)
The bond that forms between a beastmaster and their SPIRIT OF THE BEAST FEAT 4
companions is an empathic link. They’re a pack, a ARCHETYPE
family. Those who dedicate themselves to exploring Prerequisites Beastmaster Dedication
their relationship with their animals can truly unlock You imbue your companion with the aspect of another animal.
their pets’ true potential. This undertaking isn’t a You gain the spirit of the beast focus spell.
trivial one, requiring harsh trials and tremendous
understanding for these bonds to develop. Some Kellid BESTIAL PROTECTION FEAT 6
beastmasters utilize the harsh conditions found in the ARCHETYPE EMOTION FEAR MENTAL
northern regions of Golarion as a method of bonding Prerequisites Beastmaster Dedication, animal companion
with their companions. They often subsist in the wild that’s Large or larger
for months on end, relying on only each other to brave Your companion’s mere presence is enough to rattle creatures
the winters. Although its advocates claim cold is the best that fall under its shadow. When a creature adjacent to your
way to temper bonds, other cultures perform similar animal companion that’s smaller than it targets you with an
training in harsh deserts, isolated islands, or deep in the attack, that creature becomes frightened 1.
undead-haunted Gravelands.
Perhaps the greatest contribution beastmasters make NATURE’S PRECISION FEAT 6
to their companions is as a teacher and mentor. Although ARCHETYPE
instinct takes animals far, it also binds them into strict Prerequisites Beastmaster Dedication, animal companion with
patterns. The companions of a skilled beastmaster can an agile or finesse unarmed attack
break free of those patterns, using their natural tools with Your companions pick at an enemy’s weak points. When your
nuance that matches a well-trained humanoid warrior. companion strikes a off-guard creature with an agile or finesse
For more on the beastmaster archetype, see Player unarmed attack, it deals an additional 1d4 precision damage
Core 2 188. (2d4 if the animal companion is specialized). If the companion
already deals precision damage, combine the precision damage.

TENACIOUS ENDURANCE FEAT 6


ARCHETYPE EMOTION MENTAL
Prerequisites Beastmaster Dedication
You encourage your companion to refuse to yield, against even
the mightiest of foes. When one of your animal companions
is reduced to 0 Hit Points, if it isn’t wounded, it can remain
standing with 1 Hit Point and become wounded 1.

PACK MOVEMENT [two-actions] FEAT 8


ARCHETYPE FLOURISH
Prerequisites Beastmaster Dedication
You and your companion move to take down a common
enemy. You and your animal companion both Stride. If both
of you end your movement within reach of the same creature,
you and your animal companion each make a melee Strike
against the creature. You can use Pack Movement to Burrow,
Climb, Fly, or Swim instead of Stride if both you and your
animal companion have the corresponding movement type.

FEROCIOUS CHARGE FEAT 10


ARCHETYPE
Prerequisites Beastmaster Dedication, animal companion with
an antlers, head, or horn unarmed attack
You’ve taught your companions to charge directly
at an enemy. Your companions with a qualifying
unarmed Strike learn the Ferocious Charge activity.
Ferocious Charge [two-actions] The companion Strides up to
twice its Speed in a straight line and makes an antlers,

66
head, or horn Strike. If it moved at least 20 feet, it deals BILLOWING WINGS FEAT 12
an additional 1d8 damage. This damage increases to 2d8 AIR ARCHETYPE
if your companion is specialized. The companion can use Prerequisites Beastmaster Dedication, animal companion Foreword: My
Ferocious Charge while Burrowing, Climbing, Flying, or with wings Quest for the
Swimming instead of Striding if it has the corresponding You’ve trained your winged companions to gather air in their Wardens
movement type. wings, whipping up a concentrated gust of wind at opponents,
potentially staggering them. Your companions with wings gain The Zoetrope
RUNNING KICK FEAT 10 a gust ranged unarmed attack, which deals 1d4 bludgeoning and its Crew
ARCHETYPE damage with a range of 30 feet and has the air and propulsive Techniques and
Prerequisites Beastmaster Dedication, animal companion with traits. On a critical hit, the target is pushed back 5 feet. This is Tricks
a foot, hoof, or talon unarmed attack forced movement. Untamed
Your companion weaves in and out of combat, swiftly attacking Barbarian and
before getting to a better position. Your companions with a HEIGHTENED INSTINCTS FEAT 18 Druid Morph
qualifying unarmed attack learn the Running Kick activity. ARCHETYPE Warden Spells
Running Kick [two-actions] This companion Strides up to twice its Speed Prerequisites Beastmaster Dedication and Ranger
and makes a hoof, foot, or talon Strike at any point during You’ve worked to sharpen your companions’ instincts to Feats
the movement. This movement doesn’t provoke reactions supernatural levels. When one of your companions rolls a Witches of the
from a creature damaged by the Strike. success on a saving throw, it gets a critical success instead. Wild
Zoophonic
SINKING JAWS FEAT 10 PACK TAKEDOWN [two-actions] FEAT 20 Bards
ARCHETYPE ARCHETYPE FLOURISH Beastmaster
Prerequisites Beastmaster Dedication, animal companion with Prerequisites Lead the Pack Archetype
Expansion
a jaws or fangs unarmed attack Requirements You have two active companions.
Like how a constrictor wraps itself around its next meal, your The pack is strongest when it acts as one, and like a group Clawdancer
Archetype
companion tightens its teeth around its constrained prey to of hungry wolves, you work together to bring down a single
squeeze the life out of it. Your companions with a qualifying target. If you and both of your active companions threaten Ostilli Host
Archetype
unarmed attack learn the Sinking Jaws activity. the same creature, each of you makes a melee Strike against
Sinking Jaws [one-action] Requirements This companion has a creature it. The creature is off-guard against all of these attacks. If Swarmkeepr
Archetype
grabbed or restrained with its jaws or fangs; Effect This more than one attack hits, combine the damage from all
companion’s grabbed or restrained foe takes piercing damage successful Strikes, and apply resistances and weaknesses Thlipit
Contestant
equal to the companion’s level plus Strength modifier. only once. Archetype
Werecreature
SWEEPING TAIL FEAT 10 Focus Spells Archetype
ARCHETYPE
Wild Mimic
Prerequisites Beastmaster Dedication, animal companion with SPIRIT OF THE BEAST [one-action] FOCUS 2 Archetype
a tail unarmed attack UNCOMMON CONCENTRATE FLOURISH FOCUS MORPH PRIMAL
Winged
Your companion swings its tail powerfully. Your companions Targets your animal companion Warrior
with a qualifying unarmed attack learn the Sweeping Duration 1 minute Archetype
Tail activity. Range 30 feet Spells
Sweeping Tail [two-actions] This companion makes two tail Strikes You bring out the spirit of another animal that lives within
against different creatures within its reach, increasing your companion. Its body morphs slightly to take on an aspect Services and
its multiple attack penalty as normal. On a hit, it pushes of the animal you choose to have it emulate—for example, it Supplies
a target back 5 feet or 10 feet on a critical hit. This is might grow a pair of horns if the spirit is a bull or a tail if the Golarion’s
forced movement. spirit is a monkey. When you Cast this Spell, select from one of Menagerie
the following aspects.
The Wardens of
VICIOUS REND FEAT 10 • Aspect of Might: Your companion gains a +1 status bonus
the Wild
ARCHETYPE to Athletics checks, Intimidation checks to Demoralize,
Prerequisites Beastmaster Dedication, animal companion with and Fortitude saves. Epilogue: A
a claw, fist, pincer, or talon unarmed attack • Aspect of Swiftness: Your companion gains a +1 status Journey’s
Your companion sinks its claws and rips. Your companions with bonus to Acrobatics checks, Stealth checks to Hide or Conclusion
a qualifying unarmed attack learn the Vicious Rend activity. Sneak, and Reflex saves. Glossary & Index
Vicious Rend [two-actions] Make two claw, fist, pincer, or talon Strikes • Aspect of Insight: Your companion gains a +1 status
against the same target, applying the multiple attack penalty bonus to Perception checks to Seek, Survival checks to
as normal. If both Strikes hit, the target takes an additional Sense Direction or Track, and Will saves.
1d6 persistent bleed damage. This damage increases to 2d6 Heightened (5th) The status bonuses increase to +2.
if your companion is specialized. Heightened (8th) The status bonuses increase to +3.

67
CLAWDANCER (ARCHETYPE)
Nature provides many creatures weapons for hunting and adjacent to an enemy, you make two frenzied claw unarmed
defense, but few are as common and simple as the claw. strikes against it. Apply your multiple attack penalty to these
Whether for climbing, catching, or rending, claws are an Strikes normally. If both Strikes miss, you fall prone at the
indispensable tool for any limbed denizen of the wild. end of your Leap.
Humanoid species with these weapons often take pride in
such a gift, developing clawed combat into an art. TALON SWEEP [reaction] FEAT 4
Catfolk of southern Tian Xia are particularly adept at ARCHETYPE
fighting with their claws. They call their style the Knives Prerequisites Clawdancer Dedication
of Valash and prioritize rapid strikes mixed with sharp Trigger A creature attempts to Strike you while it’s
grapples to pin a foe in place. The style’s practitioners, flanking you.
sometimes called Knives themselves, patrol the wilds Your long clawed legs let you catch enemies to either side. You
honing their skills against the many dangers there. Once shift to talon stance if you weren’t in it already. If the Strike
an acolyte rises sufficiently in rank, they’re sent out misses, you can make a spinning talon Strike against any
across Golarion to explore and “sharpen their claws.” creature flanking you.
Those who perfect their art over the years often return
to Tian Xia to teach the next generation of the style. ABSCISSION SHARDS [one-action] FEAT 6
ARCHETYPE
CLAWDANCER DEDICATION FEAT 2 Prerequisites Clawdancer Dedication
ARCHETYPE DEDICATION Requirements Your last action was a successful frenzied claw
Prerequisites permanent unarmed claw or talon attack (such or spinning talon Strike.
as one granted by your ancestry or a graft) You twist your claw, breaking off a piece in your target. The
You’ve practiced the art of fighting with your natural claws, shard deals 1d6 persistent bleed damage. This increases to
hooking them into prey and thrashing at targets surrounding 2d6 if your unarmed attacks deal three weapon damage dice,
you. You gain the following two actions, which let you assume such as under a greater striking rune, and 3d6 if they deal four
specific stances to strike more effectively with your claws. weapon damage dice.
Claw Stance [one-action] (stance) Effect You extend the claws in your
hands and focus your attention to take down single targets. WHEELING GRAB [one-action] FEAT 6
The only Strikes you can make are frenzied claw unarmed ARCHETYPE FLOURISH
attacks. These deal 1d6 slashing damage, are in the brawling Prerequisites Clawdancer Dedication, trained in Acrobatics
group, and have the agile, finesse, grapple, unarmed, and You cartwheel on your claws, dancing over your foes. You shift
versatile piercing traits. into claw stance and Tumble Through. If you moved through
Talon Stance [one-action] (stance) Effect You sway in a loose stance that an enemy’s space, you can Grapple it.
lets you sweep in wide arcs with the claws on your feet.
The only Strikes you can make are spinning talon unarmed HINDQUARTER KICK [one-action] FEAT 6
attacks. These deal 1d8 slashing damage, are in the brawling ARCHETYPE
group, and have the finesse, sweep, and unarmed traits. You Prerequisites Clawdancer Dedication
don’t need a free hand to use spinning talon strikes. Requirements You are in claw stance and have grabbed a
creature.
CLAW SNAG [reaction] FEAT 4 You hold your prey’s defensive limbs in place with your
ARCHETYPE claws while delivering a swift kick to their unprotected
Prerequisites Clawdancer Dedication sides. Shift to talon stance and make two spinning talon
Trigger A creature attempts to Escape while you have them Strikes against the grabbed creature. Apply your multiple
grappled or restrained. attack penalty to these Strikes normally. You then release
You hook into the target, pulling yourself forward and rending the grabbed creature.
flesh. Shift into claw stance if you aren’t in it already, then make a
frenzied claw Strike against the triggering creature. SPINNING STAND [one-action] OR [two-actions] FEAT 6
ARCHETYPE
DASHING POUNCE [two-actions] FEAT 4 Prerequisites Clawdancer Dedication
ARCHETYPE FLOURISH Requirements You’re prone.
Prerequisites Clawdancer Dedication You flare your legs around, using the momentum to both lash
Requirements You are in claw stance and have two open hands. out and return to a standing position. You enter talon stance
With a burst of speed, you leap into the air, slashing with if you weren’t in it already, make a spinning talon Strike
your hands. You Leap, and if you end your movement against an enemy in reach, and then Stand. You don’t take

68
the -2 circumstance penalty for attacking while prone, and CLAW AND TALON FLOW [one-action] FEAT 12
your Stand action doesn’t trigger reactions. You can spend ARCHETYPE FLOURISH
two actions using Spinning Stand to make two spinning Prerequisites Clawdancer Dedication Foreword: My
talon Strikes instead of one; these Strikes must be against Requirements You’re in either claw stance or talon stance. Quest for the
separate targets. You fluidly shift between your two stances. You use the unarmed Wardens
attack associated with your current clawdancer stance, then
TEAR TENDONS [two-actions] FEAT 8 switch into the other stance (if you’re in claw stance, make a The Zoetrope
frenzied claw Strike and then shift to talon stance, or vice versa). and its Crew
ARCHETYPE
Prerequisites Clawdancer Dedication Techniques and
Requirements You are in claw stance and have two open hands. PRECISE HOOKS FEAT 14 Tricks
You rake into your opponent with two claws, cutting into ARCHETYPE Untamed
their muscle and depriving them of needed strength. Make Prerequisites Clawdancer Dedication Barbarian and
two frenzied claw attacks against the same target, increasing Your body is a varied and deadly weapon. When you critically Druid Morph
the multiple attack penalty normally. If both attacks hit, the hit a target with your claw or talon, you can apply a critical Warden Spells
target must succeed at a Fortitude save against your class DC specialization effect based on the stance you’re in. For claw and Ranger
or be enfeebled 2 for 1 round; if it critically fails, it’s instead stance, apply the knife weapon group’s effect. For talon stance, Feats
enfeebled 2 for 1 minute. apply the axe group’s effect. These effects are in addition to Witches of the
the claw’s or talon’s normal critical specialization effect if you Wild
FELINE DANCE [reaction] FEAT 8 apply it. Zoophonic
Bards
UNCOMMON ARCHETYPE FORTUNE
Prerequisites Clawdancer Dedication; Access catfolk ancestry STORM OF CLAWS [three-actions] FEAT 16 Beastmaster
Frequency once per hour Archetype
ARCHETYPE FLOURISH
Expansion
Trigger You attempt a basic Reflex save. Prerequisites Clawdancer Dedication
Requirements You’re in either claw stance or talon stance. Requirements You’re in either claw stance or talon stance. Clawdancer
Archetype
You fluidly move between stances in the process of dodging. You lash out with your clawed limbs like a beast that has
Roll the save twice and take the higher result. If you were in fallen upon its first meal in days, then back off to see your Ostilli Host
Archetype
claw stance, you shift to talon stance, and vice versa. handiwork. Strike three times, with your multiple attack
penalty increasing as normal. After each attack that hits and Swarmkeepr
Archetype
HUNTING SNAG [reaction] FEAT 10 deals damage, you can Step.
Thlipit
ARCHETYPE FLOURISH
Contestant
Prerequisites Clawdancer Dedication Archetype
Trigger A creature within your reach uses a
Werecreature
move action or leaves a square during a Archetype
move action it’s using.
Wild Mimic
Learning from nature’s predators Archetype
has taught you how to keep your
Winged
prey close. Make a claw or talon Warrior
unarmed Strike on the triggering Archetype
creature. If it’s a critical hit and Spells
the trigger is a move action,
disrupt that action. If it hits Services and
and the creature left a square Supplies
adjacent to you, you can Step Golarion’s
into that square. Menagerie
The Wardens of
SPRINGBOARD [one-action] FEAT 10
the Wild
ARCHETYPE
Prerequisites Clawdancer Dedication Epilogue: A
Requirements Your previous action was a successful spinning Journey’s
talon Strike against an adjacent foe. Conclusion
You use the power of your leg lashing out to spring off Glossary & Index
your foe and leap toward another, your talon descending in
a crescent. You Leap, which doesn’t trigger reactions from
the enemy you struck. If you land within melee reach of
an enemy, you can choose to make a spinning talon Strike
against them.

69
OSTILLI HOST (ARCHETYPE)
Ostillis are amorphous organisms that combine Your ostilli can use its stored magic to help staunch your
characteristics of both plants and animals. Typically found wounds, granting you the Administer Ambient Magic action.
in subterranean environments, they can share a symbiotic Administer Ambient Magic [two-actions] (healing) Frequency once per
arrangement with surkis. When a magic-gathering node hour; Effect Your ostilli pulses a calm lavender color as it
on a surki’s body is damaged or absent, an ostilli is placed converts stored magic into a curative balm. You regain 2d4
on it like a bandage, and after several weeks, the creature Hit Points, and you can immediately attempt a flat check to
fully fuses with its host and becomes a makeshift node, recover from persistent bleed damage with the DC reduced
accumulating the magical nourishment that the surki to 10. This healing increases by 2d4 at 8th level and every 4
needs to survive. With training, surkis—and increasingly, levels thereafter.
members of other species—can direct these tiny symbiotes
to a variety of magical feats. TACTILE MAGIC FEEDBACK FEAT 4
ARCHETYPE
OSTILLI HOST DEDICATION FEAT 2 Prerequisites Ostilli Host Dedication
UNCOMMON ARCHETYPE DEDICATION Your ostilli can sense nearby spellcasters. You
Prerequisites trained in Arcana or Nature; gain an imprecise sense known as spellsense,
Access surki ancestry which has a range of 60 feet and detects only
You’ve bonded with an attached creatures capable of casting spells (including
symbiote known as an ostilli. You creatures with innate spells). You gain
can bond with only one ostilli at a +2 circumstance bonus to Recall
a time since the symbiote emits Knowledge checks about creatures
low-frequency magical pulses that repel you’re detecting with spellsense.
other ostillis. You become trained in Ostilli
Lore; if you were already trained, you become VERSATILE MUTATION FEAT 4
an expert. ARCHETYPE
The ostilli is a Tiny creature grafted to your body (page 97). Prerequisites Ostilli Host Dedication
Like other grafts, it has no Hit Points or Speeds of its own Your ostilli’s darts can deal different types of damage. When
and can’t be targeted separately. It can’t be removed and dies you Spit Ambient Magic, you can choose to have the ostilli deal
when you do; in the event of your demise and resurrection, you bludgeoning or slashing damage instead of piercing damage. At
can bond to a new ostilli during a week of downtime, though 8th level, choose one of the following: acid, cold, electricity, fire,
you lose any abilities granted by your ostilli bond during that or sonic damage; when your ostilli Spits Ambient Magic, it can
time. Your ostilli is obvious, unless you attempt to cover it with deal that damage type instead and adds that trait to the action.
clothing or armor. In such a case, an onlooker can determine Special You can take this feat a second time at 16th level.
you’re bonded to an ostilli with a successful Nature, Perception, When you do, choose two additional energy types from those
or Surki Lore check against your Deception DC. Your ostilli available through this feat at 8th level; you can choose to have
must be visible for you to use any of the actions it grants. your ostilli deal that damage type when it Spits Ambient Magic .
Your ostilli is constantly siphoning ambient magic from the
surroundings, granting you the Repel Ambient Magic and Spit CLOAKING PULSE FEAT 6
Ambient Magic actions. ARCHETYPE
Repel Ambient Magic [one-action] (concentrate) Your ostilli glows green Prerequisites Ostilli Host Dedication
as it absorbs magic. Until the start of your next turn, you Your ostilli can emit illusion magic to mask your position,
gain a +1 circumstance bonus to AC and saving throws granting you the Drape Ambient Magic action.
against the next magical attack, cantrip, or spell that targets Drape Ambient Magic [one-action] (illusion) Frequency once per round;
you. This bonus increases to +2 at 12th level. Effect Your ostilli turns clear as it converts its stored magic into
Spit Ambient Magic [one-action] (concentrate, magical) Frequency once a bubble of refracting light around you. You become hidden to
per round; Effect Your ostilli flashes red as it regurgitates a all creatures until the end of your turn. If you Strike a creature,
dart of magic at a target within 30 feet. This magical dart that creature is off-guard against that attack, and you then
deals 1d6 piercing damage (basic Reflex save against the become observed.
higher of your class DC or spell DC). This damage increases
by 1d6 at 6th level and every 4 levels thereafter. DEFLECTING PULSE FEAT 6
ARCHETYPE
SOOTHING PULSE FEAT 4 Prerequisites Ostilli Host Dedication
ARCHETYPE Your ostilli can use its stored magic to protect you from other
Prerequisites Ostilli Host Dedication magic, granting you the Turn Aside Ambient Magic action.

70
Turn Aside Ambient Magic [one-action] (concentrate) Your ostilli glows DETACHED OSTILLIS
a faint yellow as it establishes a barrier. Choose acid, cold, If your ostilli is ever removed forcibly from your body
electricity, fire, or sonic damage. Until the beginning of your (which requires a successful Medicine check against a Foreword: My
next turn, you gain resistance against the chosen damage hard DC of your level and 30 minutes of delicate surgery), Quest for the
type equal to half your level. you are fatigued and can’t use any of your ostilli’s actions Wardens
until your ostilli is reattached. This requires you to hold
PROPULSIVE MUTATION FEAT 6 your ostilli to the place from which it was detached for an The Zoetrope
uninterrupted hour. If the ostilli isn’t reattached within and its Crew
ARCHETYPE
Prerequisites Ostilli Host Dedication 24 hours, it dies. Techniques and
Your ostilli can fire its dart farther. When you Spit Ambient Tricks
Magic, the range increases to 60 feet. Untamed
Frequency once per day Barbarian and
CHAINING MUTATION FEAT 8 Trigger You fail a recovery check while dying. Druid Morph
ARCHETYPE Your ostilli takes control of your nervous system and kicks Warden Spells
Prerequisites Ostilli Host Dedication your cellular functions into overdrive when you’re about to and Ranger
The dart fired by your ostilli can ricochet to strike another die. You regain Hit Points equal to your level. For the next 2 Feats
creature. The first time each round that a target takes damage rounds, at the start of your turn, you regain Hit Points equal to Witches of the
when you Spit Ambient Magic, you can choose a second target half your level. The first time you regain Hit Points at the start Wild
within 20 feet of the first; that target is also affected by Spit of your turn, you reduce your wounded condition by 1. Zoophonic
Ambient Magic. Bards
Beastmaster
DEADLY MUTATION FEAT 8 Archetype
Expansion
ARCHETYPE
Prerequisites Ostilli Host Dedication Clawdancer
Archetype
The dart fired by your ostilli is more
dangerous. The damage dice of your Spit Ostilli Host
Archetype
Ambient Magic increase to d8s, and when
a target critically fails its save against the Swarmkeepr
Archetype
ability, it also takes 1d6 persistent bleed
damage. If you dealt a type of energy damage Thlipit
Contestant
with Spit Ambient Magic (such as when dealing Archetype
fire damage with Versatile Mutation), the persistent damage
Werecreature
is damage of that type instead of bleed. Archetype
Wild Mimic
SPELL SWALLOW FEAT 10 Archetype
ARCHETYPE
Winged
Prerequisites Ostilli Host Dedication Warrior
Your ostilli has grown strong enough to completely consume a Archetype
spell cast at you, granting you the Devour Ambient Magic action. Spells
Devour Ambient Magic [reaction] (concentrate) Frequency once per
day; Trigger A creature Casts a Spell with you as the only Services and
target; Effect Your ostilli radiates cyan light as its tentacle-like Supplies
filters attempt to consume the magical effect. You can attempt Golarion’s
to counteract the triggering spell with an Arcana or Nature Menagerie
check and a counteract rank equal to half your level.
The Wardens of
the Wild
SPRAYING MUTATION FEAT 10
ARCHETYPE Epilogue: A
Prerequisites Ostilli Host Dedication Journey’s
Your ostilli can launch a multitude of darts at once over a short Conclusion
distance. When you Spit Ambient Magic, you can have it affect Glossary & Index
all creatures within a 15-foot cone instead of the normal target.

CELLULAR RECONSTRUCTION [reaction] FEAT 12


ARCHETYPE HEALING
Prerequisites Ostilli Host Dedication

71
SWARMKEEPER (ARCHETYPE)
Many civilizations throughout history have benefited and you can use the Bite and Sting action while your swarm is
from a symbiotic relationship with insects. A community outside your body to command it to attack. Your deep connection
might raise insects for certain byproducts, such as a to your swarm precludes you from also having an animal
bee’s honey or a spider’s silk, or tame larger versions companion, though if an ability allows you to have more than
of common species as mounts. Some even take this one animal companion (such as the beastmaster archetype), you
harmony to the extreme and willingly host a swarm can count your swarm as one. You’re immune to any damage
of insects inside their bodies. Because of their unusual from your swarm, and during your daily preparations you can
arrangement, swarmkeepers tend to live solitary lives, or anoint up to five willing creatures with a concoction made from
at least as solitary as you can be as a host of thousands. your pheromones to grant them immunity as well.
When dealing with those who might be squeamish of While outside your body, your swarm is Large and has a
their abilities, some swarmkeepers wear straw skeps, Speed of 15 feet and a climb Speed of 15 feet. It can occupy the
backpack-like boxes often employed by beekeepers as same space as other creatures. While outside your body, the
a kind of social camouflage. Such items might even be swarm can be attacked. It uses your statistics for defenses
used to house additional insects if their swarm grows but is immune to grappled, prone, restrained, and mental
too big to fit inside their body. effects that target only a specific number of creatures. The
Swarmkeepers can add new capabilities to their swarm has resistance equal to your level to physical damage
swarms. For some, this means incorporating many and weakness equal to your level to area and splash damage.
different species of insects into their swarm, making Any damage that would be dealt to the swarm is dealt to
even mortal enemies in nature work together. Others you instead, though you take damage only once from any
selectively cultivate one kind of insect precious to them ability that includes both you and the swarm in the area
into various morphs that give the swarm new capabilities. of effect (though you take the greater amount of damage).
Swarm Forth [two-actions] (concentrate) Requirements Your swarm is
SWARMKEEPER DEDICATION FEAT 2 within your body; Effect Your swarm boils forth from your
UNCOMMON ARCHETYPE DEDICATION body into a space adjacent to yours. (Its space can overlap
Prerequisites trained in Nature yours.) It remains separate from you until the end of your
Your body has become a symbiotic hive for a swarm of crawling next turn, but you can Sustain the effect up to 1 minute.
insects. You can emit your swarm using the Swarm Forth action, The effect also ends if you end your turn more than 60 feet
away from the swarm. When you use Swarm Forth and each
time you Sustain the effect, you can have the swarm Stride.
When Swarm Forth ends, the swarm disperses into
individual creatures. While dispersed, it can no longer be
used for actions or be targeted, and the insects return to
you and nest in your body again. This typically takes 1
minute unless you’re extremely far away (as determined
by the GM).
Bite and Sting [one-action] Requirements Your swarm is outside your
body; Effect Each creature in your swarm’s space takes 1d4
piercing damage with a basic Reflex save against your class
DC or spell DC, whichever is higher. At 4th level and every 2
levels thereafter, the damage increases by 1d4.

APHET FLASH [one-action] FEAT 4


ARCHETYPE FLOURISH
Prerequisites Swarmkeeper Dedication
Frequency once per round
Requirements Your swarm is outside your body.
Your swarm can emit a bright flash, much like aphet
beetles, a genus of flash beetles once used by Osirian
miners as sources of light. Each creature in its space must
succeed at a Fortitude save against your class DC or spell
DC, whichever is higher, or be dazzled for 1 round (2 rounds on
a critical failure). The swarm then glows with light like a torch
until it returns to your body.

72
PYRE ANT STING [one-action] FEAT 4 SPORTLEBORE CHOKE [one-action] FEAT 8
ARCHETYPE FLOURISH ARCHETYPE FLOURISH
Prerequisites Swarmkeeper Dedication Prerequisites Swarmkeeper Dedication Foreword: My
Requirements Your swarm is outside your body. Requirements Your swarm is outside your body. Quest for the
Your swarm’s stings burn with agonizing pain, much like that Like nefarious sportlebores, a species of insect that plague Wardens
caused by the bright red pyre ants that make their tunnels adventurers by hiding in their rations as counterfeit food, your
within the parched sands of deserts like Qadira. Each creature swarm can crawl down throats. The sportlebores attempt to The Zoetrope
in your swarm’s space must succeed at a Fortitude save force their way into the mouth of each creature in your swarm’s and its Crew
against your class DC or spell DC, whichever is higher, or take space. Each creature takes 4d4 piercing damage depending on Techniques and
1d6 persistent poison damage. A creature that critically fails its Fortitude save against the higher of your class DC or spell DC. Tricks
is also enfeebled 1 for as long as it’s taking this persistent The damage increases by 1d4 at 10th level and every 2 levels Untamed
poison damage. thereafter. Regardless of the result of its save, the creature is Barbarian and
At 8th level and every 4 levels thereafter, the persistent temporarily immune to sportlebore choke for 1 hour. Druid Morph
poison damage increases by 1d6. Critical Success The creature if unaffected. Warden Spells
Success The creature takes half damage and is sickened 1 as and Ranger
WEAVER’S WEB [one-action] FEAT 4 it spits out most of the offending sportlebores. Feats
ARCHETYPE FLOURISH Failure The sportlebores crawl down the creature’s throat. Witches of the
Prerequisites Swarmkeeper Dedication The creature takes full damage and is sickened 1. Wild
Requirements Your swarm is outside your body. Critical Failure As failure, but the creature takes double Zoophonic
Your swarm can spin dense webs much like those left by damage and is sickened 2. Bards
stone‑gray weaver spiders under eaves and in derelict city Beastmaster
buildings, especially along the coasts of Varisia. When your VEIL OF BUGS FEAT 10 Archetype
Expansion
swarm ends its turn, it fills all surfaces in its space with sticky ARCHETYPE
webs that last for 1 minute. The webs are difficult terrain. Prerequisites Swarmkeeper Dedication Clawdancer
Archetype
A creature that ends its turn in the webs must succeed at a Your swarm is dense, blotting out vision. You and your allies
Reflex save or be immobilized until it Escapes. The webs’ save gain lesser cover when in your swarm’s space. Ostilli Host
Archetype
DC and Escape DC are equal to the higher of your class DC or
spell DC. The swarm is immune to its webs. BUZZING DEATH CICADAS FEAT 12 Swarmkeepr
Archetype
ARCHETYPE FLOURISH
DISTRACTING BITES FEAT 6 Prerequisites Swarmkeeper Dedication Thlipit
Contestant
ARCHETYPE Your swarm takes on characteristics of the death cicadas of Archetype
Prerequisites Swarmkeeper Dedication the Mana Wastes, whose distinctive buzz is said to be a herald
Werecreature
You know how to take advantage of those your swarm has of imminent demise. The inclusion of these death cicadas Archetype
attacked. A creature who has taken damage from your swarm’s grants your swarm a fly Speed of 20 feet. You also gain the
Wild Mimic
Bite and Sting is off-guard against the first Strike you make Death Drone action. Archetype
against it in the same turn. Death Drone [one-action] (auditory, flourish, mental) The cicadas in
Winged
your swarm make a droning sound that stimulates a fear Warrior
MOBILE SWARM FEAT 6 response. Each creature within your swarm’s space takes Archetype
ARCHETYPE 6d4 mental damage and must attempt a Will save against Spells
Prerequisites Swarmkeeper Dedication your class DC or spell DC, whichever is higher.
The clicking of fast-moving legs accompanies your swarm in Critical Success The creature is unaffected. Services and
all kinds of environments. Your swarm’s land and climb Speeds Success The creatures takes half damage. Supplies
increase to 20 feet, and the swarm gains a 20-foot Swim speed. Failure The creature takes full damage, is frightened 1, and Golarion’s
takes a –2 circumstance penalty to Perception checks Menagerie
CARRIED WITH THE SWARM FEAT 8 that require hearing.
The Wardens of
ARCHETYPE Critical Failure The creature takes double damage, is
the Wild
Prerequisites Swarmkeeper Dedication frightened 2, and is deafened until the start of your
When your swarm is sharing your space and Strides, you next turn. Epilogue: A
can choose to have your swarm carry you with it. You stay Journey’s
in the same basic position within its space while it moves EXPANDED SWARM FEAT 14 Conclusion
and when you arrive at your new location (with your exact ARCHETYPE Glossary & Index
location determined by the GM if it’s unclear). Because you’re Prerequisites Swarmkeeper Dedication
moving voluntarily, your movement isn’t forced movement Your hive has grown to the point where it is difficult to keep
and therefore still triggers reactions based on movement. If your swarm contained within your body. When you release
your swarm Flies, and you don’t have a fly Speed, you fall at your swarm with Swarm Forth, you can choose for it to be
the end of this movement. Huge instead of Large.

73
THLIPIT CONTESTANT (ARCHETYPE)
According to folklore, the thlipit martial art began with Grueling practice has strengthened your tongue or tail to the
a wager. A group of bored tripkees looking for a little point where it’s become a formidable weapon. You gain a lash
sport devised a game of using their tongues to gather melee unarmed attack that is in the flail weapon group, deals
fruit out of nearby trees. As the competition wore on 1d4 bludgeoning damage, and has the grapple and reach traits.
and the bets escalated, the contestants began snatching The attack can be performed with any appendages you used to
falling fruit in midair and even using their tongues to qualify for this feat.
push away the competition. While the names of the
original competitors vary between tellings, all agree FLY SWAT FEAT 4
that the contest ended with a particularly magnificent ARCHETYPE
tongue flick, landing an overripe mango squarely upon Prerequisites Thlipit Contestant Dedication
a losing bettor’s head. You’ve learned the secret of swatting away annoying pests and
No matter the origin, variants of the game and the occasionally getting an easy meal out of it. Your lash strikes
martial art it spawned have become mainstays in tripkee ignore an amount of swarms’ resistance to physical damage
society. In contrast to other fighting styles, thlipit doesn’t equal to your level.
stand on ceremony or rigid discipline. Practitioners refer
to themselves as contestants and play off the forms and LASSOING LASH [one-action] FEAT 4
moves as mere exercises or games. Despite this veneer of ARCHETYPE ATTACK
frivolity, thlipit can be just as dangerous in the mouth of Prerequisites Thlipit Contestant Dedication, trained in
an adept as any other weapon. Athletics
Thlipit combines fluid movements reminiscent of Requirements The target can’t be more than one size larger
whip fighting with the leverage of a wrestler’s stance. than you.
It favors quick smacks, brief grabs, and short throws. You quickly wrap your lash around an opponent and pull them
Friend, foe, and the contestant themselves always toward you. Attempt an Athletics check against the Fortitude
remain in motion. Moves are often exaggerated to DC of a target within your lash’s reach.
play up stylish elements for spectators or lure brash Critical Success You pull the target to any open space adjacent
opponents into attacking early. to you.
No formal schools exist to teach thlipit. Many Success You pull the target to the nearest open space adjacent
tripkees are familiar with the style from childhood to you.
games, even if they haven’t developed the physicality to Critical Failure You misjudge your leverage and fall prone.
be considered a true contestant. Self-directed instruction Special If you have the Titan Wrestler feat, you can target a
remains common, though aspiring contestants will seek creature up to two sizes larger than you, or up to three sizes
out veterans and ask to be taken on as apprentices. Even larger than you if you’re legendary in Athletics.
though this sort of self-directed instruction happens
frequently, a veteran contestant will still occasionally POWERFUL LASH [one-action] FEAT 6
take on a student or two to pass along particular forms ARCHETYPE
or styles. Prerequisites Thlipit Contestant Dedication
Though thlipit originated with tripkees, tripkee You’ve learned to swing your lash ever faster and in wider
migration to Vidrian and other population centers arcs. The damage die of your lash increases to 1d6 instead of
has exposed other peoples to the sport. Most notably, 1d4 and it gains the sweep trait.
thlipit has become popular with the recent generation
of iruxi youth, who have adapted it for use with a tail SNAP FALLING FRUIT [reaction] FEAT 6
rather than a tongue. Though not every move is possible ARCHETYPE
with a tail, they have added their own innovations to Prerequisites Thlipit Contestant Dedication
the style. Trigger You or an ally within reach of your lash is the target of
Additional Feats: 4th Lunge (Player Core 142), 6th a physical ranged attack.
Slam Down (Player Core 143), 12th Crushing Slam Your lash whips around to intercept projectiles. The target
(Player Core 147). gains a +2 circumstance bonus to AC against the triggering
attack. If the attack misses, you knock it out of the air.
THLIPIT CONTESTANT DEDICATION FEAT 2
ARCHETYPE DEDICATION LEVERED SWING [one-action] FEAT 8
Prerequisites You have a long prehensile tongue or a tail. At ARCHETYPE MOVE
the GM’s discretion, similar flexible appendages, such as Prerequisites Thlipit Contestant Dedication, master in
tentacles, can be used to qualify instead. Athletics

74
You can wrap your lash around a tree branch or railing, then LASHER LEAGUE
pull yourself where you need to go. Choose a solid anchor Though it may be hard to
point within reach of your lash. You Fly up to your Speed as imagine an old scholar like myself Foreword: My
you pivot around the anchor, ending in an open space where performing a swatstand or blind Quest for the
the anchor is still within reach of your lash. If you don’t end crescent, I’ll have you know that Wardens
your turn in a space you could stand, you fall. I was a half-decent guard when
I was younger, and I managed to The Zoetrope
SLURP UP [one-action] FEAT 8 get a small league going during my and its Crew
ARCHETYPE time at Almas! There’s nothing better for Techniques and
Prerequisites Thlipit Contestant Dedication, unarmed attack dislodging a stray thought than a little friendly sport! Tricks
with your tongue Untamed
Your tongue darts out in search of refreshment. Choose a Barbarian and
liquid container of up to light Bulk within reach of your lash, Make a lash Strike; if the Strike hits, you can immediately Druid Morph
such as a potion or elixir. The container must be held or in the attempt to Grapple the target. Both actions count toward your Warden Spells
open, not stowed in a pack or bandoleer. If the container is multiple attack penalty, but don’t increase your penalty until and Ranger
unattended or held by a willing ally, you Interact to drink the you’ve made both attacks. Feats
contents. If the container is held by an unwilling creature, Witches of the
you must succeed on a check using your unarmed attack SPINNING RELEASE [three-actions] FEAT 14 Wild
modifier or Thievery modifier against the creature’s Reflex ARCHETYPE MENTAL Zoophonic
DC to drink the contents; this adds the attack trait. Prerequisites Thlipit Contestant Dedication Bards
Requirements You have a creature grabbed or Beastmaster
TAIL GUARD [reaction] FEAT 8 restrained with your lash. Archetype
Expansion
ARCHETYPE You wind your lash around your opponent,
Prerequisites Thlipit Contestant Dedication, unarmed then spin them rapidly to discombobulate Clawdancer
Archetype
attack with your tail them. You release your opponent, sending
Trigger A creature enters a square that would flank you. them wobbling 10 feet in a direction of your Ostilli Host
Archetype
Enemies who attempt to stab you in the back will choice; this is forced movement. Your opponent must
be unhappy to find your lashing tail on guard. Make succeed at a Fortitude save against your class DC, Swarmkeepr
Archetype
a melee Strike against the triggering creature. If with the following effects.
your attack is a critical hit, the movement is Failure The target is confused until the end Thlipit
Contestant
disrupted. This Strike doesn’t count toward of their next turn. They are then temporarily Archetype
your multiple attack penalty, and your immune to being confused or sickened by
Werecreature
multiple attack penalty doesn’t apply to Spinning Release for 10 minutes, though the Archetype
this Strike. ability can still be used to move them.
Wild Mimic
Critical Failure As failure, but the target is Archetype
SLINGSHOT MANEUVER [reaction] FEAT 10 also sickened 1 from being spun around.
Winged
ARCHETYPE Warrior
Prerequisites Thlipit Contestant WHIRLING CLOBBER [three-actions] FEAT 16 Archetype
Dedication ARCHETYPE ATTACK Spells
Trigger A willing ally enters Prerequisites Thlipit Contestant
a space within your lash’s Dedication Services and
reach using a move action. Requirements You have a creature grabbed or Supplies
You spin your lash out for your ally restrained with your lash. Golarion’s
to grab on to, giving them a boost to After you’ve grasped a creature with your lash, you Menagerie
their movement. You move the ally 15 swing them around like a whirling hammer, smashing
The Wardens of
feet into a square of their choice that is them into all nearby enemies. Make a melee Strike
the Wild
within reach of your lash. If the ally has against each enemy within your melee reach. Your
movement remaining, they can continue last attack must be against the grabbed creature, and Epilogue: A
their movement after completing the you gain a circumstance bonus to your attack roll Journey’s
Slingshot Maneuver. equal to the number of enemies you slammed them Conclusion
into, to a maximum of +3. Each attack counts toward Glossary & Index
REFLEXIVE GRAPPLE [one-action] FEAT 12 your multiple attack penalty, but don’t increase your
ARCHETYPE penalty until you have made all your attacks. After
Prerequisites Thlipit Contestant Dedication your Whirling Clobber, you release the grabbed or
You’ve honed your reflexes so well that your lash can restrained creature into an open square within reach of
begin closing around a target as soon as it makes contact. your lash.

75
WERECREATURE (ARCHETYPE)
You’re a werecreature, a humanoid doomed by an ancient WERECREATURE DEDICATION FEAT 2
primal curse to transform into an animal or an animal- RARE ARCHETYPE DEDICATION
humanoid hybrid under the light of the full moon. You Requirements You were born into a lineage of true werecreatures
might be a “true werecreature,” born to werecreature or were afflicted with the curse of the werecreature.
parents; you might have found yourself afflicted with You’re a werecreature, able to shift between your humanoid
the primal curse after surviving the bite of another shape, an animal shape, and a monstrous hybrid of the two.
werecreature; or you might have been transformed into a You gain the beast and werecreature traits. Choose your
werecreature by powerful magic, perhaps even willingly. werecreature type from the table on page 77. Once chosen,
Although humanoids with the ability to transform this can’t be changed. You gain the Toughness feat but also a
into animals aren’t universally feared, they’re looked weakness to silver equal to half your level. You gain the Change
on with terror in many places because of a confusion Shape action. On the night of the full moon, you automatically
with werecreatures or other threats. With the curse both use Change Shape to assume your hybrid shape, and you can’t
spreading infectiously and robbing the afflicted control of voluntarily activate or dismiss Change Shape until sunrise.
their actions, those suspected of being werecreatures can Change Shape [one-action] (concentrate, polymorph, primal) Effect You
rarely live in peace. transform into your hybrid or animal shape. Your equipment
While many werecreatures have little transforms with you and continues to provide bonuses, but
control over their own transformations, your animal shape cannot use weapons, shields, or other
formal training or an exceptionally strong held items and cannot use manipulate actions. You gain a
will has enabled you to exert a degree of movement speed, unarmed attacks, and potentially other
mastery over the beast that rages within abilities based on your werecreature type. These unarmed
you, allowing you not only to assume attacks are in the brawling group. You can Dismiss the
your bestial shape at will but also retain effect to return to your humanoid shape, and you resume
your own mind while doing so. In many your humanoid shape automatically if you’re reduced to 0
cases, this results in being able to Hit Points.
prevent spreading the curse as well. Special If you’re a beastkin, you can use unarmed attacks from
This mastery is more common in your hybrid shape while you’re in your werecreature hybrid
societies that embrace or accept shape. These forms are otherwise separate.
werecreatures, such as Ulfen
countries in northern Avistan ANIMAL FLEETNESS FEAT 4
and communities of beastkin, ARCHETYPE
wherever they can be found. Prerequisites Werecreature Dedication
You’re adept at using your animal shape’s natural means
of locomotion. While you’re in animal shape, the Speeds
granted by that shape increases by 10 feet.

BEASTKIN RESILIENCE FEAT 4


ARCHETYPE PRIMAL
Prerequisites Werecreature Dedication, beastkin
You’ve regained beastkin protections after becoming a
full werecreature. You no longer gain silver weakness
from Werecreature Dedication.

FERAL SENSES FEAT 4


ARCHETYPE
Prerequisites Werecreature Dedication
The eyes and noses of animals are naturally sharper than most
humanoids. While in your hybrid or animal shape, you gain
low‑light vision and imprecise scent with a range of 30 feet.

ANTLER RUSH [two-actions] FEAT 6


ARCHETYPE FLOURISH
Prerequisites Werecreature Dedication, weremoose
Requirements You’re in your moose or hybrid shape.

76
Stride twice. If you end your movement within your antlers’ reach ROLEPLAYING A WERECREATURE
of an enemy, you can Disarm, Shove, or Strike with your antlers. As a werecreature, your personality is likely to be heavily
influenced by your relationship with the curse that made Foreword: My
BEAR HUG [two-actions] FEAT 6 you what you are. If you were afflicted against your will, Quest for the
ARCHETYPE you might find yourself locked in an interminable struggle Wardens
Prerequisites Werecreature Dedication, werebear against your condition, even as you’re continually
Requirements You’re in bear or hybrid shape, and your last tempted by the power it offers; or you might revel in The Zoetrope
action was a successful claw Strike. the transformation, embracing your newly empowered and its Crew
You hug your opponent. You make another claw Strike against bestial side as the purest reflection of your true self. If Techniques and
the same target. If this Strike hits, the target is grabbed until the you were born a true werecreature, perhaps you don’t Tricks
end of your next turn, unless you move or your target Escapes. see your condition as a curse at all, but a noble calling; Untamed
alternately, maybe your upbringing in a community of Barbarian and
DEATH ROLL [one-action] FEAT 6 evil-minded werecreatures has led you to despise your Druid Morph
ARCHETYPE own kin and, by extension, yourself. Consider also how Warden Spells
Prerequisites Werecreature Dedication, werecrocodile your nature as a werecreature affects your relationships and Ranger
Requirements You are in your crocodile or hybrid shape and with fellow humanoids: do you see it as your charge to Feats
have a creature grabbed. protect them, even as you suspect they might hate and Witches of the
You corkscrew your body, twisting your victim. You attempt a fear you if they knew your true nature, or do you consider Wild
jaws Strike against the grabbed creature, with a +2 circumstance yourself a proverbial wolf among sheep? Zoophonic
bonus if you’re fighting in water. If the Strike hits, you knock the As your character advances and gains more werecreature Bards
creature prone; if it misses, they escape your grab. feats, you can also explore how the lines between your Beastmaster
humanoid side and your bestial side might begin to Archetype
Expansion
ECHOLOCATION FEAT 6 blur, or choose the alternate route and emphasize the
divergence between your dual natures. There is great Clawdancer
ARCHETYPE
Archetype
Prerequisites Werecreature Dedication, werebat roleplaying potential in a character whose humanoid and
When you take the Seek action, you can use hearing as a bestial sides contrast so dramatically that they might as Ostilli Host
Archetype
precise sense with a range of 40 feet until the start of your well be different characters altogether!
next turn. You can also use this sense while you Search. Swarmkeepr
Archetype
FEARFUL SYMMETRY [one-action] FEAT 6 You attack with a feline grace as captivatingly beautiful as it is Thlipit
Contestant
ARCHETYPE EMOTION FEAR MENTAL VISUAL deadly. All enemies within 30 feet of the creature you critically Archetype
Prerequisites Werecreature Dedication, weretiger hit must attempt at a Will save against your class DC. Enemies
Werecreature
Requirements You’re in hybrid or tiger shape and your last action that fail their saves become frightened 1 and are fascinated with Archetype
was a critically successful Strike with your unarmed attack. you for 1 round. Your hostile actions don’t end this fascination,
Wild Mimic
Archetype
WERECREATURE TYPES
Winged
Type Speed Attack Damage Traits Special Warrior
Werebat 10 feet, Fangs 1d8 piercing — When Flying due to the fly speed granted Archetype
fly 15 feet by this form, you must begin and end your Spells
movement on a solid surface or
immediately fall. Services and
Werebear 25 feet Jaws 1d8 piercing — — Supplies
Claw 1d6 slashing Agile — Golarion’s
Wereboar 30 feet Tusk 1d8 slashing Sweep — Menagerie
Werecrocodile 25 feet, Jaws 1d8 piercing Grapple You can hold your breath for 2 hours in
The Wardens of
swim 15 feet animal or hybrid shape.
the Wild
Weremoose 25 feet Antler 1d8 piercing Shove —
Wererat 25 feet Jaws 1d6 piercing Finesse Your animal shape is Small in size. Epilogue: A
Claw 1d4 slashing Agile, finesse Journey’s
Wereshark 15 feet, Jaws 1d8 piercing Grapple Your hybrid shape gains the amphibious Conclusion
swim 25 feet trait. In your animal shape, you lose your Glossary & Index
land Speed and your Swim speed increases
to 35 feet, and you gain the aquatic trait.
Weretiger 25 feet Jaws 1d8 piercing — —
Claw 1d6 slashing Agile —
Werewolf 30 feet Jaws 1d8 piercing Trip —

77
but those of your allies do. Regardless of the effects of the save, FERAL MENDING [one-action] FEAT 8
the creature is immune to Fearful Symmetry for 1 hour. ARCHETYPE HEALING PRIMAL
Frequency once per hour
FEEDING FRENZY FEAT 6 Prerequisites Werecreature Dedication, you were not afflicted
ARCHETYPE with the curse of the werecreature
Prerequisites Werecreature Dedication, wereshark Requirements Your previous action was to Change Shape.
Your serrated teeth rip and tear at your prey. When you You can heal your wounds while reshaping your flesh. You
critically hit with your jaws Strike from Werecreature regain 1d6 Hit Points for every 2 levels you have (minimum 1d6).
Dedication, your target takes 1d4 persistent bleed damage and
you gain a +1 circumstance bonus to jaws Strikes against the TERRIFYING TRANSFORMATION [one-action] FEAT 8
target until the end of your turn. If you have scent as a special ARCHETYPE VISUAL
sense, it’s a precise sense with double its normal range when Prerequisites Werecreature Dedication, you were afflicted
locating creatures taking persistent bleed damage. with the curse of the werecreature
Your flesh tears and warps as you transform. Attempt
PACK ATTACK FEAT 6 Intimidation checks to Demoralize each enemy within 30
ARCHETYPE feet. This Demoralize loses the auditory trait and
Prerequisites Werecreature Dedication, gains the visual trait, and you don’t take a
werewolf penalty if a creature doesn’t understand
You have mastered techniques for hunting your language. Regardless of the results of
alongside your pack. Your Strikes deal an your checks, each creature is temporarily
additional 1d4 precision damage to creatures immune to Terrifying Transformation for
within reach of at least two of your allies. 1 minute.

PLAGUE RAT FEAT 6 YOU DON’T SMELL RIGHT FEAT 8


ARCHETYPE CURSE DISEASE PRIMAL ARCHETYPE
Prerequisites Werecreature Dedication, wererat Prerequisites Werecreature Dedication
Your bites carry a cursed infection. When you hit You can sniff out fellow werecreatures and master
and deal damage to a creature with a jaws Strike while impersonators alike. You gain scent as an imprecise
in hybrid or rat shape, the creature is cursed until the start of sense with a range of 30 feet or extend the range of your scent
your next turn. Whenever they regain Hit Points during that by 30 feet. When a creature that’s transformed into another
time, they must attempt a Fortitude save against your class form or is Impersonating a specific creature passes within range
DC or spell DC, whichever is higher. of your scent ability, the GM rolls a secret Perception check for
Success The creature regains Hit Points normally. you to realize that the creature is transformed, even if you didn’t
Failure The creature regains half the normal Hit Points. spend an action to Seek. When you actively Seek a creature
Critical Failure The creature regains no Hit Points. within range of your scent, you gain a +2 circumstance bonus to
your Perception check to determine if it’s disguised.
RUSHING BOAR [reaction] FEAT 6
ARCHETYPE CONCENTRATE EMOTION MENTAL DIRE GROWTH [two-actions] FEAT 10
Prerequisites Werecreature Dedication, wereboar ARCHETYPE PRIMAL
Requirements You’re in boar or hybrid shape. Prerequisites Werecreature Dedication, your animal shape is
Trigger An attack from a creature that isn’t adjacent to you not Small
damaged you. You transform into a primal reflection of your animal shape.
You embrace the pain of the triggering attack, allowing it If you aren’t already in your animal shape from Werecreature
to drive you into a violent rush. You Stride in a straight line Dedication, you Change Shape into it. As long as you stay in
toward the triggering creature. animal shape, you have the effects of enlarge.

CORNERED ANIMAL [two-actions] FEAT 8 FERAL LUNGE [one-action] FEAT 10


ARCHETYPE FLOURISH ARCHETYPE FLOURISH
Prerequisites Werecreature Dedication Prerequisites Werecreature Dedication, your animal shape
Requirements You are in animal or hybrid form and are flanked. grants a fangs or jaws unarmed attack
You become more dangerous when surrounded by enemies. Requirements You’re in hybrid or animal shape.
You make unarmed Strikes against two different creatures You spring on an unsuspecting opponent, tearing at them with
flanking you. The attacks take a –2 penalty if the unarmed your teeth. You Stride up to 10 feet and make a jaws Strike at
weapon is not agile. Both attacks count toward your multiple the end of that movement. If you began this action hidden, you
attack penalty, but the penalty doesn’t increase until after remain hidden until after this Strike. If you have a fly or swim
you’ve made both of them. Speed, you can Fly or Swim up to 10 feet instead of Stride.

78
FERAL SCRAMBLE [two-actions] FEAT 10 CURSE OF THE WERECREATURE
ARCHETYPE A werecreature’s ability to transmit its curse to other
Prerequisites Werecreature Dedication, your animal shape victims through a bite is a core aspect of the werecreature Foreword: My
grants a claw unarmed attack mythology, but it has the potential to be disruptive in the Quest for the
Requirements You’re in hybrid or animal shape. hands (or jaws) of a PC. GMs and players should carefully Wardens
Sinking your claws in, you propel yourself at shocking speed. consider whether granting a PC the ability to transform
You Climb up to your land Speed and make a claw Strike at any other humanoids into werecreatures will have a negative The Zoetrope
point during that movement. After you finish the movement, impact on the other players’ enjoyment of the game or and its Crew
attempt an Athletics check against the surface’s Climb DC. distract from the overall story. Similarly, the loss of self- Techniques and
Success You maintain your position. control and amnesiac rampages traditionally associated Tricks
Failure You slide down 60 feet or to the ground without taking with a werecreature’s compulsory transformation under a Untamed
falling damage. full moon might appeal to some players, whereas others Barbarian and
might dislike the prospect of losing control of their Druid Morph
FERAL TOSS [two-actions] FEAT 10 characters for an extended period of time and choose to Warden Spells
ARCHETYPE FLOURISH simply ignore that aspect of their condition. As always, and Ranger
Prerequisites Werecreature Dedication, your animal shape GMs and players should work together to set expectations Feats
grants an antler, horn, or tusk unarmed attack. and boundaries beforehand to ensure the best possible Witches of the
Requirements You’re in hybrid or animal shape. experience for everyone at the table. Wild
You hurl foes away with a shake of your head. You Strike with Zoophonic
your antler, horn, or tusk. If you hit and damage a creature Bards
of your size or smaller, push it 5 feet from you (10 feet on a non-silver damage and don’t immediately die from a death Beastmaster
critical hit). This is forced movement. effect or a high dying value, you stabilize immediately Archetype
Expansion
afterward. You gain the wounded condition as normal.
TOUCH OF LUNACY FEAT 10 Clawdancer
Archetype
ARCHETYPE CURSE MORPH PRIMAL WINGS OF THE MOON FEAT 12
Prerequisites Werecreature Dedication Ostilli Host
ARCHETYPE
Archetype
In moments of viciousness, your curse can partially infect your Prerequisites Werecreature Dedication, your animal shape has
prey. Whenever you critically succeed with an unarmed attack a fly Speed Swarmkeepr
Archetype
from the werecreature archetype, the target must attempt a You can stay aloft with Fly normally when using the fly
Fortitude save against the higher of your class DC or spell DC, or Speed from your animal shape, letting you fly long distances Thlipit
Contestant
become clumsy 2 until the beginning of your next turn as their without breaks. Archetype
bones elongate and form warps. On a critical failure, the target
Werecreature
is also clumsy 1 for one minute as the transformation lingers. SCARRED HIDE FEAT 14 Archetype
ARCHETYPE
Wild Mimic
POUNCING TRANSFORMATION [one-action] FEAT 12 Prerequisites Werecreature Dedication Archetype
ARCHETYPE FLOURISH Your hide is an impenetrable mass of scars, accrued over
Winged
Prerequisites Werecreature Dedication, your animal shape has countless bloody conflicts. When in your hybrid or animal Warrior
a land Speed only shape, you gain resistance to non-silver slashing damage equal Archetype
By transforming as you move, you attack from odd angles. You to half your level. Spells
Change Shape or Dismiss the change then Stride. Any creature
adjacent to you at the end of your movement is off-guard until RAPID HYBRIDIZATION [free-action] FEAT 14 Services and
the end of your turn and is then temporarily immune for 1 hour. ARCHETYPE Supplies
Prerequisites Werecreature Dedication Golarion’s
SHARED TIDE [two-actions] FEAT 12 Trigger You roll initiative. Menagerie
ARCHETYPE When danger threatens, your instincts kick in, and you can
The Wardens of
Prerequisites Werecreature Dedication, your animal shape has assume a different shape at a moment’s notice. You use Change
the Wild
a swim Speed Shape to enter your hybrid shape.
You Swim up to twice the normal distance. Any ally you pass Epilogue: A
within 30 feet of during that movement gains your swim FORCE OF NATURE FEAT 16 Journey’s
Speed until the beginning of your next turn. ARCHETYPE HEALING PRIMAL Conclusion
Prerequisites Werecreature Dedication Glossary & Index
UNDYING BEAST FEAT 12 You’re a nigh-unstoppable killing machine, with only silver
ARCHETYPE able to quell your rampage. When in hybrid or animal shape,
Prerequisites Werecreature Dedication you gain fast healing 5. If you take damage from a silver
You can be injured by non-silver sources but recover with weapon, your fast healing deactivates until the end of your
staggering speed. When you are reduced to 0 Hit Points by next turn.

79
WILD MIMIC (ARCHETYPE)
Wild beasts of all kinds can be found outside of the cities You have trained yourself to continue fighting even when your
and villages of Golarion, and many possess remarkable body is screaming for you to stop. You avoid being knocked
abilities that help them survive, even thrive. From out and remain at 1 Hit Point, and your wounded condition
the capacity to fight through deadly wounds to the increases by 1.
production of painful electric jolts, the multitude of the
world’s beasts presents a staggering array of diversity REND MIMICRY [one-action] FEAT 4
in form. Through rigorous training of your body, the ARCHETYPE FLOURISH
meticulous study of treatises on wildlife, or by spending a Prerequisites Wild Mimic Dedication, you have seen a creature
large portion of your life among them, you have learned use Rend or have identified a creature that has Rend in combat
to adopt the martial techniques of many beasts. Some of Requirements You have hit the same enemy with two
these are a matter of simple mimicry, while others are consecutive melee Strikes that each dealt slashing damage.
impressive displays of primal magic. Taking advantage of the brutal efficiency of hacking away at
The style of wild mimicry is believed to have been a target with two slashing attacks, you’ve mastered the art
created long ago in the Realm of the Mammoth Lords. of punishing a foe caught between your slices. You deal 1d6
Hunters took on the aspects of local prehistoric beasts slashing damage to the target. This damage increases to 2d6
to better stalk and kill them for survival. In this constant at 10th level and to 3d6 at 16th level.
struggle against nature, quick adaptation is key. In more
recent decades, whether through convergent development ELECTROGENESIS [two-actions] FEAT 6
or by adherents showcasing their techniques as they ARCHETYPE ELECTRICITY PRIMAL
travel, wild mimicry has been found all across Golarion, Prerequisites Wild Mimic Dedication, you have seen a creature
from the Valashmai Jungle in Tian Xia to the coasts of deal electricity damage with an unarmed Strike or have
Droon in southern Garund to anywhere large numbers identified a creature capable of dealing electricity damage
of beasts can be encountered. with an unarmed Strike in combat
Additional Feats: 4th Animal Empathy (Player Core Frequency once per 10 minutes
158), Crane Stance (Player Core 2), Gorilla Stance (Player Some animals and beasts have electric organs in their body that
Core 2), Tiger Stance (Player Core 2), Wolf Stance (Player they can use to jolt their prey. You may not have the requisite
Core 2); 8th Crane Flutter (Player Core 2), Gorilla Pound physiology to do the same, but a touch of primal magic can
(Player Core 2), Tiger Slash (Player Core 2), Wolf Drag achieve the same effect. Make a melee unarmed Strike
(Player Core 2) against a creature. If the Strike hits, it deals an additional 1d12
electricity damage, and the creature must make a Fortitude
WILD MIMIC DEDICATION FEAT 2 save against the higher of your class DC or spell DC.
ARCHETYPE DEDICATION Critical Success The creature is unaffected.
Prerequisites trained in Nature Success The creature is clumsy 1 for 1 round.
Fighting in the wilds has honed your understanding of the Failure The creature is clumsy 2 for 1 round.
unique abilities many creatures have. You’re trained in Wild Critical Failure The creature is clumsy 3 for 1 round.
Mimic Lore, a special Lore skill that can be used only to Recall
Knowledge about creatures to learn their abilities. If you have PRIMAL PROPORTIONS FEAT 6
legendary proficiency in Nature, you gain expert proficiency in ARCHETYPE PRIMAL
Wild Mimic Lore, but you can’t increase your proficiency in Wild Prerequisites Wild Mimic Dedication
Mimic Lore by any other means. When you succeed at a Wild You can mimic the sheer mass of the largest beasts. You
Mimic Lore to Recall Knowledge, you gain a +1 circumstance can cast enlarge, targeting yourself once per 10 minutes as
bonus to your saving throws against the next attack or ability an innate 2nd-rank primal spell. At 12th level, the spell is
that the subject of your Recall Knowledge targets you with. heightened to 4th rank.

FEROCITY MIMICRY [reaction] FEAT 4 WILD SPEECH FEAT 6


ARCHETYPE ARCHETYPE PRIMAL
Prerequisites Wild Mimic Dedication, you have encountered a Prerequisites Wild Mimic Dedication; Animal Empathy or the
creature who has kept fighting or dealt damage after being ability to speak with a type of animal
reduced to 0 Hit Points (such as via death throes or Ferocity) Your connection to the denizens of the wilds grows ever stronger,
or have identified a creature with such an ability in combat and you find yourself able to speak with animals like you would
Frequency once per day in your native tongue. You can speak with all animals and
Trigger You would be reduced to 0 Hit Points but not beasts. If you have Animal Empathy, you gain a +1 circumstance
immediately killed. bonus to checks to Make an Impression on animals.

80
ENVIRONMENTAL ADAPTABILITY FEAT 8 You unleash a roar so loud that it’s felt as deeply as it’s heard.
ARCHETYPE PRIMAL All creatures within a 15-foot emanation take 8d6 sonic
Prerequisites Wild Mimic Dedication damage and must attempt a Fortitude save against the higher Foreword: My
Having experienced the harshest environs that nature has of your class DC or spell DC. This damage increases by 2d6 at Quest for the
to offer, your body is able to adapt to intense heat and cold. 14th level and every 2 levels thereafter. Wardens
During your daily preparations, you can choose to become Critical Success The creature is unaffected.
protected from the effects of severe cold or severe heat until Success The creature takes half damage. The Zoetrope
the next time you make your daily preparations. Starting at Failure The creature takes full damage and is stunned 1. If and its Crew
12th level, this activity also protects you from the effects of the creature is adjacent to you, they’re also deafened for Techniques and
extreme cold or extreme heat. 1 round. Tricks
Critical Failure The creature takes double damage and is Untamed
PETRIFYING GAZE MIMICRY [two-actions] FEAT 10 stunned 2. If the creature is adjacent to you, they’re also Barbarian and
ARCHETYPE CONCENTRATE INCAPACITATION PRIMAL VISUAL deafened for 1 minute. Druid Morph
Prerequisites Wild Mimic Dedication, you have attempted a Warden Spells
saving throw against a creature’s petrifying gaze or a similar POUNCE MIMICRY [one-action] FEAT 14 and Ranger
ability or have identified a creature with such an ability Feats
ARCHETYPE FLOURISH
in combat Prerequisites Wild Mimic Dedication, you have seen a creature Witches of the
Either by witnessing or surviving the petrifying stare of a use an ability that lets them Stride and Strike as a single Wild
medusa or similar creature, you have learned to petrify those action (such as Pounce) or have identified a creature with Zoophonic
you lock eyes with. You stare at a creature you can see within such an ability in combat Bards
30 feet. The creature attempts a Fortitude save against the Requirements You’re unarmored or wearing light armor. Beastmaster
higher of your class DC or spell DC. You must wait 1d4 rounds You have mastered the art of stalking your prey and striking Archetype
Expansion
before using this ability again. when they are most vulnerable. You Stride and then Strike. If
Critical Success The creature is unaffected and temporarily you began this action hidden, you remain hidden until after Clawdancer
Archetype
immune to your Petrifying Gaze Mimicry for 24 hours. the Strike. You can use Pounce Mimicry while Burrowing,
Success The creature is slowed 1 for 1 round. Climbing, Flying, or Swimming instead of Striding if you have Ostilli Host
Archetype
Failure The creature is slowed 1 for 1 round and immobilized the corresponding movement type.
for 1 round or until it Escapes. Swarmkeepr
Archetype
Critical Failure The creature is slowed 2 for 1 round and EMERGENCY REGENERATION [reaction] FEAT 16
immobilized until it Escapes. Thlipit
ARCHETYPE HEALING PRIMAL VITALITY
Contestant
Prerequisites Wild Mimic Dedication, you have deactivated a Archetype
TRAMPLE MIMICRY [three-actions] FEAT 10 creature’s regeneration for at least 1 round or have identified
Werecreature
ARCHETYPE a creature with regeneration in combat Archetype
Prerequisites Wild Mimic Dedication, you have seen a creature Frequency once per day
Wild Mimic
use Trample or have identified a creature with Trample Trigger You’re reduced to 0 hit points from damage that’s Archetype
in combat neither acid nor fire.
Winged
You Stride up to double your speed and can move through You have battled against foes whose bodies naturally Warrior
the spaces of creatures at least one size smaller, trampling regenerate, and while yours doesn’t do so all the time, it Archetype
each creature whose space you enter. You can attempt to can happen in a pinch. You gain the effects of a 7th-rank Spells
trample the same creature only once in a single use of Trample regenerate spell. At 20th level, you gain the effects of a
Mimicry. You deal 3d12 bludgeoning damage 9th‑rank regenerate instead. Services and
to each trampled creature (basic Reflex save Supplies
against the higher of your class DC or spell Golarion’s
DC). This damage increases by 1d12 at Menagerie
levels 14 and 18.
The Wardens of
the Wild
ROAR MIMICRY [two-actions] FEAT 12
ARCHETYPE PRIMAL SONIC Epilogue: A
Prerequisites Wild Mimic Dedication, you Journey’s
have been targeted by a creature’s Conclusion
auditory ability that effects Glossary & Index
an area or have identified
a creature with an
auditory ability that
effects an area
Frequency once per 10 minutes

81
WINGED WARRIOR (ARCHETYPE)
Even those who develop wings later in life, like certain
surkis and those with grafted wings, can learn the
fighting style of a winged warrior. Although it’s a long
path, many of the techniques involved are reinvented,
rediscovered, and even updated by individual warriors.

WINGED WARRIOR DEDICATION FEAT 2


ARCHETYPE DEDICATION
Prerequisites you have permanent wings (such as from an
ancestry or graft)
Through rigorous training, you have strengthened your wings,
granting you enough thrust to gain additional altitude. When
you make a horizontal Leap, increase the distance by 10 feet
up to a maximum of your Speed. Any fly Speed granted by
ancestry feats and other permanent wings increases by 5 feet.

BATTERING WINGS FEAT 4


ARCHETYPE
Prerequisites Winged Warrior Dedication
Though not powerful enough for flight, your wings can
deliver a thrashing to anyone who gets close. You gain
a wing unarmed attack that deals 1d4 bludgeoning
damage. Your wing attack is in the brawling group
and has the agile, finesse, and unarmed traits.

GUSTING SPELL [one-action] FEAT 4


AIR ARCHETYPE MANIPULATE SPELLSHAPE
Prerequisites Winged Warrior Dedication
You manipulate the currents of your spell’s energy, allowing
you to gracefully glide with your wings. If the next action you
use is to Cast a Spell with the air or electricity trait, you can
Fly up to 10 feet before or after the spell is cast.

WING BOUNCE [two-actions] FEAT 4


ARCHETYPE
Nature provided wings to certain creatures to help them Prerequisites Winged Warrior Dedication
soar above predators or reach food hanging from tall You rush forward, flapping your wings for a bit of lift, and can
trees or the side of a cliff. When those graced with wings use that momentum to knock down a foe. Leap, and if you land
no longer have to depend on flight for survival, their within melee reach of at least one enemy, you can attempt to
appendages can be turned to a different use: combat. In Trip that enemy. You don’t need to have one hand free. If you
addition to granting strategic elevation over foes, wings successfully knock the target prone, you can Leap again. If
provide a variety of combat advantages. you have a fly Speed, you can Fly instead of Leap.
Winged warriors are found independently among
several ancestries. While awakened animals seem able to SUNBIRD GLARE [one-action] FEAT 6
use these techniques as if by instinct, tengu of the Inner ARCHETYPE
Sea region are the most commonly seen practitioners of Prerequisites Winged Warrior Dedication
this fighting style. Naval and pirate crews in the Shackles Requirements You’re in bright light.
particularly value a tengu’s skill at boarding actions. By keeping your feathers clean and sleek, you can catch the
Warriors able to take flight, even temporarily, can often light across your wings to create a startling glare in the eyes
name their price when joining a crew on the Fever Sea. of a creature within 20 feet. The target must succeed at a
Despite the ranged armaments available on most ships, Fortitude save against your class DC or be dazzled for 1 round
many sailors are hard-pressed to defend against skilled (1 minute on a critical failure). Regardless of their result, the
aerial assailants. target is temporarily immune to Sunbird Glare for 10 minutes.

82
FEATHERED FLECHETTES [two-actions] FEAT 8 You flap your wings to blow arrows off course. You or the
ARCHETYPE triggering ally gain a +2 circumstance bonus to AC against
Prerequisites Winged Warrior Dedication the triggering attack. If the attack misses, you redirected the Foreword: My
Frequency once per hour attack’s flight path. Quest for the
Unfurling your wings in a quick snap, you send feathers Wardens
scattering in all directions. Creatures in a 15-foot emanation SMOOTH HOVER [free-action] FEAT 12
take 6d6 slashing damage (basic Reflex save against your The Zoetrope
ARCHETYPE
class DC). This increases to 10d6 if your unarmed attacks have Prerequisites Winged Warrior Dedication and its Crew
a greater striking rune, such as by etching it onto handwraps Frequency once per hour Techniques and
of mighty blows, and 16d6 if they have a major striking rune. Trigger You’re airborne at the end of your turn. Tricks
You remain airborne through sheer effort. You don’t fall, even Untamed
PLUCK FROM THE SKY [two-actions] FEAT 8 if you didn’t use Fly or a similar action this turn. Barbarian and
UNCOMMON ARCHETYPE FLOURISH Druid Morph
Prerequisites Winged Warrior Dedication THUNDEROUS LANDING [one-action] FEAT 12 Warden Spells
Access tengu, strix, or awakened animal (flying animal) ancestry ARCHETYPE and Ranger
The skies are your rightful place, and you will not suffer another Prerequisites Winged Warrior Dedication Feats
to occupy them. Make a Strike against a flying creature. If the Requirements You currently have a fly Speed and are airborne. Witches of the
attack deals damage, the target must attempt a Reflex save You hurl away enemies with the force of your landing. You Wild
against your class DC. Fly and, if you end your movement on a solid surface, your Zoophonic
Critical Success No effect. landing sends out a shock wave of air. Each creature within Bards
Success The target falls 15 feet but doesn’t take damage if it 10 feet of your landing position must succeed at a Reflex Beastmaster
reaches the ground. save against your class DC or be pushed 10 feet away. This is Archetype
Expansion
Failure The target falls 30 feet but doesn’t take damage if it forced movement.
reaches the ground. Clawdancer
Archetype
Critical Failure As failure, but the target takes falling damage. BOMBING RUN [two-actions] FEAT 14
Ostilli Host
ARCHETYPE
Archetype
WING SHOVE [one-action] FEAT 8 Prerequisites Winged Warrior Dedication
Requirements You currently have a fly Speed. Swarmkeepr
ARCHETYPE
Archetype
Prerequisites Winged Warrior Dedication Using your elevation and speed to your advantage, you deliver
Requirements You’re flanked by at least two enemies. aerial payloads with greater force. You Fly and can Interact Thlipit
Contestant
You spread your wings wide, pushing foes away from you. to draw a bomb. At any point during your movement, you Archetype
Attempt to Shove one of the flanking enemies, and then make can also make a Strike with an alchemical bomb. The bomb
Werecreature
a second Shove attempt against a different enemy that is deals its splash damage to every creature within 10 feet of Archetype
flanking you. You don’t need one hand free. The second Shove the target.
Wild Mimic
attempt has the same multiple attack penalty as the first Archetype
and doesn’t count toward your multiple attack penalty. On a CRATERING DROP [one-action] FEAT 14
Winged
success or critical success, you can’t Stride after a target, but ARCHETYPE Warrior
that target is also off-guard until the beginning of their next Prerequisite Winged Warrior Dedication, Pluck from the Skies Archetype
turn. On a critical failure, you’re off-guard until the beginning Requirement Your previous action was Pluck from the Skies, Spells
of your next turn instead of falling prone. and the target failed or critically failed their saving throw.
You follow up your enemy’s fall, driving you both to the earth Services and
FALCON SWOOP [two-actions] FEAT 10 in a meteoric descent. You Fly straight down, increasing the Supplies
ARCHETYPE FLOURISH amount the enemy falls by your Fly speed. If you reach the Golarion’s
Prerequisites Winged Warrior Dedication ground, you drive the enemy into the ground, dealing double Menagerie
Requirements You currently have a fly Speed. the normal falling damage.
The Wardens of
Like the fastest of predatory birds, you soar toward your prey
the Wild
at great speeds. Fly twice. At any point during this movement, SONIC STRAFE [two-actions] FEAT 16
you can make a Strike against one enemy within reach or within AIR ARCHETYPE SONIC Epilogue: A
the first range increment of a ranged weapon. That enemy is Prerequisites Winged Warrior Dedication Journey’s
off‑guard against the Strike if you’re attacking them from above. Frequency once per hour Conclusion
Requirements You currently have a fly Speed. Glossary & Index
REDIRECTING DRAFT [reaction] FEAT 10 You can now achieve such flight speeds that your passage
ARCHETYPE splits the very air. Fly twice. Any creature that is adjacent
Prerequisites Winged Warrior Dedication to you at any point during your movement takes 10d6 sonic
Trigger You or an ally within 10 feet of you is the target of a damage (basic Fortitude save against your class DC). On a
ranged physical Strike. critical failure, the creature is also deafened for 1 hour.

83
SPELLS
ALBATROSS CURSE [two-actions] SPELL 2 When you attack with camel spit, make a ranged spell
CONCENTRATE MANIPULATE MISFORTUNE attack roll against a creature within 15 feet, dealing 1d6 acid
Traditions occult, primal damage and causing the target to be dazzled for 1 round if you
Range 30 feet; Targets 1 creature hit. On a critical hit, you deal double damage and the target
Defense Will; Duration 1 minute (see text) takes 1 persistent acid damage.
You create a spectral albatross, a guiding bird for sailors, to Heightened (+1) The damage increases by 1d6, and the
hover around the target. You and allies within 30 feet of the persistent damage on a critical hit is increased by 1.
target gain a +1 circumstance bonus to attacks against the
target. The target creature can spend an action to Strike the CLAWS OF THE OTTER [two-actions] SPELL 2
albatross, which automatically succeeds and kills it. The target COLD CONCENTRATE MANIPULATE
must then attempt a Will save against your spell DC. Traditions divine, primal
Critical Success The target is unaffected. Duration 1 hour
Success The guilt of slaughtering a bird of good fortune weighs on Webbing grows between your fingers and your nails extend
the target’s mind. The target is stupefied 1 for 1 round. into vicious claws. For the spell's duration, you gain a +1
Failure The albatross hangs around a cord from the target’s status bonus to Athletics checks to Swim and you gain a claws
neck (or closest equivalent) for 1 minute, cursing them for unarmed attack. They’re an agile, finesse, unarmed attack that
their transgression. During this time, the target must roll deals 1d4 slashing damage and an additional 1d6 cold damage.
twice and take the worse result on their next Will save, Heightened (+3) The additional cold damage increases by 1d6.
after which the albatross disappears.
Critical Failure As failure, but the duration is 1 hour. CONFUSING CRY [two-actions] SPELL 5
AUDITORY CONCENTRATE EMOTION INCAPACITATION MANIPULATE MENTAL
ANTLION TRAP [three-actions] SPELL 3 Traditions divine, primal
CONCENTRATE EARTH MANIPULATE Area 20-foot emanation
Traditions primal Defense Will; Duration 1 minute
Range 120 feet; Area 15-foot-radius burst You give an unsettling, warbling cry that causes nearby
Defense Reflex; Duration 1 minute creatures to lash out without control. Each creature in the area
You transmute the ground into a conical pit trap of loose sand that can hear must attempt a Will save.
that becomes difficult terrain for the duration. A creature or Critical Success The target is unaffected and immune to this
unsecured object that enters the sand or starts its turn in the spell for 1 minute.
sand is moved toward the center, depending on the result of its Success The target is stunned 1.
Reflex save. This is forced movement. If there isn’t enough space Failure The target is confused for 1 minute. It can attempt
near the center of the pit, affected creatures and objects move a new save at the end of each of its turns to end
as far as they can without being blocked, up to the amount set the confusion.
by their saving throw outcomes. Critical Failure As failure, and the creature immediately
Critical Success The creature is unaffected. attacks itself. This Strike doesn’t give the creature a flat
Success The creature moves 5 feet toward the center. check to recover from the confusion.
Failure The creature moves 10 feet toward the center.
Critical Failure As failure, and the creature becomes CROAK VOICE [two-actions] SPELL 3
immobilized in the pit. It can attempt to Escape against your CONCENTRATE CURSE MANIPULATE MORPH
spell DC. Tradition arcane, primal
Heightened (+2) Increase the area of the spell and the amount Range 30 feet; Targets 1 creature
a creature moves on a failure by 5 feet. Defense Fortitude; Duration 1 minute
You cause the target creature’s vocal chords to swell like those
CAMEL SPIT [two-actions] SPELL 1 of a frog. The target must attempt a Fortitude save.
ACID ATTACK CONCENTRATE MANIPULATE MORPH Critical Success The target is unaffected.
Traditions arcane, primal Success The target’s voice becomes hoarse, and speaking
Defense AC; Duration 1 minute becomes painful. Whenever it uses an action that has the
You alter your stomach, esophagus, and tongue to be able to spit auditory trait or attempts to Cast a Spell that doesn’t have
partially digested food with force. You can spit at a foe once you the subtle trait, it must succeed at a DC 5 flat check or
finish Casting the Spell and can repeat the attack once on each of the action is lost. Once per round, the target can spend
your subsequent turns by taking a single action, which has the an Interact action to massage its throat, attempting a
acid, attack, and concentrate traits. After your third spit attack, Fortitude save against your spell DC. On a success, the
the spell ends. spell ends.

84
Foreword: My
Quest for the
Wardens
The Zoetrope
and its Crew
Techniques and
Tricks
Untamed
Barbarian and
Druid Morph
Warden Spells
and Ranger
Feats
Witches of the
Wild
Zoophonic
Bards
Beastmaster
Archetype
Expansion
Clawdancer
Archetype
Ostilli Host
Archetype
FORAGING FRIENDS Swarmkeepr
Archetype
Thlipit
Contestant
Failure As success, but using an action with the auditory trait FROG TONGUE [two-actions] SPELL 2 Archetype
also deals 2d10 mental damage to the target as the sound CONCENTRATE MANIPULATE
Werecreature
of its distorted voice grates on its ears. Traditions primal Archetype
Critical Failure As failure, but the damage for using an action Range 30 feet; Targets 1 creature
Wild Mimic
with the auditory trait is doubled, and the target can’t use Defense basic Reflex; Duration 1 minute Archetype
an Interact action to attempt a Fortitude save to end the Your tongue extends unnaturally, flicking out toward a creature
Winged
effect early. within range and dealing 2d8 bludgeoning damage (basic Warrior
Heightened (+1) The damage for using an action with the Reflex save). On a failure, the creature is also stuck to the end Archetype
auditory trait increases by 1d10. of the tongue. It is off-guard and can’t move beyond the reach Spells
of your tongue. A creature can sever the tongue with a Strike
FORAGING FRIENDS SPELL 1 that deals at least 10 slashing damage or attempt to Escape Services and
CONCENTRATE MANIPULATE against your spell DC. The AC of the tongue is equal to your Supplies
Traditions primal spell DC. Severing the tongue in this way deals no damage to Golarion’s
Cast 10 minutes you but ends the spell. While a creature is stuck to the end Menagerie
Giving a cheerful whistle, you call forth a handful of small animals, of your tongue, actions you take with the auditory trait take
The Wardens of
such as birds or mice, to collect food for you and your allies. The a –2 circumstance penalty. If you move so that the affected
the Wild
animals return 1 hour later with enough foraged goods to feed creature is outside of the tongue’s reach, the spell ends.
four Medium creatures for 1 day, then return to their normal Heightened (+1) The damage increases by 2d8. Epilogue: A
behavior. If you’re in a particularly strange environment, as Journey’s
determined by your GM, you might need a minimum proficiency HIDEBOUND [reaction] SPELL 2 Conclusion
with primal spell DCs, equivalent to the minimum proficiency CONCENTRATE MANIPULATE Glossary & Index
required to Subsist in strange environments (Player Core 232). Traditions arcane, primal
Heightened (3rd) The animals bring back enough food for Trigger A creature within range is hit with a Strike that deals
eight Medium creatures for 1 day. physical damage.
Heightened (5th) The animals bring back enough food for 30 Range 60 feet; Targets 1 creature
Medium creatures for 1 day. Duration 1 round

85
The target’s skin erupts in thick hide or dense scales. It gains Critical Success The creature is unaffected.
resistance 5 to physical damage, except adamantine, until the Success The creature is slowed 1 for 1 round.
beginning of its next turn. Failure The creature becomes fascinated and compelled to
Heightened (+2) The resistance increases by 3. move toward the sound of your cry on its turn. As long as
it is in the emanation and can hear, it must spend at least
HIPPOCAMPUS RETREAT [two-actions] SPELL 1 one of its actions on each of its turns to move closer to you.
ATTACK CONCENTRATE MANIPULATE MORPH Critical Failure As failure, but the creature must spend all its
Traditions arcane, primal actions moving toward the sound. Additionally, the creature
Requirements You’re mostly or totally submerged in water. is off-guard.
Range 10 feet; Targets 1 creature
Defense AC PRIMAL CHORUS [three-actions] SPELL 3
You temporarily shape your lower limbs into the tail of a AUDITORY CONCENTRATE MANIPULATE MENTAL
hippocampus in order to swim away from a nearby foe after Traditions primal
dealing a parting blow. Attempt a melee spell attack roll against Range 1-mile burst
the target’s AC, dealing 2d6 bludgeoning damage on a hit (or Duration until your next daily preparations
double damage on a critical hit). Then, Swim up to 30 feet; if You let loose a primal howl that incites animals and beasts to
you already have a swim Speed, you can Swim up to your Speed join in the chorus. Doing so gives you a general idea of how
with a +10-foot circumstance bonus. You gain a +2 circumstance many creatures with the animal or beast trait are within the
bonus to your AC against reactions triggered by this movement. range of the spell, but significant creatures can attempt a
At the end of the movement, your lower limbs return to normal. Will save against your spell DC to resist responding to your
Heightened (+1) The damage increases by 1d6. call. You gain a +1 status bonus to your next Initiative roll in
an encounter with an enemy creature that replies to your
LURING WAIL [two-actions] SPELL 4 call. For purposes of using Coerce during exploration mode,
AUDITORY CONCENTRATE INCAPACITATION MANIPULATE MENTAL you can communicate with a creature that responds to your
Traditions occult, primal call for the duration of the spell. You can only make simple
Area 60-foot emanation commands, such as approach or hide, and only understand
Defense Will; Duration sustained up to 1 minute simple ideas, such as compliance with the order or the
You emit a plaintive cry to lure your enemies closer. Each presence of natural hazards.
creature in the emanation that can hear you must attempt Heightened (+2) The status bonus increases
a Will save. If you speak a creature’s name as part of the by 1.
casting of the spell, that creature takes a –2 circumstance
penalty to its saving throw. Each creature that enters SACRED BEASTS [two-actions] SPELL 1
the area on its turn must attempt a save. If you attack CONCENTRATE MANIPULATE
or take a hostile action, the fascinated condition Traditions divine, primal
ends only for the creature that’s attacked. Requirements You worship a deity.
Range 30 feet; Area 5-foot burst
Defense basic Reflex
You call out to the creatures of
the wild favored by your deity.
You quickly summon your deity’s
sacred animal (or a small swarm of
them if the animal is usually Tiny). For example, you
would call forth a lion if you worship Iomedae or a swarm
of spiders if you worship Norgorber. If your deity doesn’t have
a known sacred animal, work with the GM to find a thematic
one. The animal or swarm assaults all creatures in the area,
dealing 2d6 damage. The damage is either bludgeoning,
piercing, or slashing based on the animal that was conjured, as
determined by the GM. After their attacks, the animals return
to your deity’s plane.
Heightened (+1) The damage increases by 2d6.

SNAKE FANGS [two-actions] SPELL 4


PRIMAL CHORUS CONCENTRATE MANIPULATE MORPH
Traditions primal
Duration 1 minute

86
Your jaw unhinges as your teeth extend into wicked fangs. canyon, or other underground environment). In an unnatural
For the spell’s duration, you gain a fangs unarmed attack. environment, the warden summoned depends on the region’s
They’re a finesse, grapple, unarmed attack that deals 1d8 most recent or similar natural biome, as decided by the GM. Foreword: My
piercing damage and an extra 2d10 poison damage. If you • Warden of Caverns and Burrows: Speed 60 feet, Quest for the
have a creature at least one size smaller than you grabbed burrow 100 feet; Arrive (earth) Obsidian Cage Obsidian Wardens
with your fangs, you can use the Swallow Whole ability stalagmites burst from the earth as the warden
(Monster Core 360) that deals 4d6 bludgeoning damage surfaces, impaling enemies and trapping them in The Zoetrope
and has a Rupture value of 17. A swallowed creature is stalagmites. Enemies on the ground within 40 feet take and its Crew
transported to an extraplanar space that resembles the 6d6 piercing damage (basic Reflex save). Creatures that Techniques and
inside of a snake’s stomach, so when it gets free, it appears fail their save become immobilized until they Escape Tricks
in a space adjacent to you. If you’re killed or the spell ends, (the DC is your spell DC); Depart (earth) Blessing of the Untamed
the swallowed creature is immediately freed. Depths The squares occupied by the warden remain Barbarian and
Heightened (+3) The extra poison damage of your fangs disheveled and broken, becoming difficult terrain. The Druid Morph
unarmed attack increases by 1d10, the damage dealt by the warden affects you and all your allies within 60 feet Warden Spells
Swallow Whole ability increases by 6d6, and the Rupture with a mountain resilience and unfettered pack. The and Ranger
value increases by 9. duration for both spells is reduced to 3 rounds, but Feats
the duration of mountain resilience isn’t reduced when Witches of the
SUMMON STAMPEDE [three-actions] SPELL 7 an affected target is hit by a bludgeoning, piercing, or Wild
CONCENTRATE INCARNATE MANIPULATE slashing attack. Zoophonic
Traditions primal • Warden of Forests and Meadows Speed 120 feet; Bards
Range 120 feet Arrive (illusion, mental) Idyllic Panorama The warden’s Beastmaster
Defense Will and basic Reflex (see text); Duration until the end presence unpredictably warps the appearances and Archetype
Expansion
of your next turn perceived distances of creatures and obstacles around
You summon an unstoppable stampede of panicking beasts. it. Each time an enemy within 40 feet of the warden Clawdancer
Archetype
Whether you conjure wild beasts or tamed cattle, the attempts a Strike or Stride action, it takes 4d6 mental
stampede is a force of nature that leaves behind nothing in damage (basic Will save). On a critical failure, the Ostilli Host
Archetype
its wake. The stampede occupies the space of a Gargantuan creature Strikes a random target within reach or Strides
creature and has a Speed of 60 feet. in a random direction. On a critical success, the creature Swarmkeepr
Archetype
Arrive (emotion, fear, mental) Foreboding Tremors The sheer becomes temporarily immune for 1 round; Depart Fox’s
energy of a stampede can cause even apex predators to Insightful Trickery The warden affects you and all Thlipit
Contestant
panic. Each creature within a 60-foot emanation must your allies within 60 feet with blur and truesight. The Archetype
attempt a Will save with the following effects. duration for both spells is reduced to 3 rounds.
Werecreature
Critical Success The creature is unaffected. • Warden of Oceans and Rivers Speed 60 feet, swim 120 Archetype
Success The creature is frightened 1. feet; Arrive I Am the Tide If the warden is summoned in a
Wild Mimic
Failure The creature is frightened 2. body of water, it creates a churning whirlpool that deals Archetype
Critical Failure The creature is frightened 3 and fleeing for 10d6 bludgeoning damage to all creatures within 30 feet
Winged
1 round. (basic Reflex save). A creature that fails this save is pulled Warrior
Depart Flatten the Earth The stampede Strides up to double 15 feet closer to the warden (30 feet on a critical failure). Archetype
its Speed, trampling each Large or smaller creature, If the warden is summoned outside of a body of water, Spells
hazard, and structure whose space it enters, dealing 8d8 it creates a wave of water that deals 8d6 bludgeoning
bludgeoning damage (basic Reflex save). The stampede damage to all creatures within 30 feet (basic Reflex save). Services and
ignores and attempts to counteract all difficult terrain it A creature that fails this save is pushed 10 feet away from Supplies
enters caused by debris, overgrowth, rubble, or thick the warden; Depart Acclimation to the Deep The warden Golarion’s
ground cover. affects you and your allies within 60 feet with feet to Menagerie
fins and water breathing. The duration for both spells is
The Wardens of
SUMMON WARDEN OF THE WILD [three-actions] SPELL 8 reduced to 3 rounds, but a creature affected by feet to
the Wild
RARE CONCENTRATE INCARNATE MANIPULATE fins retains its normal land Speed.
Traditions primal • Warden of Peaks and Skies Speed 60 feet, fly 240 feet; Epilogue: A
Range 100 feet Arrive Precipice Plummet The warden appears, flying Journey’s
Defense see text; Duration until the end of your next turn downward from the sky and sends a shockwave where Conclusion
You briefly call forth the spirit of one of the Wardens of the she lands. Creatures within 20 feet take 10d6 sonic Glossary & Index
Wild, the legendary guardians of nature (pages 202–209). The damage (basic Fortitude save). Creatures that critically
warden occupies the space of a Gargantuan creature. When fail their saves are sickened 1; Depart (auditory) Song
you Cast this Spell, you summon a warden depending on the of the Skies The warden affects you and all your allies
biome in which the spell is cast (for instance, summoning within 60 feet with fly and unfettered movement. The
the Warden of Caverns and Burrows if summoned in a cave, duration for both spells is reduced to 3 rounds.

87
88
Su p pl y Runs:
On t he Im portance of P ro per Gear
Foreword: My
Quest for the
Wardens
The Zoetrope
While a good crew is indispensable for any voyage, they Alas, all was not well. and its Crew
can only do so much without the proper tools. Of course, Some time later, Ten approached me to tell me that Techniques and
the trick is in being able to predict what you will need. during all of the turbulence, the drive mechanism had Tricks
Take, for instance, the time we stopped in Sumadhadra been damaged, and the ensuing explosion (while I Services and
in eastern Vudra to pick up supplies for the leg of our greatly appreciate our mechanic’s skill, dear reader, I Supplies
journey over the Embaral Ocean to Tian Xia. Even a ship often wonder at the volatility of some of their designs)
Animal
as illustrious as the Zoetrope must make concessions on had damaged the hull. We would need to land as soon Companions
space, which led to a bit of a dispute between Grefu and as possible. Worse yet, one of the parts required was
Grafts
Ten. Grefu was gently insistent that we needed to bring among those we had not restocked. Being over an
extra sweets and other treats to keep up morale on this expansive ocean with no land in sight didn’t inspire Beast
Armor and
arduous part of the trek. Ten maintained that we needed much confidence, either. Certainly, the Zoetrope could Armaments
to stock replacement parts for every eventuality, as there float like a normal ship, but there was little chance of
Alchemical
would be almost nowhere to pick up materials along the landing near the proper supplies. Items
route if something went wrong. With little other recourse, we splashed down in the
Adventuring
When I was called to decide the matter, I reasoned that salty water of the Embaral Ocean, drifting on the waves. Gear
our ship could be triple-checked for any faults or defects I must admit to feeling a bit despondent. Though I knew
Big Game
before we left and that the parts we had on hand would there would be setbacks on our journey—it would be Siege
be sufficient in any emergency. Also, a happy crew is an ridiculous to assume any adventure could be perfectly Weapons
efficient crew. Therefore, I sided with Grefu and ordered smooth—the length of the sea voyage ahead of us put a Spell Catalysts
more provisions, but gave Ten extra time in port to make damper on my spirits.
sure we were shipshape and in perfect working order. My morale improved somewhat at the opportunity to Golarion’s
It turned out there was no correct choice. We were document some rare aquatic life only found in this region, Menagerie
over the Embaral Ocean, its vast, clear skies both including some creatures never seen or cataloged before, The Wardens of
inviting and intimidating. There was a sense that any but we were only able to see the few samples Grefu the Wild
number of amazing creatures could be below us or just and Lythea could carry back from dives between their Epilogue: A
beyond Telero’s keen eyes. The endless possibility of both respective duties. Journey’s
discovery and danger was—if I am being honest—quite On the third day, Telero spotted land: one of the rare Conclusion
exhilarating. islands in this part of the world. My spirits lifted at the
That danger soon showed up in the form of a flock of prospect of new sights and discoveries, and we went Glossary & Index
pegasi. While the friendly beasts meant no harm to us, ashore to investigate this small island. It was rather
they began harrying the Zoetrope, riding its air currents, barren, but nonetheless, we began to explore the rough
and swooping in to nibble at the flowers on our rails. terrain. I found myself rooting through the small crevices
One or two might not have been a problem, but the near- between the larger stones, hoping to uncover some rare
dozen of them were disrupting our smooth flying and crustaceans I had not yet studied. The rest of the crew
threatening to drive us into the ocean. were doing their own surveying, looking for anything that
We had neither the armaments to fight the majestic piqued their interest.
creatures nor the inclination to stop their dance, but we Suddenly we heard an elated cry from the water. It was
had to do something in order to secure our own safety. Lythea, who had been diving along the far shore. We all
Although they stubbornly ignored our requests to leave, I rushed to see what exciting species she must have found.
remembered from my university studies that pegasi have At first, Lythea was chattering so excitedly it was hard to
a bit of a sweet tooth. make out what she was saying, but one word caught our
I called out to Grefu and had him bring up the treats he attention: “shipwreck”! At that, we all perked up, but no
had procured in Sumadhadra. We quickly began tossing one more than Ten.
them overboard, making sure the glorious creatures saw Although the piece Lythea eventually recovered only
what we were doing. As they ceased gamboling around faintly resembled the missing part, Ten was prepared
our ship and dove for the prizes, we pushed the Zoetrope to make it work. We were back in the air the following
to maximum speed. It was only seconds before the morning, heading toward a dock to make more permanent
pegasi were completely out of sight, but we pushed on as repairs—and stock up on both parts and provisions for
a precaution. the next leg of our journey.

89
ANIMAL COMPANIONS
The following companions describe a wider range of Advanced Maneuver Bounding Retreat
animals found throughout Golarion that can be recruited
to follow and fight alongside a character. Rules for animal BOUNDING RETREAT [two-actions]
companions are found on page 206 of Player Core. The antelope Leaps twice. If it has a rider, it can leave them in
an empty space as it Leaps out of it.
Antelope
Your companion is an antelope or other similar animal, such as Elk
a dik-dik, gazelle, or wildebeest. Your companion is an elk, or other similar cervids, such as a
Size Medium or Large caribou, large deer, or moose.
Melee [one-action] horns (finesse), Damage 1d6 piercing Size Medium or Large
Melee [one-action] hoof (agile, finesse), Damage 1d4 bludgeoning Melee [one-action] antlers, Damage 1d8 piercing
Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 Melee [one-action] hoof (agile), Damage 1d6 bludgeoning
Hit Points 6 Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Skill Survival Hit Points 8
Senses low-light vision Skill Intimidation
Speed 40 feet Senses low-light vision
Special Mount Speed 30 feet
Support Benefit The antelope impales your distracted foes. Special Mount
Until the start of your next turn, while riding your antelope, Support Benefit Your elk makes a threatening display by
your Strikes that damage a creature in your antelope’s reach waving its antlers. Until the start of your next turn, if you
also deal 1d6 persistent bleed damage. If your antelope is hit and deal damage to a creature within your elk’s reach,
nimble or savage, the persistent bleed damage increases the creature is frightened 1.
to 2d6. Advanced Maneuver Antler Catapult

90
ANTLER CATAPULT [two-actions]
The elk Steps once and then makes an antlers Strike. If it
moved and hits, the elk can fling its target into the space it Foreword: My
just left, which is forced movement. Quest for the
Wardens
Flying Squirrel
Your companion is a giant flying squirrel or sugar glider. The Zoetrope
Size Small and its Crew
Melee [one-action] jaws (finesse), Damage 1d6 piercing Techniques and
Melee [one-action] claw (agile, finesse), Damage 1d4 slashing Tricks
Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0 Services and
Hit Points 6 Supplies
Skill Stealth
Animal
Senses low-light vision, scent (imprecise) 30 feet Companions
Speed 25 feet, climb 25 feet
Grafts
Special When your flying squirrel falls, it can glide, falling only Kangaroo
5 feet at the beginning of your turn and moving up to 25 Your companion is a kangaroo or wallaby. Beast
Armor and
feet horizontally. It cannot glide if it’s unable to act. Size Small Armaments
Support Benefit Your flying squirrel wraps your foes in its skin Melee [one-action] foot (agile), Damage 1d6 bludgeoning
Alchemical
flaps, hampering their movement. Until the end of your next Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0 Items
turn, if your Strike damages a creature in your giant flying Hit Points 6
Adventuring
squirrel’s reach, that creature takes a –10-foot circumstance Skill Survival Gear
penalty to its Speeds for 1 round. Senses low-light vision
Big Game
Advanced Maneuver Death from Above Speed 30 feet Siege
Special When the kangaroo Leaps horizontally, it travels up Weapons
DEATH FROM ABOVE [one-action] to 25 feet. Spell Catalysts
FLOURISH Support Benefit Your kangaroo bounces and shifts back and
Requirements The flying squirrel is above the target forth. Until the start of your next turn, it counts as being Golarion’s
The flying squirrel crashes down onto a target, furiously in its space or an empty space of your choice within 5 Menagerie
clawing at it. The flying squirrel falls to an empty space next to feet when determining whether you and your companion The Wardens of
the target, taking no damage, and makes two claw Strikes. Both are flanking; you can choose a different space for each of the Wild
attacks count toward its multiple attack penalty, but the penalty your attacks. Epilogue: A
doesn’t increase until after both attacks have been made. Advanced Maneuver Spring Kick Journey’s
Conclusion
Giraffe SPRING KICK [two-actions]
Your companion is a giraffe. The kangaroo balances on its tail and lashes out with a Glossary & Index
Size Large powerful two-legged kick. The kangaroo makes a foot Strike. If
Melee [one-action] hoof (agile), Damage 1d6 bludgeoning it hits, the target is pushed back 10 feet. On a critical hit, they
Melee [one-action] neck (nonlethal, reach 10 feet), Damage 1d4 are also knocked prone.
bludgeoning
Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0 Mole
Hit Points 8 Your companion is a giant mole, gopher, or prairie dog.
Skill Intimidation Size Small
Senses low-light vision, scent (imprecise, 30 feet) Melee [one-action] jaws, Damage 1d8 piercing
Speed 35 feet Melee [one-action] claw (agile), Damage 1d6 slashing
Special mount Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Support Benefit Your giraffe pushes against opponents with Hit Points 8
its long neck. While riding on your giraffe this turn, you do Skill Stealth
not need a hand free to Shove and any foe you successfully Senses low-light vision, scent (imprecise, 30 feet)
Shove moves 10 feet (15 feet on a critical success). Speed 25 feet, burrow 20 feet
Advanced Maneuver Long Stomp Support Benefit Your mole leaps into the ground and
burrows beneath your foes, disturbing their footing. Until
LONG STOMP [two-actions] the end of your next turn, if you hit and damage a creature
Your giraffe Strides twice and then makes a hoof Strike. As long adjacent to your mole, that creature is clumsy 1 until it
as it moved at least 20 feet, it deals an additional 1d6 bludgeoning moves from its current position.
damage. Increase this to 2d6 if your giraffe is specialized. Advanced Maneuver Burrowing Ambush

91
BURROWING AMBUSH [two-actions] Shotalashu
Your mole Burrows and makes a Strike. If the mole began its UNCOMMON
movement underground, the target is off-guard for this attack. Your companion is a shotalashu (page 180), a telepathic
creature originally from the planet of Castrovel but now
Mongoose introduced in small numbers to Golarion. Acquiring a
Your companion is a mongoose or meerkat. shotalashu typically requires that the prospective rider
Size Small bond with it first by spending a week of time with it and
Melee [one-action] jaws (finesse), Damage 1d6 piercing succeeding on a DC 21 Occultism check to establish a
Melee [one-action] claw (agile, finesse), Damage 1d4 slashing telepathic link. A rider who fails the check can attempt it
Str +2, Dex +3, Con +1, Int –4, Wis +1, Cha +1 again after another week with the shotalashu for each
Hit Points 4 attempt. Any creature with telepathic capabilities, such as
Skill Survival telepathy, touch telepathy, empathic sense, or the ability to
Senses low-light vision, scent (imprecise, 30 feet) cast spells such as telepathy, gains a +4 circumstance bonus
Speed 25 feet, burrow 10 feet to this check. The GM is the final arbiter of whether a given
Support Benefit The mongoose bounds to your side, alert ability counts as telepathy for the purposes of forming a link.
and at the ready. Until the end of your next turn, creatures This link remains, and neither can form a new link until one
adjacent to the mongoose cannot flank you. member dies. The shock of a bonded partner dying leaves the
Advanced Maneuver Liberating Bite survivor stupefied 2 for 24 hours and prevents them from
forming a new link for at least a month.
LIBERATING BITE [one-action] A shotalashu has the beast trait instead of the animal trait
FLOURISH but otherwise functions normally as an animal companion.
The mongoose makes a jaws Strike that can help creatures Size Medium or Large
break free of restraint, like the grasp of a cobra. If the Strike Melee [one-action] claw (agile), Damage 1d6 slashing
hits, each creature grappled or restrained by the target can Str +2, Dex +3, Con +2, Int –3, Wis +1, Cha +2
Escape as a free action. Hit Points 8
Skill Survival
Salamander Senses darkvision
Your companion is a salamander, newt, axolotl, or similar Speed 40 feet
amphibian. Special mount
Size Small Support Benefit The shotalashu telepathically assails your
Melee [one-action] tail, Damage 1d6 bludgeoning enemies when you create an opening. Until the start
Melee [one-action] jaws, Damage 1d4 piercing of your next turn, each time you hit a creature in the
Str +2, Dex +2, Con +2, Int –4, Wis +1, Cha +1 shotalashu’s reach with a Strike, the creature takes 1d6
Hit Points 6 mental damage from the shotalashu. If your shotalashu
Skill Survival is nimble or savage, the mental damage increases to 2d6.
Senses darkvision Advanced Maneuver Telepathic Pounce
Speed 20 feet, swim 10 feet
Support Benefit Your salamander secretes a poisonous, TELEPATHIC POUNCE [two-actions]
viscous fluid from its skin. Until the start of your next MENTAL OCCULT
turn, if you or your salamander are hit by a creature The shotalashu hunts by pinning its foes with
adjacent to the salamander, that creature takes 1d6 not just its claws, but with its mind as well.
poison damage. This damage increases to 2d6 if the One creature within 30 feet must attempt a
salamander is nimble or savage. Will save, with the following effects. This uses
Advanced Maneuver Poisonous Sweep a trained DC using the shotalashu’s Charisma
modifier or an expert DC if the shotalashu is
POISONOUS SWEEP [one-action] specialized.
FLOURISH POISON Critical Success The creature is
The salamander secretes poison unaffected.
from the glands on its tail and Success The creature takes a –5 foot
bludgeons an enemy to apply status penalty to its Speeds for one round.
it to them. It makes a tail Strike. Failure The creature takes a –10 foot status
If the Strike hits, the target takes penalty to its Speeds for one round. The
an additional 1d6 persistent poison shotalashu can then Leap.
damage. If your salamander is nimble Critical Failure The creature is off-guard and
or savage, increase this damage to 2d6 immobilized for one round. The shotalashu
persistent poison damage. can then Leap.

92
Advanced Companions RIDING ANIMAL COMPANIONS
From the Sable Company’s hippogriffs soaring above You or an ally can ride your animal companion as long as
Korvosa to athamaru eel riders patrolling the depths, it is at least one size larger than the rider. If it is carrying Foreword: My
unusual mounts play an integral role in Golarion’s a rider, the animal companion can use only its land Quest for the
martial traditions. The difficulties with raising and Speed, and it can’t move and Support you on the same Wardens
training such steeds are well rewarded with the mobility turn. However, if your companion has the mount special
they provide. Animal companion options in this section ability, it’s especially suited for riding and ignores both of The Zoetrope
gain the mount special ability (Player Core 207). these restrictions. and its Crew
Many of these creatures have unusual abilities or Techniques and
temperaments that make them particularly difficult to Tricks
train; you cannot choose one of the companions in this Support Benefit Your giant frog’s tongue darts into openings Services and
section unless your level is at least equal to that listed you create and sticks to opponents to disrupt their Supplies
alongside the companion’s name. The animal still gains movements. Until the start of your next turn, whenever
Animal
the normal benefits from being mature, nimble, savage, you successfully Strike a creature your giant frog threatens, Companions
or having a specialization. You can replace an existing that creature can’t use reactions triggered by your actions
Grafts
animal companion with one of these advanced animal unless its level is higher than yours.
companions by releasing your previous companion from Advanced Maneuver Tongue Grab Beast
Armor and
service and spending one week of downtime bonding to Armaments
and training with the new companion. TONGUE GRAB [two-actions]
Alchemical
The giant frog lashes out with its tongue, making a tongue Items
Giant Eel 4th Strike. If the Strike hits, the target is automatically grabbed
Adventuring
UNCOMMON AQUATIC by the giant frog and pulled into a square adjacent to the Gear
Your companion is a long ribbon-like fish with jagged teeth. frog. The grabbed condition lasts until the end of your next
Big Game
Access athamaru ancestry turn. Siege
Size Large Weapons
Melee [one-action] jaws, Damage 1d8 piercing Giant Wasp 14th Spell Catalysts
Str +3, Dex +1, Con +2, Int –4, Wis +2, Cha +0 UNCOMMON
Hit Points 4 Your companion is a large wasp, hornet, or other stinging Golarion’s
Skill Stealth hymenopteran. Menagerie
Senses low-light vision, scent (imprecise) 30 feet Size Large The Wardens of
Speed 10 feet, swim 40 feet Melee [one-action] stinger (finesse), Damage 1d6 piercing plus poison the Wild
Special mount Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 Epilogue: A
Support Benefit Your giant eel swims in confounding bursts. Hit Points 4 Journey’s
Until the start of your next turn, it counts as being in its Skill Survival Conclusion
space or an empty space of your choice within 10 feet Senses darkvision
when determining whether you and your companion are Speed 20 feet, fly 40 feet Glossary & Index
flanking; you can choose a different space for each of your Special mount
attacks. Support Benefit Your wasp drones its wings, unnerving your
Advanced Maneuver Swimming Snap enemies. Until the start of your next turn, if you hit and
deal damage to a creature in your giant wasp’s reach, the
SWIMMING SNAP [two-actions] creature becomes frightened 1.
The giant eel Swims and makes a jaws Strike at any point Advanced Maneuver Darting Stab
along the way.
DARTING STAB [two-actions]
Giant Frog 6th FLOURISH
AMPHIBIOUS The giant wasp Flies up to 15 feet and then Strikes, or Strikes
Your companion is a massive frog or toad. and then Flies up to 15 feet.
Size Large
Melee [one-action] jaws, Damage 1d8 piercing Griffon14th
Melee [one-action] tongue (reach 15 feet), Damage 1d4 bludgeoning Your companion is a majestic beast combining the features of
Str +2, Dex +2, Con +3, Int –4, Wis +1, Cha +0 a raptor and a lion.
Hit Points 6 Size Large
Skill Survival Melee [one-action] beak, Damage 1d8 piercing
Senses low-light vision Melee [one-action] talon (agile), Damage 1d6 slashing
Speed 20 feet, climb 20 feet, swim 25 feet Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0
Special mount Hit Points 8

93
Skill Survival Support Benefit Until the start of your next turn, if you’re
Senses darkvision, scent (imprecise) 30 feet mounted on your hippocampus and moved 10 feet or more on
Speed 25 feet, fly 60 feet the action before a melee Strike, add a circumstance bonus to
Special mount damage for that Strike equal to twice the number of weapon
Support Benefit Your griffon adopts a noble pose, inspiring you damage dice. If your weapon already has the jousting weapon
to defy the horrors before you. Until the start of your next trait, increase the trait’s damage bonus by 2 per die instead.
turn, you and your griffon gain a +2 circumstance bonus to Advanced Maneuver Sudden Retreat
saves against emotion effects.
Advanced Maneuver Flying Strafe SUDDEN RETREAT [two-actions]
The hippocampus makes a tail Strike, then Swims with a +10-
FLYING STRAFE [two-actions] foot circumstance bonus to its swim Speed. The hippocampus
The griffon Flies up to its fly Speed and makes two talon and its rider gain a +2 circumstance bonus to AC against
Strikes at any point, each against a different creature. reactions triggered by this movement.

Hippocampus 4th Hippogriff 14th


AQUATIC Your companion combines the features of a hawk and a horse.
Your companion is a strange beast combining aspects of a Size Large
horse and a fish. Melee [one-action] beak, Damage 1d6 piercing
Size Large Melee [one-action] talon (agile), Damage 1d4 slashing
Melee [one-action] tail, Damage 1d6 bludgeoning Str +2, Dex +2, Con +2, Int –4, Wis +2, Cha +0
Str +3, Dex +1, Con +3, Int –4, Wis +1, Cha +0 Hit Points 8
Hit Points 6 Skill Survival
Skill Survival Senses darkvision, scent (imprecise) 30 feet
Senses darkvision, scent (imprecise) 30 feet Speed 30 feet, fly 60 feet
Speed 5 feet, swim 40 feet Special mount
Special mount Support Benefit Until the start of your next turn, if you’re
mounted on your hippogriff and moved 10 feet or more on
the action before a melee Strike, add a circumstance bonus to
damage for that Strike equal to twice the number of weapon
damage dice. If your weapon already has the jousting
weapon trait, increase the trait’s damage bonus by 2 per die
instead.
Advanced Maneuver Aerial Retreat

AERIAL RETREAT [two-actions]


The hippogriff makes a talon Strike, then Flies with a +10-foot
circumstance bonus to its fly Speed. The hippogriff and its
rider gain a +2 circumstance bonus to AC against reactions
triggered by this movement.

Orca 6th
Your companion is a killer whale.
Size Large
Melee [one-action] jaws, Damage 1d8 piercing
Str +3, Dex +2, Con +3, Int –4, Wis +0, Cha +0
Hit Points 8
Skill Survival
Senses echolocation 30 feet (the orca can use hearing as a
precise sense within this range while underwater)
Speed 5 feet, swim 40 feet
Special mount; the orca can hold its breath for 20 minutes.
Support Benefit Your orca attempts to drag down unwary
swimmers. Until the start of your next turn, each time you hit
a swimming creature in the orca’s reach, the target is pulled 5
feet down into the water. This is forced movement.
Advanced Maneuver Breach

94
BREACH [two-actions] the roc then Flies up to half its speed, carrying that creature
The orca Swims up to its swim Speed, then Leaps vertically out along with it.
of the water up to 25 feet in the air, making a Strike against Foreword: My
a creature at any point during the jump (this lets it attack Umbrella Mushroom 14th Quest for the
a creature within 30 feet of the water’s surface). After the UNCOMMON Wardens
Strike, the orca splashes back down into the water. Your companion is a wide-capped mushroom capable of
floating on air currents. A loop at the base of the stem acts as a The Zoetrope
Riding Tarantula 6th stirrup for riding. An umbrella mushroom has the fungus trait and its Crew
Your companion is a massive hairy spider. instead of the animal trait, but it otherwise functions normally Techniques and
Size Large as an animal companion. Tricks
Melee [one-action] fangs (finesse), Damage 1d6 piercing plus poison Size Large Services and
Melee [one-action] leg (agile, finesse), Damage 1d4 piercing Melee [one-action] stalk, Damage 1d8 bludgeoning Supplies
Str +2, Dex +3, Con +1, Int –4, Wis +2, Cha +0 Str +2, Dex +2, Con +3, Int –4, Wis +1, Cha +0
Animal
Hit Points 4 Hit Points 6 Companions
Skill Stealth Skill Stealth
Grafts
Senses darkvision Senses low-light vision
Speed 30 feet, climb 30 feet Speed 15 feet, fly 30 feet Beast
Armor and
Special mount at 8th level; your riding tarantula’s fangs Special mount; when you use Command an Animal to Armaments
attack deals an additional 1d4 poison damage or 2d4 poison command your umbrella mushroom, it gains a reaction it
Alchemical
damage if the riding tarantula is a specialized companion can only use for its Float advanced maneuver Items
Support Benefit Your riding tarantula flicks urticating hairs Support Benefit Your umbrella mushroom exudes sense
Adventuring
at your foe, disrupting their focus. Until the start of your dulling spores when you create an opening. Until the start Gear
next turn, if you hit and deal damage to a creature your of your next turn, your Strikes that damage a creature
Big Game
riding tarantula threatens, the target must succeed at a within your umbrella mushroom’s reach becomes stupefied Siege
DC 5 flat check whenever it takes a concentrate action or 1 for 1 round. This effect has the poison trait. Weapons
that action is lost. Advanced Maneuver Float Spell Catalysts
Advanced Maneuver Hair Barrage
FLOAT [reaction] Golarion’s
HAIR BARRAGE [two-actions] Trigger The umbrella mushroom is falling. Menagerie
The tarantula flicks its legs, flinging spiky hairs in a 15-foot The umbrella mushroom inflates buoyant air bladders and The Wardens of
cone. This deals 4d6 piercing damage with a basic Reflex save begins rotating to arrest the fall. It slows its descent to 60 feet the Wild
against your class DC. This damage increases by an additional per round. It can take this reaction even when unconscious. Epilogue: A
1d6 for every 4 levels you have beyond 6th. Journey’s
Conclusion
Roc 16th
Glossary & Index
UNCOMMON
Your companion is a younger example of the legendary bird
of prey.
Size Huge
Melee [one-action] beak, Damage 1d10 piercing
Melee [one-action] talon (agile), Damage 1d8 slashing plus Grab
Str +3, Dex +1, Con +3, Int –4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 15 feet, fly 60 feet
Special mount
Support Benefit Your roc beats its wings, creating a powerful
downdraft. Until the start of your next turn, your Strikes
that damage a creature that your roc threatens push the
target 5 feet away from your roc.
Advanced Maneuver Snatch

SNATCH [two-actions]
The roc Strikes a creature with its talon and then
attempts to Grab the creature. If the Grab is successful,

95
GRAFTS
We set off for an island in the Arcadian Ocean, tracking a fade, we began to realize that this was not paint—this was
rumor regarding the Migration. From above, we saw first part of their skin, some form of bioluminescence running
a great mountain, the tip piercing the disc of the setting in straight lines across their torso. Their companions had
sun. Waves broke on rocky shores, and in the shallows other grafts—a shark’s fin here, gills there, even a fine
beyond the coast we saw the forms of what appeared to membrane like that of a flying squirrel, seemingly to allow
be dolphins leaping into the evening air. the wearer to glide from great heights. In all cases, the
I say “appeared,” for as we drew closer my eyes set work was almost seamless, with only the faintest scarring.
upon a most unusual sight, one of many I would have the I was surprised to find that these grafts require no
pleasure of experiencing in our expedition. There were sacrifice on the part of the fauna, though Dr. Pom
dolphins, yes, and other creatures yet unknown to us, but mentioned small amounts of hair or similar shed tissue
among them were people. Our first impression was that are used. The people seemed to hold a great reverence
they had evolved to be at home as much in water as on for the creatures they emulated; when I wondered aloud
land, but this soon turned out not to be the case. This was at the fate of those who gave up their body parts for
not evolution, dear readers—this was ingenuity! these grafts to exist, I was met uniformly with horror at
The people here have developed a marvelous medical the suggestion that someone grafted with bat ears, for
procedure called “grafting” that seems to be somewhere example, must necessarily have taken them from a bat!
between magic and alchemy. I admit that I do not This brought me great delight—while we iruxis are no
understand the intricacies of it, but Dr. Pom’s patient strangers to hunting or husbandry, I am unsure I would
explanation helped me grasp the fundamentals. be willing to deprive a bird of its wings, even if it let me
On first impressions, the person who swam out to dart through the clouds (an alarming prospect; besides,
meet us appeared to have painted their skin in strips of I have had enough of that in Telero’s shuttle!). I clearly
bright green pigment that glowed vibrant in the evening have much to do in unpacking these thoughts, but that is
sunlight. But as the sky darkened and the glow failed to perhaps for a future monograph.

96
Grafting Rules Grafts
Grafts are living tissues that are implanted into a host,
where they integrate with the hosts’ native biology. To ALLURING LANTERN ITEM 8 Foreword: My
implant a graft, you must be an expert in Medicine GRAFT INVESTED MAGICAL Quest for the
and have the appropriate formula. Graft formulas can Price 450 gp Wardens
be purchased as outlined in the formulas rules (Player Usage implanted; Bulk L
Core 294). An antenna with a bioluminescent lure protrudes from your The Zoetrope
You can take the Graft Technician feat below to head, drawing enemies’ attention. When not activated, the and its Crew
implant grafts. antenna lays flat and blends in with your hair or skin. Techniques and
Activate—Raise Lure [one-action] (manipulate, mental, visual) Tricks
GRAFT TECHNICIAN FEAT 3 Frequency once per day; Effect Until the beginning of Services and
GENERAL SKILL your next turn, the lure raises above your head and lights Supplies
Prerequisites expert in Medicine up with multicolored flashes that draws creatures closer.
Animal
You can create and implant grafts. When you select this feat, Any creature that begins its turn within 20 feet of you Companions
you gain the formulas for four common grafts of 3rd level or must succeed at a DC 23 Will save or become fascinated
Grafts
lower. You gain a +1 circumstance bonus to Medicine checks by the lure and must spend at least one of its actions to
to implant grafts. If you’re a master in Medicine, this bonus move toward you. The fascination ends at the end of the Beast
Armor and
increases to +2. creature’s turn. Armaments
Alchemical
Implanting a Graft BIOLUMINESCENT STRIPES ITEM 1 Items
Implanting a graft is a downtime activity, using the GRAFT INVESTED LIGHT MAGICAL
Adventuring
same rules as Crafting an item (Player Core 236) except Price 10 gp Gear
as follows. The grafter uses the Medicine skill to affix Usage implanted; Bulk —
Big Game
the foreign organ to the willing subject, who must be A line of glands embedded in your skin secretes a chemical Siege
present throughout the process. The grafter can implant that glows when it interacts with the air. As a single action, Weapons
only one graft at a time. Once the grafting process is you can activate your bioluminescent stripes to glow with a Spell Catalysts
complete, the implanted subject can begin using the bright light in a 20-foot radius and dim light for the next 20
graft. Grafts can be created from scratch, though they feet. While you are glowing, you can’t be undetected and you Golarion’s
typically require specialized storage conditions, such as take a –4 item penalty to Stealth checks to Hide and Sneak. Menagerie
a tank of alchemical fluid, to remain viable outside of You can Dismiss the glow as a free action. The Wardens of
a host. the Wild
BRISTLING SPINES ITEM 1+ Epilogue: A
Damaging a Graft GRAFT INVESTED MAGICAL Journey’s
Once a graft is accepted, it becomes part of the subject’s Usage implanted; Bulk — Conclusion
body and can’t take damage separately, just like any Your exposed skin is covered in fine, needle-like hairs that you
natural body part. If a graft is ever severed from the can flick into the eyes of enemies. Glossary & Index
subject’s body, it can be reconnected by any method that Activate—Urticating Burst [two-actions] (manipulate) Frequency once
allows a severed body part to be reattached (such as the per day; Effect You flick tiny spines in a 15-foot cone, dealing
regenerate spell). If the graft is destroyed before it can be the listed amount of piercing damage to all creatures in
reattached, the subject typically can’t restore it. the area with a basic Reflex save. On a critical failure, the
creature is also dazzled until the end of their next turn.
The Graft Trait Type lesser; Level 1; Price 15 gp
A graft has the graft trait. Items with this trait are The DC is 15 and the spines deal 1d8 damage.
permanently affixed to the subject’s body and reduce Type moderate; Level 3; Price 60 gp
the number of items a creature can invest each day The DC is 18 and the spines deal 2d8 damage.
by 1. Each graft has the invested trait to indicate this Type greater; Level 7; Price 360 gp
limitation; a graft is equivalent to a magical item that The DC is 23 and the spines deal 5d8 damage. Instead of being
the subject has no choice but to invest. dazzled on a critical failure, the target is instead blinded until
If a creature gets a new graft when their limit on the end of their next turn.
invested items has already been reduced to zero, the graft
fails to provide benefits. The graft’s abilities will take CAMOUFLAGING CHROMATOPHORES ITEM 4+
effect the next time the creature’s limit on invested items UNCOMMON GRAFT INVESTED MAGICAL
is greater than zero. A grafter can replace an existing Usage implanted; Bulk —
graft during the implantation process or upgrade a graft Special cells in your skin can change color to help you blend
into its greater version just like when Crafting a greater in with your environment. You gain the listed item bonus to
version of an item. Stealth checks to Sneak and Hide.

97
Activate—Background Adaptation [two-actions] (concentrate) Membranes that stretch between your arms and torso help
Frequency once per day; Effect For 1 minute, you can Hide you convert a fall into a glide. Treat falls as 25 feet shorter.
without needing cover or concealment to do so. This doesn’t Even if you take fall damage, you can land on your feet by
allow you to Sneak without ending your movement in cover succeeding at a DC 15 Acrobatics check.
or concealment, however, as your skin’s attempts to match Type lesser; Level 3; Price 50 gp
the background as you move produce noticeable rippling Type greater; Level 7; Price 340 gp
waves of color. Treat falls as 50 feet shorter instead.
Type lesser; Level 4; Price 95 gp
The bonus is +1. PIERCING HORN ITEM 3+
Type greater; Level 9; Price 665 gp GRAFT INVESTED MAGICAL
The bonus is +2, and you can use Background Usage implanted; Bulk —
Adaptation once per hour. A beast’s horn or horns have been grafted onto your
skull. You gain a horn unarmed attack that deals 1d8
COMPOUND EYES ITEM 4 piercing damage. This horn is in the brawling group.
FORTUNE GRAFT INVESTED MAGICAL Type piercing horn; Level 3; Price 52 gp
Price 75 gp Type goring horn; Level 7; Price 320 gp
Usage implanted; Bulk — Your horn unarmed attack gains the forceful and
You replace your eyes with ones similar to shove traits.
an insect’s or a crustacean’s, which allow
you to better pinpoint movement. Once per SHARPENED CANINES ITEM 3+
day when you attempt a flat check to target GRAFT INVESTED MAGICAL
a creature that’s concealed from you, you can roll Usage implanted; Bulk —
twice and take the better result. Some of your teeth have been replaced with
GILLS those of a larger meat-eating predator. You
DISTRACTING CARAPACE ITEM 4 gain a jaws unarmed attack that deals 1d6 piercing
GRAFT INVESTED MAGICAL damage. These jaws are in the brawling group.
Price 80 gp Type sharpened canines; Level 3; Price 50 gp
Usage implanted; Bulk — Type bleeding canines; Level 7; Price 320 gp
Your skin is studded with pieces of iridescent chitin that ripple The damage die for your jaws unarmed attack increases to
like oil on water. When you move your body in a distracting 1d8, and whenever you score a critical hit with your jaws,
way, your allies can take advantage to move stealthily. When your target takes 1 persistent bleed damage per weapon
you Aid an ally who is trying to Create a Diversion, instead damage die.
of the usual effects of Aid, you can roll an Acrobatics or
Performance check and use that result to determine the SLASHING CLAWS ITEM 3+
outcome of the diversion, instead of attempting GRAFT INVESTED MAGICAL
a Deception check. SLASHING CLAWS Usage invested; Bulk —
Sharp claws have been grafted to your
ECHO RECEPTORS ITEM 10 hands or feet, perhaps extending from your
UNCOMMON GRAFT INVESTED MAGICAL knuckles or the tips of your toes. You gain a claw
Price 950 gp unarmed attack that deals 1d4 slashing damage.
Usage implanted; Bulk — These claws are in the brawling group and have
You can sense your surroundings using sonic the agile and finesse traits.
pings rather than relying on your vision. Type slashing claws; Level 3; Price 50 gp
You gain echolocation at 40 feet, allowing Type deadly slashing claws; Level 7; Price
you to use hearing as a precise sense. 320 gp
The damage die for your claw unarmed attack increases
GILLS ITEM 8 to 1d6 and it gains the deadly d8 trait.
GRAFT INVESTED MAGICAL
Price 450 gp SPRY SINEWS ITEM 3+
Usage implanted; Bulk — GRAFT INVESTED MAGICAL
Delicate folds in the skin just behind your ears ripple as water Usage implanted Bulk —
flows over them. You can breathe underwater. The tendons in your legs are uncommonly stretchy. When you
Leap, increase the distance traveled by the listed amount.
GLIDING MEMBRANES ITEM 3+ Type lesser; Level 3; Price 55 gp
GRAFT INVESTED MAGICAL You increase the horizontal distance of your Leap by 5 feet
Usage implanted; Bulk L and the vertical distance by 3 feet.

98
Type greater; Level 11; Price 1,300 gp Thanks to a graft from a hardy deep-sea invertebrate in your
You increase the horizontal distance of your Leap by 10 feet stomach, you can ingest food and water that would be toxic to
and the vertical distance by 6 feet. others. You gain a +2 item bonus to Fortitude saving throws Foreword: My
against ingested diseases and poisons. Quest for the
SQUID INK SAC ITEM 5 Wardens
GRAFT INVESTED MAGICAL VENOM GLANDS ITEM 3
Price 160 gp The Zoetrope
GRAFT INVESTED MAGICAL POISON
Usage implanted; Bulk — Price 55 gp and its Crew
Sacs full of dark ink have been implanted inside your mouth, Usage implanted; Bulk — Techniques and
allowing you to spit it forth. Your salivary glands are modified to be capable of spraying Tricks
Activate—Spray Ink [one-action] (manipulate) Frequency once per day; a deadly venom. You gain a poison spray unarmed ranged Services and
Effect You splatter ink in a 10-foot cone, covering creatures attack with a range increment of 10 feet that deals 1d4 poison Supplies
and revealing invisible ones. Each creature in the area must damage. On a critical hit, the target is also sickened 1.
Animal
succeed at a DC 20 Reflex save or become covered in ink. If a Companions
creature has its invisibility negated by this ink, it is concealed WHIP TAIL ITEM 3+
Grafts
instead of invisible. A creature can negate the effects of the GRAFT INVESTED MAGICAL
ink by spending two Interact actions to wipe off the ink. Usage implanted Bulk L Beast
Armor and
Critical Success The target is unaffected. You have a strong, prehensile tail. You gain a tail unarmed Armaments
Success The target’s invisibility is negated for 2 rounds. attack that deals 1d6 bludgeoning damage. This tail is in the
Alchemical
Failure The target is blinded for 1 round. Its invisibility is brawling group. You gain a +1 item bonus to Acrobatics checks Items
negated for 1 minute. to Balance and to Athletics checks to Climb. You can also use
Adventuring
Critical Failure The target is blinded for 10 minutes. Its your tail for the Grab an Edge action, even if your hands are Gear
invisibility is negated for 10 minutes. otherwise occupied.
Big Game
If this graft is used underwater, you can instead choose to Type whip tail; Level 3; Price 45 gp Siege
release the ink in a 10-foot emanation. The resulting ink cloud Type constricting whip tail; Level 7; Price 320 gp Weapons
lasts for 10 minutes. All creatures in the ink cloud become You can use your tail unarmed attack to Grapple even if you Spell Catalysts
concealed, and all creatures outside the ink cloud become don’t have a free hand. You gain a +2 item bonus to Athletics
concealed to creatures within it. checks to Grapple. Golarion’s
Menagerie
SWOOPING WINGS ITEM 17 The Wardens of
GRAFT INVESTED MAGICAL the Wild
Price 15,000 gp Epilogue: A
Usage implanted; Bulk 1 Journey’s
A pair of feathered wings are anchored to your Conclusion
shoulder bones. You gain a 25-foot fly Speed.
Glossary & Index
TOXIC BLOOD ITEM 9
GRAFT INVESTED MAGICAL POISON
Price 650 gp
Usage implanted; Bulk —
Your blood flows with tetrodotoxin or a similar toxin, poisoning
enemies who dare to bite you.
Creatures that damage you with an attack using their
mouths (such as a jaws or fang Strike) must attempt a DC 26
Fortitude saving throw.
Critical Success The creature is unaffected.
Success The creature is sickened 1.
Failure The creature takes 2d6 poison
damage and is sickened 1.
Critical Failure The creature takes 4d6
poison damage and is sickened 2.

TUBEWORM GLAND ITEM 7


GRAFT INVESTED MAGICAL
WHIP TAIL
Price 330 gp
Usage implanted; Bulk —

99
BEAST ARMOR AND ARMAMENTS
From the simplest hide armor to magical beast firearms, Craft Requirements The initial raw materials must include
Golarion’s people have long used the gifts of the wild to the scales and hide of a mamlambo (Lost Omens Mwangi
construct more effective equipment. Expanse 303).

Armor MANTIS PLATE ITEM 12


RARE INVESTED MAGICAL
HODAG LEATHER ITEM 7 Price 1,900 gp
UNCOMMON INVESTED MAGICAL Usage worn armor; Bulk 4
Price 350 gp The beautiful plates of this +2 resilient greater ready full
Usage worn armor; Bulk 1 plate armor are shaped from the carapace of a deadly mantis,
Dyed green and white and studded with the natural spines of providing excellent protection with added flexibility. When
a hodag, this +1 deathless (Grand Bazaar 10) studded leather wearing a suit of mantis plate, you gain a +1 item bonus to
armor is an imposing sight, especially when its wearer is your Athletics DC.
barreling towards you. Activate—Mandible Vambraces [two-actions] (concentrate, manipulate);
Activate—Hodag Toss [two-actions] (concentrate, manipulate) Effect Effect Make a melee Strike. If you succeed, the target is
You Stride up to your Speed and make a Strike at the end caught by the spikes on the armor’s forearms, taking an
of your movement. If you succeed at your Strike, attempt additional 6d6 piercing damage (DC 30 basic Reflex save).
an Athletics check against the creature’s Fortitude DC. Craft Requirements The initial raw materials must include the
On a success, the creature is thrown 10 feet in a straight arms and carapace of a deadly mantis (Monster Core 229).
line in the direction of your choice and lands prone. If
the creature is knocked into a solid object, it takes 1d6 Shields
bludgeoning damage before landing prone. You can
instead toss the creature straight up into the air. The ARCTIC WORM CHITIN SHIELD ITEM 12
creature lands in the same square it occupied, and takes UNCOMMON INVESTED MAGICAL
1d6 bludgeoning damage as it lands prone. You can’t use Price 1,800gp
this ability again for 1d4 rounds. Usage held in 1 hand; Bulk 4
Craft Requirements The initial raw materials must include the This tower shield is crafted from interlocking sections of an
hide of a hodag (Bestiary 2 145). arctic cave worm’s chitin that are rimed with constant frost. It
has Hardness 13, HP 104, and BT 52.
MAMLAMBO SCALE ITEM 10 Activate—Misty Chill [one-action] (cold, concentrate, manipulate) Effect
RARE INVESTED MAGICAL You Raise the Shield and an icy mist begins to flow off it.
Price 990 gp Until the beginning of your next turn, you gain resistance 5
Usage worn armor; Bulk 2 to cold and any creature that ends its turn adjacent to you
The faint glow beneath the thick, algae-green scales of this takes 3d6 cold damage (DC 29 basic Reflex save).
suit of +1 resilient scale mail hints at the armor’s source. Craft Requirements The initial raw materials must include
Activate—Luminous Lure [one-action] (concentrate, light, manipulate, chitin from an arctic cave worm (Monster Core 54).
mental, visual) Frequency Once per day; Effect The
mamlambo scale sheds dim light in a 20-foot emanation. HIPPOPOTAMUS KLAR ITEM 10
The light has a duration of 1 minute, but you can extinguish UNCOMMON INVESTED MAGICAL
the light with an Interact action. A creature that begins Price 1,000 gp
its turn in the light must attempt a DC 26 Will save. Usage held in 1 hand; Bulk 1
Regardless of the save’s result, the creature is temporarily This +1 striking klar (Treasure Vault 21) is fashioned from the
immune for 1 hour. skull of a hippopotamus, with one of its canines acting as the
Critical Success The creature is unaffected. blade. While wielding a hippopotamus klar, you gain a +1 item
Success The creature is slowed 1 for 1 round. bonus to Intimidation checks.
Failure The creature is fascinated, and for as long as it Activate—Engulfing Jaws [one-action] (manipulate) Frequency once per
remains in the light, it must spend at least 1 of its actions day; Effect The hippo jaws of the shield open impossibly
on each of its turns to move closer to the source of the wide. Make a melee Strike with the klar blade targeting two
light. If the creature ends its movement adjacent to you, creatures adjacent to each other. Roll the attack and damage
it is slowed 1 until it is out of the light or until you make once and apply it to each creature separately. This counts as
a Strike against it. two attacks for your multiple attack penalty.
Critical Failure As failure, but the creature is also off-guard Craft Requirements The initial raw materials must include the
against the first Strike you make against it while it is slowed. entire skull of a hippopotamus.

100
Foreword: My
Quest for the
Wardens
The Zoetrope
and its Crew
Techniques and
Tricks
Services and
Supplies
Animal
ANKHRAV DUSTER Companions
WHIP-TONGUE
SLING Grafts
FLASH BEETLE LANTERN Beast
Armor and
Armaments
Weapons Activate—Root in Blood [one-action] (manipulate) Requirements Your
Alchemical
last action was a successful Strike with this weapon and your Items
ANKHRAV DUSTER ITEM 4 target isn’t currently taking any persistent bleed damage;
Adventuring
UNCOMMON MAGICAL Effect You break off a piece of the bloodgorger scythe inside Gear
Price 90 gp your enemy to feed on their blood and sprout into a new
Big Game
Usage held in 1 hand; Bulk L tree. The target takes 1 persistent bleed damage at the end Siege
Acid drips from the ankhrav mandibles protruding from this +1 of their turn. Each failure to stop the bleeding increases this Weapons
knuckle duster (Guns & Gears 150). Strikes with this weapon bleed damage by 1 as a small scythe tree grows from the Spell Catalysts
deal an additional 1 acid damage. wound, to a maximum of 3 persistent bleed damage.
Activate—Caustic Jabs [one-action] (concentrate) Frequency once per Activate—Sapling Slash [one-action] (concentrate) Requirements A Golarion’s
hour; Effect Until the end of your next turn, your Strikes target has a piece of the bloodgorger scythe broken off Menagerie
with the ankhrav duster deal an additional 1d6 persistent inside them and has failed to recover from the persistent The Wardens of
acid damage. bleed damage for 3 consecutive turns; Effect The sprouted the Wild
Craft Requirements The initial raw materials must include the scythe tree grows large enough to be commanded. It Epilogue: A
mandibles of an ankhrav (Monster Core 20). makes a melee Strike against the target or a creature Journey’s
adjacent to the target, with a +18 to hit and dealing 1d10 Conclusion
BLACK SCORPION STINGMACE ITEM 15 slashing damage.
Craft Requirements The initial raw materials must include Glossary & Index
UNCOMMON MAGICAL POISON
Price 6,250 gp branches and roots from a scythe tree (Bestiary 2 235).
Usage held in 1 hand; Bulk 2
The massive stinger of a black scorpion adds significant weight CATOBLEPAS MAUL ITEM 12
to this +2 greater striking fearsome mace. On a critical hit, the UNCOMMON MAGICAL POISON
target is exposed to black scorpion venom. Price 1,800 gp
Black Scorpion Venom (poison) Saving Throw DC 36 Fortitude; Usage held in 2 hands; Bulk 2
Maximum Duration 6 rounds; Stage 1 2d12 poison damage The putrid stench emanating from the catoblepas antlers
and clumsy 2 (1 round); Stage 2 3d12 poison damage, clumsy adorning this +2 greater striking greater crushing maul
2, and slowed 1 (1 round); Stage 3 4d12 poison damage, interferes with your sense of smell. While wielding
clumsy 4, and slowed 2 (1 round). this weapon, you gain a +2 item bonus to saves against
Craft Requirements The initial raw materials must include the olfactory effects.
intact stinger of a black scorpion (Bestiary 2 234). Activate—Vile Stench [one-action] (manipulate, olfactory) Requirements
Your last action was a successful Strike with the catoblepas
BLOODGORGER SCYTHE ITEM 7 maul; Effect The target must succeed at a DC 30 Fortitude
UNCOMMON MAGICAL save or become sickened 1 (plus slowed 1 for as long as
Price 340 gp it’s sickened on a critical failure). A creature that succeeds
Usage held in 2 hands; Bulk 2 at its save becomes temporarily immune to Vile Stench
This +1 striking scythe is made from the cruel, blackened for 1 minute.
branches of the carnivorous scythe tree, which hungrily drink Craft Requirements The initial raw materials must include
up spilled blood. antlers from a catoblepas (Bestiary 2 48).

101
Ethically Sourced Horns off-guard creature increases to 1d4. After using this, the
The matter of using monster parts in lion head loses its additional precision damage. You can
weapons is one of some complexity. spend 10 minutes to rest and recharge the head.
While we iruxis are no stranger to Goat If your last action was to Stride at least half your Speed,
hunting or using animal parts this does an additional 1d4 force damage.
in our tools, my grandmother Activate—Charging Horns [three-actions] (concentrate) Frequency
always taught me that we once per 10 minutes; Effect You swing the hammer
should make every effort to take around with the full force of a charging ram. Make a
what we can sustainably and in a way Strike against up to three enemies within your reach. The
that minimizes suffering. Scavenging the thunderbird first two Strikes are at your current attack bonus, and the
feathers needed to forge a storm herald yields a weapon third is with the normal attack penalty. On a successful
of no lesser quality, and it allows a single creature to hit, the target takes an additional 1d6 force damage and is
provide a village’s worth of raw materials over many pushed back 5 feet, or 10 feet on a critical hit. After using
years. Of course, the world is full of vile creatures as well. this, the goat head loses its additional force damage. You
I have never known distaste at the sight of a nightmare’s can spend 10 minutes to rest and recharge the head.
lament firearm, for instance, as few protest the defeat of Craft Requirements The initial raw materials must include all
these unholy hellbeasts. three heads from a chimera (Monster Core 62).

CONSTRICTING METEOR ITEM 8


CHIMERA FLAIL ITEM 9 UNCOMMON MAGICAL
UNCOMMON MAGICAL Price 450 gp
Price 700 gp Usage held in 2 hands; Bulk 2
Usage held in 2 hands; Bulk 2 The weights of this +1 striking meteor hammer (Treasure Vault
The three spiked heads of this +1 striking war flail are fashioned 25) are shaped like snake heads, and anaconda scales adorn
to resemble the heads of a chimera. Preserved fragments of the chain.
bone from the creature are fused with the metal of each head, Activate—Coiling Chain [one-action] (concentrate) Requirements Your
replacing the typical weight at the end of the chain. Each head last action was a successful melee Strike or Trip with the
has been shrunk and preserved for use. You can have only constricting meteor; Effect The chain of the meteor hammer
one head slotted at a time and can use only the ability of the wraps around the target and squeezes. Attempt an Athletics
currently slotted head, while the other two hang off the pommel. check to Grapple the creature with a +1 item bonus. In
Switching between heads requires an Interact action. addition to being grabbed on a success, the target takes
Dragon This head does piercing damage instead of the normal 1d10+7 bludgeoning damage.
bludgeoning damage, plus 1 damage type based on the Craft Requirements The initial raw materials must include the
magical tradition of the chimera’s dragon head. (Arcane scales of a giant anaconda (Monster Core 317).
force; Divine spirit; Occult mental; Primal acid, cold,
electricity, fire, sonic, or poison, chosen at item creation) GIANT SQUID LASH ITEM 10
Activate—Bursting Breath [one-action] (concentrate) Frequency once UNCOMMON MAGICAL
per 10 minutes; Requirements your last action was a Price 750 gp
successful Strike; Effect You tap into the residual energy of Usage held in 1 hand; Bulk 1
the dragon head and release it as a small breath explosion. Three dried tentacles from a giant squid studded with
This does 2d6 damage of the dragon’s additional damage pufferfish spines have been twisted together to form this
type in a 10-foot burst centered around one corner of the robust +1 wounding whip. With a clever flick of the wrist, they
space the target occupies. After using this, the dragon can be unfurled into a deadly arc of poisonous barbs.
head attachment loses its additional damage type. You can Activate—Poison Barrage [two-actions] (manipulate) Frequency once
spend 10 minutes to rest and recharge the head. per hour; Effect You lash out with the whip’s three tentacles
Lion This head does piercing damage instead of the normal in a 15-foot cone. Each creature inside the cone must
bludgeoning damage, plus 1 additional precision damage if attempt a DC 27 basic Fortitude save or take 4d6 poison
the target is off-guard. damage. On a critical failure, the creature also takes 1d6
Activate—Pouncing Whirl [two-actions] (concentrate) Frequency persistent poison damage.
once per 10 minutes; Requirements you have not made Craft Requirements The initial raw materials must include
an attack this turn; Effect You tap into the predator speed three tentacles from a giant squid (Bestiary 2 254).
of a lion. You Stride up to half your Speed and make a
Strike against a target. If that creature is within reach SHULN FANG KATAR ITEM 12
of an ally, regardless if they would normally provide RARE MAGICAL
flanking or not, that creature is considered off-guard to Price 2,100gp
your Strike. Your additional precision damage against an Usage held in 1 hand; Bulk L

102
This +2 greater striking katar masterfully crafted from the Activate—Call the Storm [two-actions] (concentrate, magical,
adamantine-laced fang of a shuln can puncture even the manipulate) Frequency once per day; Effect You channel the
toughest of armors. full might of a storm with you as its epicenter. All creatures Foreword: My
Activate—Piercing Critical [one-action] (concentrate) Frequency once within 30 feet take 3d10 electricity damage and 3d10 sonic Quest for the
per round; Requirements Your last action was to score damage (DC 30 basic Reflex save). Wardens
a critical hit with the shuln fang katar against a creature Craft Requirements The initial raw materials must include
that is wearing armor; Effect You deal the same amount of feathers from a thunderbird (Bestiary 2 259). The Zoetrope
damage as the critical hit to the creature’s armor, bypassing and its Crew
any Hardness lower than 10, like adamantine. TIDAL CROSSBOW ITEM 13 Techniques and
Craft Requirements The initial raw materials must include a RARE MAGICAL WATER Tricks
fang from a shuln (Monster Core 309). Price 2,800 gp Services and
Usage held in 2 hands; Bulk 1 Supplies
SPLITHEAD BOW ITEM 7 The beak and talons of a tidehawk form the triggering
Animal
UNCOMMON MAGICAL mechanism of this +2 greater striking crossbow. Its grip is Companions
Price 360 gp constantly damp, though this doesn’t affect your ability to
Grafts
Usage held in 2 hands; Bulk 2 keep ahold of the weapon. When used in aquatic combat, a
This +1 striking hauling (Grand Bazaar 80) longbow is lined tidal crossbow doesn’t have its range increments halved. A Beast
Armor and
with the flesh of a fallen hydra and ornate carvings on the tidal crossbow deals 1d4 additional bludgeoning damage on a Armaments
grip that depict the hydra’s number of heads it had before it successful Strike. On a critical hit, the bow’s additional damage
Alchemical
was slain. When you wield the bow in combat, you regain 2 is instead 1d4 bludgeoning splash damage, and the target Items
Hit Points at the start of each of your turns. must succeed at a DC 31 Reflex save or be pushed back 5 feet.
Adventuring
Activate—Two-Headed Arrow [two-actions] (manipulate) Effect The bow critical specialization effect applies to creatures with Gear
You imbue your arrow with the properties of a hydra, the water trait even if it wouldn’t normally.
Big Game
splitting it in two and sending each at a different foe. Activate—Typhoon Swell [two-actions] (manipulate, water) Frequency Siege
Make two ranged Strikes, each against a separate target. once per day; Effect The tidal crossbow produces a torrent Weapons
Both targets must be in your line of sight, and within of water in a 30-foot line, dealing 8d6 bludgeoning damage Spell Catalysts
50 feet of you. Both Strikes count toward your multiple (DC 30 basic Fortitude save). Creatures that fail the save are
attack penalty, but the penalty doesn’t increase until also knocked prone. Golarion’s
after you’ve made both attacks. Additionally, after using Craft Requirements The initial raw materials must include the Menagerie
this ability, you do not regain Hit Points from wielding beak, talons, and several watery feathers of a tidehawk The Wardens of
the bow on your next turn. (Bestiary 3 266). the Wild
Activate—Five-Headed Arrow [two-actions] (manipulate) Frequency Epilogue: A
once per day; Effect You make a powerful Strike propelled TROLLHOUND PICK ITEM 4 Journey’s
by the ferocity of a hydra at a target within your first range MAGICAL Conclusion
increment. If your Strike is successful, the arrow deals Price 100 gp
damage as normal and then passes through the target, Usage held in 2 hands; Bulk 2 Glossary & Index
splitting into four pieces. Choose four other targets within This +1 striking greatpick bears a head studded with the
30 feet of the original target and make a single ranged tusks of a trollhound.
Strike with your multiple attack penalty, comparing the Activate—Ravenous Strike [two-actions] (magical, manipulate) Effect
result to each secondary target’s AC. After using this You Strike with the trollhound pick, transferring a portion
ability, you do not regain Hit Points from wielding the bow of a trollhound’s legendary appetite to the target. A living
until after your next daily preparations. enemy who takes damage from the attack must attempt a
Craft Requirements The initial raw materials must include the DC 19 Will save.
flesh from a severed head of a hydra (Monster Core 204). Critical Success The creature is unaffected.
Success The creature suffers hunger pangs, becoming off-
STORM HERALD ITEM 12 guard for 1 round.
UNCOMMON ELECTRICITY MAGICAL SONIC Failure The creature experiences gnawing hunger,
Price 2,000 gp becoming off-guard for 1 round and enfeebled 1 for 1
Usage held in 1 hand; Bulk L minute. If the creature consumes any amount of food
This iridescent, black +2 striking shock thundering fighting or drink (including imbibing a potion), the enfeebled
fan (Treasure Vault 25) is crafted from the crackling feathers condition ends.
of thunderbirds to resemble one of the beast’s mighty Critical Failure As failure, but the creature is enfeebled 2
wings. Channeling the avian’s tempestuous nature, you are and each instance of consuming food or drink reduces
surrounded by a stormy shell of wind and electricity while the penalty by 1.
wielding a storm herald, granting you resistance 5 to electricity Craft Requirements The initial raw materials must include
and sonic damage. the teeth and tongue from a trollhound (Bestiary 2 268).

103
WHIP-TONGUE SLING ITEM 10 Craft Requirements The initial raw materials must include a
UNCOMMON MAGICAL horn from an alicorn (see page 191).
Price 1,000 gp
Usage held in 1 hand; Bulk L FULMINATION FANG ITEM 4
This is a +2 striking sling made from the neck, jaw, and tongue UNCOMMON MAGICAL
of a mobogo to resemble its mouth. The tongue curls around Price 115 gp
each bullet, which is thrown with the snap of your wrist. Each Usage held in 2 hands; Bulk 2
throw causes a small croak to echo from the sling. The stock and barrel of this +1 striking gun sword (Guns & Gears
Activate—Bolstering Croak [two-actions] (auditory, concentrate, 158) are lined with scales from a storm snake. Their insulating
emotion, manipulate, mental) Frequency once per day; properties grant their wielder some protection against electricity.
Effect You raise your sling and work the handle to mimic Activate—Lightning Rod [reaction] Trigger You take electricity
a mobogo’s croaking song. Allies within 25 feet gain a +1 damage; Effect You gain resistance 5 to the triggering
status bonus to saves against fear effects for 1 round. You damage, and the fulmination fang crackles with the absorbed
can Sustain this for up to 4 rounds. During this time, you energy. You can Interact to change between the gun sword’s
can’t use the sling to Strike or activate its Tongue Twister current usage (melee to ranged, or ranged to melee). The
ability. After using Bolstering Croak, you can recharge it next melee Strike you make with the fulmination fang
once per day by feeding the sling a number of gallons of within the next minute deals an additional 1d6 electricity
water equal to double the number of rounds for which the damage. After a minute, the absorbed energy dissipates.
Bolstering Croak was active. For example, if you activated Craft Requirements The initial raw materials must include the
but didn’t sustain Bolstering Croak, you would require 2 scales of a storm snake (see page 185).
gallons of water to recharge it. If you activated Bolstering
Cloak and then Sustained for 1 round, you would require 4 HOWLER PISTOL ITEM 10
gallons of water. RARE MAGICAL
Activate—Tongue Twister [two-actions] (manipulate) Requirements The Price 1,100 gp
sling isn’t loaded; Effect You fully unfurl the sling’s tongue to Usage held in 1 hand; Bulk 1
grab hold of a creature within 20 feet, and attempt to move Designed by a gunsmith as a personal challenge, a howler pistol
them. Attempt an Athletics check against the creature’s strikes a miniature version of the sonic horn (see page 117) siege
Fortitude DC. On a success, you can move the creature up weapon’s resonating orb with its hammer to generate beams
to 15 feet into any space within 20 feet of you. If you target of sonic energy. A howler pistol is a +1 striking dragon mouth
a willing ally with this ability, you automatically succeed at pistol (Guns & Gears 151) that deals sonic damage instead of
the Athletics check. piercing damage and doesn’t have the concussive trait.
Craft Requirements The initial raw materials must include the Activate—Resonant Shatter [two-actions] (manipulate) Frequency
throat, tongue, and skin from a mobogo (Bestiary 3 170). once per day; Requirements The howler pistol is loaded;
Effect You over-torque the howler pistol’s hammer to
Guns strike the resonating orb harder than normal. The gun
fires a concentrated burst of sonic energy that shatters
ALICORN TRIGGER ITEM 15 a nearby stone or rock surface, creating a 10-foot burst at
RARE MAGICAL a point of impact within the gun’s first range increment.
Price 6,500 gp Creatures in the area take 5d6 piercing damage (DC 27
Usage held in 1 hand; Bulk 1 basic Reflex save).
This +2 greater striking jezail (Guns & Gears 151) features a Craft Requirements The initial raw materials must include the
preserved alicorn horn mounted underneath the barrel. Such powdered horn from a soniphak (see page 141), processed
a horn is usually willingly granted by the creature at the end into a resonating orb.
of its natural lifespan, but some wicked gunsmiths acquire the
horn through violence. HYDROCANNON ITEM 5
Activate—Glimmer Beam [two-actions] (manipulate) Frequency once UNCOMMON MAGICAL
per day; Effect The alicorn trigger unleashes a beam of Price 150 gp
radiant light in a 60-foot line. Creatures in the area of Usage held in 1 hand; Bulk 1
effect take 6d6 fire damage and must attempt a DC 33 This +1 striking hand cannon (Guns & Gears 151) is crafted
Fortitude save. by wrapping the water-producing organ cluster of a grodair
Critical Success The creature is unaffected. around its barrel, eliminating the need for ammunition, though
Success The creature takes half damage and is dazzled 1. the living tissue must be maintained with 1 sp of specialized
Failure The creature takes full damage and is blinded for nutrient feed each day. If not, its misfire check is DC 10. If you
1 round. fail this misfire check, the organ bursts, dealing an amount of
Critical Failure The creature takes double damage and is bludgeoning damage equal to double the number of weapon
blinded for 1 minute. damage dice to you and rendering the hydrocannon broken.

104
Activate—Tinker Shot [two-actions] (manipulation) Frequency once per Beast Gun Ammunition
minute; Effect You fiddle with the pressure regulator on the Beast guns aren’t loaded with the same bullets or powder
hydrocannon and then make a ranged Strike with the gun. as regular firearms, but many do still use ammunition. Foreword: My
A successful attack has an additional effect depending on Most use specially designed rounds that come in packs Quest for the
which modular configuration the hydrocannon is currently in. of 10 that cost 1 sp and have light Bulk. The two weapons Wardens
· Bludgeoning The target is pushed 5 feet away from you; this presented here that work differently are the howler pistol,
forced movement is increased to 10 feet on a critical hit. which doesn’t use ammunition, and the hydrocannon, The Zoetrope
· Piercing The target takes a –10-foot circumstance penalty which produces its own ammunition if kept fed. and its Crew
to its Speeds for 1 round. Techniques and
· Slashing The target takes 1d6 persistent bleed damage. Tricks
Craft Requirements The initial raw materials must include the Held Items Services and
extradimensional organ cluster extracted from a grodair Supplies
(Bestiary 2 140). Harvesting the organs of a grodair in this ARACHNOLUTE ITEM 11
Animal
way differs greatly from the normal method; it takes an UNCOMMON MAGICAL Companions
hour and a successful DC 22 Arcana check. On a critical Price 1,300 gp
Grafts
failure, the organ cluster bursts and deals 4d6 bludgeoning Usage held in 2 hands; Bulk 1
damage to the harvester. The strings of this spider-shaped lute are made from the Beast
Armor and
webbing of a goliath spider and the tuning pegs are crafted Armaments
LEYDROTH SPELLBREAKER ITEM 17 from the spider’s spinnerets. An arachnolute grants you a +2
Alchemical
RARE MAGICAL item bonus to Performance checks while playing music with Items
Price 15,000 gp the instrument.
Adventuring
Usage held in 2 hands; Bulk 2 Activate—Web Chord [two-actions] (manipulate) Frequency once per Gear
The larynx of a leydroth, a dangerous creature whose roar can hour; Effect Sticky webbing sprays in a 30-foot cone as
Big Game
unravel magic, is integrated into the firing mechanism of this you strum the lute’s strings. Each creature in the area of Siege
+3 greater striking blunderbuss (Guns & Gears 151). the webbing is immobilized unless it succeeds at a DC 29 Weapons
Activate—Dispelling Blast [two-actions] (manipulate) Frequency once Reflex save. Spell Catalysts
per day; Effect The leydroth spellbreaker emits a 30-foot Craft Requirements The initial materials must include the
cone of dispelling energy. Attempt a single counteract check spinnerets of a goliath spider (Monster Core 321), as well as Golarion’s
at +25 against each spell or magical effect in the area, plus a spool of its webbing. Menagerie
one item or effect on each creature in the area, with the The Wardens of
effects of dispel magic. CAUTHOOJ BAGPIPES ITEM 13 the Wild
Craft Requirements The initial raw materials must include the UNCOMMON MAGICAL Epilogue: A
larynx of a leydroth (Bestiary 2 163). Price 2,600 gp Journey’s
Usage held in 2 hands; Bulk 2 Conclusion
NIGHTMARE’S LAMENT ITEM 6 The main portion of this set of bagpipes is fashioned from the
dried skin of a cauthooj, with the feathers still attached. The Glossary & Index
UNCOMMON MAGICAL
Price 230 gp bird’s vocal cords are crafted into the instrument’s reeds. The
Usage held in 1 hands; Bulk 1 pipes grant a +2 item bonus to Performance checks while
Ritually constructed from the bones of a nightmare, a playing music with them.
nightmare’s lament is a +1 striking rapier pistol (Guns & Gears Activate—Disorienting Fugue [two-actions] (auditory, incapacitation,
158). Thin wisps of dark smoke continually surround the red- manipulation, mental) Frequency once per hour; Effect You
flecked blade. play several notes on the pipes, quickly altering their pitch
Activate—Fuming Cloak [two-actions] (manipulate) Frequency once per and tone. Each creature within a 20-foot emanation must
day; Effect For 1 minute, the nightmare’s lament continually attempt a DC 31 Will save to resist the song. Creatures
vents thick, black smoke that creates concealment in a that attempt this save become temporarily immune to
15-foot aura around the gun’s wielder. The wielder of the Disorienting Fugue for 1 minute.
nightmare’s lament can see through this smoke. A creature Critical Success The target is unaffected and its temporary
that begins its turn in the area becomes sickened 2 (DC immunity to Disorienting Fugue increases to 1 hour.
23 Fortitude negates) and is then temporarily immune to Success The target is unaffected.
the sickness from the smoke for 1 minute. The wielder of Failure The target is confused for 1 round.
the nightmare’s lament, any creature currently holding its Critical Failure The target is confused for 1 round and
breath (or that does not need to breathe), and any creature immediately attacks itself (in the normal fashion for
immune to poison are immune to the aura’s sickened effect attacking oneself while confused). This Strike doesn’t give
but not the concealment. the creature a flat check to recover from the confusion.
Craft Requirements The initial raw materials must include the Activate—Throw Song [reaction] (auditory, mental) Trigger A
rib bones and inner fire of a nightmare (Monster Core 238). creature within 30 feet attempts a melee Strike against

105
you or an ally; Effect You let loose a staccato chirp from wearing the amulet, you gain a +1 item bonus to Stealth checks
the pipes that appears to come from somewhere else. made while in bright light, and you can cast the light cantrip
The triggering creature must attempt a DC 31 Will save. emanating from the amulet as an innate divine spell.
On a failure, the creature redirects the Strike to another Activate—Invisible Pounce [two-actions] (concentrate, manipulate)
creature of your choice within reach of the melee Strike. If Frequency once per day; Requirements You are in bright
no other creatures are within range, the affected creature light; Effect You become invisible, Stride up to your speed,
instead takes a –2 penalty to the Strike. and then make a melee Strike at the end of that movement.
Craft Requirements The initial raw materials must include After making the Strike, you are no longer invisible. If at
the skin and vocal cords of a cauthooj (Monster Core 53). any point during your Stride, you pass out of bright light,
you are no longer invisible and must stop moving. You may
FLASH BEETLE LANTERN ITEM 3 make a melee Strike if you have a target within reach.
UNCOMMON MAGICAL Craft Requirements The initial raw materials must include the
Price 50 gp heart of a hellcat (Bestiary 2 141).
Usage held in 1 hand; Bulk 2
This unassuming hooded lantern contains a mass of flash DWEOMERVEIL ITEM 8
beetle eggs suspended in a magical solution. It sheds light on RARE INVESTED MAGICAL
a 45-foot radius (and dim light in the next 45 feet). Price 550 gp
Activate--Spotlight [one-action] (light, manipulate, visual) Frequency Usage worn mask; Bulk —
once per day; Effect Flipping a concealed lever in the This soft covering for the mouth and nose is made from the
lantern’s handle triggers a small current to pass through sleek fur of a dweomercat and is fastened with two gnarled
the solution. The eggs brighten and emit a series of brilliant teeth of the same beast. Each day during daily preparations,
flashes in a 30-foot cone. Each creature in the area of effect you must brush and oil the veil. At the conclusion of the activity,
must attempt a DC 18 Fortitude save. select one tradition of magic (arcane, divine, occult, or primal).
Critical Success The creature is unaffected. You gain a +1 item bonus to all saves against magic from that
Success The creature is dazzled for 1 round. tradition until your next daily preparations.
Failure The creature is blinded for 1 round. Activate—Dimension Leap [reaction] (concentration, teleportation)
Critical Failure The creature is blinded for 1 minute. Frequency once per day; Trigger You succeed at a saving
Craft Requirements The initial raw materials must include the throw against a spell from the chosen tradition; Effect Your
eggs of a flash beetle (Monster Core 42). veil billows out and you disappear behind it. You use the
traces of dweomercat magic to teleport yourself instantly
Worn Items to any unoccupied square within 30 feet. If you critically
succeeded at the triggering save, you can instead teleport
AMPHISBAENA HANDWRAPS ITEM 5 within 45 feet.
UNCOMMON INVESTED MAGICAL Craft Requirements The initial raw materials must include the
Price 150 gp hide and teeth of a dweomercat (Bestiary 2 103).
Usage worn gloves; Bulk —
Your hands fit through the venomous mouths of this pair MANTLE OF THE TIKBALANG ITEM 8
of handwraps made from amphisbaena skin. Your unarmed UNCOMMON INVESTED MAGICAL
strikes gain the versatile P trait. Amphisbaena handwraps can Price 425 gp
have weapon runes etched onto them, similar to handwraps of Usage worn cloak; Bulk 1
mighty blows. This long hide cloak is stitched with patches of the ebony hair
Activate—Twin Venom Strike [two-actions] (manipulate) Frequency of a tikbalang. While wearing this cloak, you take a –2 item
once per hour; Effect Make two unarmed Strikes. Both penalty to saves against illusions but gain a +2 item bonus to
Strikes count toward your multiple attack penalty, but Deception checks.
the penalty doesn’t increase until after both attacks. Each Activate—Illusory Thrash [two-actions] (concentrate, illusion,
Strike deals an additional 1d6 poison damage. manipulate, mental) Frequency once per day; Effect You
Craft Requirements The initial raw materials must include the wrap the mantle around your body, causing you to briefly
skin and heads of an amphisbaena (Bestiary 3 15). appear much larger than you are. Make a melee Strike. This
Strike deals an additional 4d6 mental damage.
AMULET OF THE HELLCAT ITEM 7 Craft Requirements The initial raw materials must include the
UNCOMMON INVESTED MAGICAL hide of a tikbalang (Bestiary 3 267).
Price 350 gp
Usage worn; Bulk — ORM CHOKER ITEM 10
This glass amulet is set on a steel backing shaped like a cage RARE INVESTED MAGICAL
and flickers with an eerie crimson glow. Magically sealed Price 950 gp
within is a portion of a hellcat’s ever-burning heart. While Usage worn collar; Bulk L

106
Foreword: My
Quest for the
Wardens
The Zoetrope
and its Crew

FULMINATION Techniques and


FANG Tricks
Services and
Supplies
LEYDROTH
SPELLBREAKER NIGHTMARE’S Animal
LAMENT Companions
Grafts
Beast
Armor and
Armaments
Alchemical
Items
Adventuring
Gear
Big Game
Siege
Weapons
Spell Catalysts
Golarion’s
Menagerie
The Wardens of
CAUTHOOJ BAGPIPES the Wild
Epilogue: A
Journey’s
Conclusion
Glossary & Index

MANTLE OF THE
TIKBALANG

HYDROCANNON

This elaborate choker is fashioned from the treated hide of a succeed at Athletics checks to Swim, and you gain a +4
water orm. Its interior is lined with the creature’s silky hair. circumstance bonus to Stealth checks in water. However,
While wearing an orm choker, your form blurs slightly around you can’t speak, use any of your other items or abilities,
the edges, granting you a +1 item bonus to saving throws or enter a body of salt water while in this form. You can
against detection, revelation, and scrying effects. remain in this form for up to 1 hour, though you can return
Activate—Watery Form [three-actions] (concentration, water) to your normal form using a single action that has the
Frequency once per day; Effect You dissolve into liquid, concentrate trait.
appearing only as a stretch of flowing water. While in this Craft Requirements The initial raw materials must include the
form, you gain a swim Speed of 45 feet, you automatically hide and hair of a water orm (Bestiary 2 289).

107
ALCHEMICAL ITEMS
Alchemical Tools animal that ends its turn within the affected area must attempt
a Will saving throw with the following effects. The animal is
ANIMAL PHEROMONES ITEM 5+ then temporarily immune to the pheromones for 24 hours. The
ALCHEMICAL CONSUMABLE OLFACTORY effect lasts for the duration of the pheromones, even after the
Usage held in 1 hand; Bulk L creature leaves the affected area.
Activate 1 minute (manipulate) Critical Success The animal is unaffected. It doesn’t necessarily
These chemicals convey myriad signals. Many varieties of these become aware of the pheromones, although intelligent
alchemical cocktails exist, each tailored for the unique chemistry animals might become suspicious if they observe others of
of a specific type of animal. You can, for example, make wolf their kind being affected.
pheromones, but not pheromones that affect all animals. The Success The animal’s attitude toward the affected creature
pheromones don’t work on creatures that are similar to the improves by one step. If this improves its attitude to at least
specific kind of animal, but aren’t actually animals—for example, indifferent, it can’t take hostile actions against the affected
wolf pheromones don’t work on werewolves. When you learn creature, though the change in attitude ends as soon as the
the formula for animal pheromones, you learn the formulas for affected creature takes a hostile action against the animal
all common animals. If no animals of a kind are common, you or its allies.
must learn the formula for it separately, and the formula has the Failure As success, but the attitude increases by two steps.
same rarity as the least-rare creature of that kind. Critical Failure As success, but the attitude increases to helpful.
You Activate animal pheromones by rubbing them on Type lesser; Level 5; Price 30 gp
yourself or a creature within reach. The pheromones last The DC of the save is 19.
for 24 hours or until scrubbed clean with 1 minute of work Type moderate; Level 11; Price 300 gp
(consisting of multiple Interact actions). During this time, the The DC of the save is 27.
pheromones exude a subtle aroma in a 15-foot radius that Type greater; Level 17; Price 3,000 gp
calms and influences the designated animals. A designated The DC of the save is 35.

108
Craft Requirements Provide fur or a similar tissue sample from EXPANDABLE TRAIT
the designated kind of animal. An item with the expandable trait increases to a specific
size when activated. Unless otherwise noted, this must Foreword: My
AROMA CONCEALER ITEM 1 space must be adjacent to you and on the ground, and Quest for the
ALCHEMICAL CONSUMABLE OIL the item needs to have enough open space to expand into Wardens
Price 3 gp or else the activation has no effect. When the effect ends,
Usage held in 2 hands; Bulk L the expanded item disintegrates if it’s a consumable or The Zoetrope
Activate 1 minute (Interact) shrinks back to its normal size if it’s not a consumable. and its Crew
This oily mix of herbs and natural detergents can be applied Techniques and
to a creature to reduce and cover any ordinary odors they Tricks
produce. The creature receives a +2 item bonus to Stealth Bottled Monstrosities Services and
checks to Hide or Sneak against creatures using primarily Supplies
smell. This bonus also applies to the DC to Track the creature HIVE MOTHER BOTTLE ITEM 8
Animal
by scent. The listed amount is enough to cover one Medium or UNCOMMON ALCHEMICAL CONSUMABLE EXPANDABLE Companions
smaller creature and takes 1 minute to apply. The effect lasts Price 100 gp
Grafts
for 1 hour after applying. Usage held in 1 hand; Bulk L
Activate [two-actions] (manipulate) Beast
Armor and
PHEROMONE FLARE ITEM 5+ This bottle is packed with dirt, though the shrunken corpse Armaments
ALCHEMICAL CONSUMABLE OLFACTORY of an ankhrav hive mother is buried within. When you
Alchemical
Usage held in 2 hands Bulk 1 open the bottle, the effigy of a Huge ankhrav hive mother Items
Activate [two-actions] (manipulate) emerges, burrows up to 20 feet, and then erupts from the
Adventuring
This alchemical candle is attached to a tall pole and grounding ground spraying acid, creating a 15-foot-by-15-foot pit that’s Gear
stake. When the flare is lit, it sprays a concentrated cloud 10 feet deep. Creatures standing in this area take 6d6 acid
Big Game
of pheromones to attract the attention of a specific kind of damage and 1d6 persistent acid damage (DC 24 basic Reflex Siege
animal (see alchemical pheromones above). Similar to animal save). A success or critical success means the creature also Weapons
pheromones, when you learn the formula for a pheromone leaps to safety, landing in the nearest space adjacent to the Spell Catalysts
flare, you learn the formulas for all common animals. pit. A failure or critical failure means the creature falls into
A pheromone flare has a built-in delayed activation timer the pit. Climbing out of the pit requires a successful DC 22 Golarion’s
of up to 1 hour. When it’s activated, the flare releases a cloud Athletics check. Menagerie
of pheromones in a 60-foot emanation that lasts for 1 hour. Craft Requirements Supply the corpse of an ankhrav hive The Wardens of
A strong wind reduces the emanation to 15 feet for as long mother (Monster Core 20). the Wild
as the wind lasts. Moving the flare after it has been activated Epilogue: A
ends the effect. A designated animal that enters the area SARGASSUM PHIAL ITEM 6 Journey’s
must attempt a Will save with the following effects. Animals ALCHEMICAL CONSUMABLE EXPANDABLE INCAPACITATION MENTAL POISON Conclusion
with an Intelligence modifier of –3 or higher increase the Price 50 gp
result of their save by one step. Usage held in 1 hand; Bulk L Glossary & Index
Critical Success The animal is unaffected and temporarily Activate [two-actions] (manipulate)
immune for 24 hours. A layer of vapor swirls just below the surface of this glass
Success The animal is unaffected but must attempt a new save container holding a large, dried heap of fungal-encrusted
every 10 minutes it remains within the area. seaweed. You can throw the phial up to 30 feet when you
Failure The animal is attracted by the pheromones, following Activate it. When opened or thrown, a Medium sargassum
the cloud to its source. The creature becomes fascinated heap effigy reconstitutes to release a hallucinogenic cloud in
until it reaches the flare and spends 1 round investigating a 15-foot emanation, forcing each creature to attempt a DC 20
it. After this, it becomes temporarily immune for 24 hours. Fortitude save. On a failure, a creature rolls 1d4 to determine
Critical Failure As failure, except the fascination lasts for what it is hallucinating for the next 1d4 rounds (unless
up to 1 hour, though the animal can attempt a new save otherwise noted). At the beginning of their turn, an affected
against the effect every 10 minutes. The animal takes a –1 creature attempts a new save.
status penalty to this save that increases by 1 with each 1 The target thinks they are sinking through the floor. It falls
subsequent failure or critical failure, up to a maximum of a prone and spends 1 action on its next turn flailing its limbs
–3 status penalty as if attempting to swim.
Type lesser; Level 5; Price 30 gp 2 The target thinks an item they are holding turns into a
The DC of the save is 19. viper. The target Releases the item and spends its next turn
Type moderate; Level 11; Price 300 gp fleeing from it.
The DC of the save is 27. 3 The target thinks they have shrunk to 1/10 their normal size.
Type greater; Level 17; Price 3,000 gp For 1 round, it is slowed 2, enfeebled 2, and takes a –10-foot
The DC of the save is 35. status penalty to its Speed.

109
SARGASSUM PHIAL
HIVE MOTHER BOTTLE FROGSKIN TINCTURE

4 The target believes they are melting. It drops everything it’s HYDRA MUTAGEN  ITEM 13
holding and becomes slowed 2 and clumsy 2 for 1 round. ALCHEMICAL CONSUMABLE MUTAGEN POLYMORPH
Craft Requirements Supply the corpse of a sargassum heap Price 600 gp
(Monster Core 295). Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
TARANTULA AMPOULE ITEM 6 You sprout a second head, increasing your awareness,
UNCOMMON ALCHEMICAL CONSUMABLE EXPANDABLE intuition, and cognitive ability but also causing your physical
Price 45 gp capabilities to be impaired as both minds struggle to control a
Usage held in 1 hand; Bulk L single body.
Activate [two-actions] (manipulate) Benefit For 10 minutes, you gain all-around vision and a +3
The dried, shrunken corpse of a giant tarantula inside this item bonus to all Intelligence- and Wisdom-based skill checks.
smoked glass bottle is obscured by swirling vapor and Once during the mutagen’s effect, if you fail or critically fail a
cobwebs. You can throw the ampoule up to 30 feet when Will saving throw against a mental effect, you can treat the
you Activate it. When you open or throw the ampoule, a result as one degree of success better.
Large giant tarantula effigy bursts forth and lunges at one Drawback You are clumsy 1 for 10 minutes.
adjacent creature. If the target fails a DC 21 Fortitude save,
it takes 1d10+4 piercing damage. If the target critically fails OMMATOPHORIC MUTAGEN ITEM 7
the save, it’s also exposed to tarantula venom (Monster Core UNCOMMON ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH
321). Price 65 gp
Craft Requirements Supply the corpse of a giant tarantula Usage held in 1 hand; Bulk L
(Monster Core 321). Activate [one-action] (manipulate)
Your eyes bulge from their sockets and extend upwards
Elixirs from your head on long, prehensile stalks, greatly enhancing
your eyesight and field of view but leaving you unable to
FROGSKIN TINCTURE ITEM 6 close your eyes, increasing your vulnerability to harmful
ALCHEMICAL CONSUMABLE ELIXIR POISON visual effects.
Price 50 gp Benefit You gain all-around vision, a +2 item bonus to visual
Usage held in 1 hand; Bulk L Perception checks, and low-light vision if you don’t already
Activate [one-action] (manipulate) have it. These effects last for 1 minute.
Once you imbibe this bitter elixir, your skin exudes a toxin Drawback For 1 minute, you take a –2 penalty to saving
for 1 hour, affecting any creature that hits you with a jaws throws against effects that have the visual trait.
Strike or other bite attack. If you are Swallowed Whole by
another creature, they are automatically exposed to the PALLESTHETIC MUTAGEN ITEM 9
poison every round and take a –2 penalty to their saving UNCOMMON ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH
throw against it. Price 150 gp
Frogskin Tincture Poison (poison) Saving Throw DC 22 Usage held in 1 hand; Bulk L
Fortitude; Maximum Duration 6 rounds; Stage 1 2d4 poison Activate [one-action] (manipulate)
damage (1 round); Stage 2 2d6 poison damage and enfeebled You gain unparalleled sensitivity to the tiniest of vibrations
2 (1 round); Stage 3 3d6 poison damage, enfeebled 3, and through solid surfaces and even the very air around you, but
sickened (1 round) your eyes become useless.

110
Benefit For 1 minute, you gain precise echolocation out to except by magic. After stage 3, the target returns to stage
40 feet, imprecise tremorsense out to 60 feet, and a +2 item 1, but if it progresses to stage 3 a second time, the damage
bonus to Perception checks using either of these senses. is doubled. Foreword: My
Drawback You are blinded for 1 minute. Saving Throw DC 22 Fortitude; Onset 1 minute; Maximum Quest for the
Duration 6 minutes; Stage 1 sickened 1 (1 minute); Stage Wardens
VIPEROUS ELIXIR ITEM 5+ 2 enfeebled 1 and sickened 1 (1 minute); Stage 3 4d6
bludgeoning damage (DC 23 basic Fortitude save) and The Zoetrope
ALCHEMICAL CONSUMABLE ELIXIR MORPH POISON
Usage held in 1 hand; Bulk L enfeebled 2 as the affected target painfully vomits and its Crew
Activate [one-action] (manipulate) (1 minute) Techniques and
Your teeth elongate into fangs with grooves that can channel Tricks
a deadly venom. You gain a fangs unarmed attack that deals TATZLWYRM’S GASP ITEM 2 Services and
1d6 piercing damage, unless you already have an unarmed bite ALCHEMICAL CONSUMABLE INHALED POISON Supplies
attack that deals more damage. You gain the listed item bonus Price 6 gp
Animal
to unarmed attack and damage rolls when you Strike with Usage held in 2 hands; Bulk L Companions
your fangs or another bite attack. Activate [two-actions] (manipulate)
Grafts
Type lesser; Level 5; Price 25 gp Brave alchemists take great care to capture a tatzlwyrm’s
The bonus is +1 item, your fangs inflict black adder venom (GM poisonous vapor in small vials, typically through a system of Beast
Armor and
Core 248), and the duration is 1 minute or until you hit and compressors that can concentrate their exhalations. Armaments
deal damage with your fangs, whichever comes first. Saving Throw DC 15 Fortitude; Maximum Duration 3 rounds;
Alchemical
Type moderate; Level 8; Price 85 gp Stage 1 sickened 1 (1 round); Stage 2 2d6 poison damage Items
The bonus is +2, your fangs inflict giant scorpion venom (GM and enfeebled 1 (1 round); Stage 3 4d6 poison damage and
Adventuring
Core 249), and the duration is 10 minutes or until you hit and enfeebled 1 (1 round) Gear
deal damage with your fangs twice, whichever comes first.
Big Game
Type greater; Level 11; Price 225 gp Siege
The bonus is +3, your fangs inflict wyvern poison (GM Core Weapons
250), and the duration is 10 minutes or until you hit and deal Spell Catalysts
damage with your fangs three times, whichever comes first.
Golarion’s
Poisons Menagerie
The Wardens of
ESSENCE OF MANDRAGORA ITEM 4 the Wild
ALCHEMICAL CONSUMABLE INJURY POISON Epilogue: A
Price 20 gp Journey’s
Usage held in 2 hands; Bulk L Conclusion
Activate [two-actions] (manipulate)
This poison is extracted carefully from a mandragora’s thorny Glossary & Index
vines in a process that, due to the mandragora’s humanoid
form, eerily mirrors drawing blood.
Saving Throw DC 21 Fortitude; Maximum Duration 6
rounds; Stage 1 1d6 poison damage and stupefied 1
(1 round); Stage 2 1d6 poison damage, confused, and
stupefied 1 (1 round); Stage 3 2d6 poison damage, confused,
and stupefied 1 (1 round)

SPORTLEBORE CAPSULE ITEM 7


ALCHEMICAL CONSUMABLE INGESTED POISON
Price 70 gp
Usage held in 1 hand; Bulk L
Activate [one-action] (manipulate)
This tiny capsule of soluble material is filled with a flavorless
clear powder mixed with thousands of microscopic eggs
laid by insidious parasites known as sportlebores. If the
capsule or its contents are swallowed by an unwitting
victim, the eggs rapidly hatch inside their unfortunate
host, causing great abdominal pain. The target can’t OMMATOPHORIC MUTAGEN
recover from the poison’s enfeebled or sickened condition

111
ADVENTURING GEAR
These items assist adventurers who travel through the ADVENTURING GEAR
wilderness. Item Price Bulk Hands
Animal Blind: Simple blinds consist of a series of Animal blind 5 gp 2 2
poles with a cloth to cover them. The cloth covering Portable animal blind (level 2) 20 gp 1 1
is styled to represent the natural surroundings such as Animal call 5 sp — 1
green and brown leaf and wood patterns for forests, Atmospheric breathing suit (level 3) 100 gp 2 —
or gray rocks for underground environments. This Catch pole 2 gp 1 2
cloth is either sheer enough to be seen through on one Giant catch pole (uncommon, level 3) 50 gp 2 2
side, or sometimes has small slits cut in it, allowing Superior catch pole (level 4) 80 gp 1 2
someone behind it to see what is going on outside Clothing
while remaining hidden. While not the most convincing Desert 4 sp L —
camouflage, it’s good enough to fool many animals and Field guide (uncommon) 10 gp L 1
creatures with lower intelligence. Flower press 6 sp 1 2
Animal blinds take 1 minute to set up. Up to two High-contrast goggles 80 gp — —
Medium creatures or one Large creature may use the (uncommon, level 4)
blinds at the same time. You can Take Cover behind the Oilskin pouch 5 sp L —
blind to gain standard cover. If the environment matches Pelagic helmet 5 gp 1 —
the terrain depicted on the blind, your circumstance Sifting pan 3 sp L 2
bonus on Stealth checks to Hide increases to +4. Supramarine chair 5 sp 2 see
Portable animal blinds were originally used for text
hunting fowl, but resourceful adventurers quickly Land-delver’s chair 5 gp 2 see
realized the many possible applications for them. text
Portable blinds are made of a wooden frame with Tracking tag (uncommon) 1 sp — —
camouflage material stretched over them, resembling a Trundle wheel 1 gp 1 1
large kite. A hole in the center allows for a one‑handed
ranged weapon to be fired without obstruction. A Catch Pole: This sturdy pole has a rope attached to one
single person can use the Take Cover action while end in a loop with the other end extending to the handle.
carrying a portable blind. When you do so, you gain You can pull the handle side of the rope to tighten the
a +2 circumstance bonus to Stealth checks to Hide loop. Using this loop, you can Grapple without having
instead of the normal benefits of standard cover. a free hand. A creature grappled this way receives a –2
Animal Call: Animal calls are often whistles or circumstance penalty to attack rolls when Striking with
similar devices that imitate the calls of animals. Each an unarmed attack. Due to limitations in the size of the
call is for a specific type of animal, such as a duck or loop, a catch pole can only be used on creatures sized
bear. When you use the call, it gives you a +1 item bonus Medium or smaller.
to Command an Animal, provided the animal is of the A giant catch pole is made from thicker steel and
type as the call. You also do not take a circumstance heavier rope. It functions the same as a catch pole but
penalty when attempting to Demoralize that animal for can be used to Grapple creatures up to your normal size
not sharing a language. limit. However, the implement is so ungainly that you are
Atmospheric Breathing Suit: A combination of clumsy 1 while wielding it.
waterproof leather, durable glass, and a system of copper A superior catch pole has a pole made of dawnsilver, and
tubes allows aquatic creatures who wear this suit to be the loop at the end is silk rope, making it sturdier and more
able to spend time on land. They’re custom‑tailored to agile. It functions the same as a catch pole but gives you a
fit a wide variety of body types and needs. Part of the +1 item bonus to Athletics checks made to Grapple with it.
system of tubes is set up in a way to allow the wearer Clothing: Desert clothing is made up of loose-fitting,
to speak and hear as well as they normally would with light, breathable clothes that protect your head and body
creatures outside the suit. Water, either fresh or salt, is from the sun and allow you to cool off easily. They allow
kept moving throughout the system to keep the wearer you to negate the damage from severe environmental
moisturized. The moving water allows for easier flow heat and reduce the damage from extreme heat to that of
to the gills or breathing apparatus of the creature. It severe heat. This effect is negated if the clothing is worn
also means that the water will slowly run out. Each with any armor, except armor that is especially cooling at
suit must be refilled with the proper type of water for the GM’s discretion.
a creature every 24 hours. It takes 2 gallons of water Field Guide: This book contains illustrations and
to refill a suit. information on edible and dangerous plants. Most field

112
Foreword: My
Quest for the
Wardens

CATCH POLE The Zoetrope


and its Crew
Techniques and
Tricks
Services and
Supplies
ATMOSPHERIC BREATHING SUIT ANIMAL BLIND Animal
Companions
Grafts
guides tend to be region specific, such as the Mindspin the coast of Arcadia came up with this solution—a
Mountains or Osirian desert. If you are attempting to sturdy frame that goes on the shoulders and supports Beast
Armor and
Subsist in the field guide’s region with a skill you’re a bubble-like helmet filled with water. A mouthpiece Armaments
untrained in, consulting the book gives you a +2 lets the wearer speak to the outside world, and a
Alchemical
circumstance bonus to the skill check. plant-based filtration system keeps the water at the Items
Flower Press: A flower press resembles a book appropriate level of freshness or brackishness for the
Adventuring
with wooden covers and straps that tighten down to wearer. Over the years, these contraptions have spread Gear
apply pressure. There are individual pages for multiple to most of the world’s oceans, though many merfolk
Big Game
plants. Pressing flowers and other plants in this way don’t use them—some find the devices just too heavy Siege
allows them to be preserved for future study or as and would rather deal with the dryness. The helms are Weapons
ornamentation. It can also be used to make impressions especially popular with abyssal merfolk, who tint the Spell Catalysts
of plants for inclusion in journals and guidebooks glass dark to protect from the too-bright surface.
instead of illustrations. Most flower presses can contain Sifting Pan: A simple circular or rectangle pan with a Golarion’s
a dozen or so flowers at a time, each one on a different mesh on the bottom. Often used for sifting through dirt Menagerie
layer. or mud to find gold, sifting pans can be used to search The Wardens of
High-Contrast Goggles: Made with a brightly colored for many materials, depending on the size of the holes the Wild
leather strap, these goggles have a series of overlapping in the mesh. Epilogue: A
lenses in an array of colors spanning the spectrum of Supramarine Chair: A supramarine chair is a wheeled, Journey’s
visible light. The effect of this is that every color is more water-filled bath or tank, originally designed by merfolk, Conclusion
vibrant and similar shades have higher contrast. This for assisting aquatic people’s mobility on land. A
means that shapes of even similar colors tend to stand out supramarine chair functions as a wheelchair (Player Core Glossary & Index
more, allowing the wearer to see even camouflage easier. 293), with the heavier-duty land-delver’s chair functioning
As an Interact action, you can set the lenses to make as a traveler’s chair.
things stand out at your current location. Until you Tracking Tag: Small and unobtrusive tags made from
move, you gain a +1 item bonus to Perception checks a durable material, often leather or hardwood, tracking
when you Seek. tags are attached to wild animals, usually by a collar,
Oilskin Pouch: Treated with oil and animal fats, the to track their movements. They also serve as a way to
leather of this pouch is more resistant to water but is let others know that someone is keeping track of this
also stiffer. Many makers and travelers decorate their animal. Each tag is also inscribed with a unique label
oilskin pouches with symbols of the ocean and sailing. so individual creatures can be more easily identified
Often used to store scrolls or other paper documents among a herd.
when a traveler knows they will be in an area of heavy Trundle Wheel: A trundle wheel is used to measure
rain or near water. While not entirely waterproof, an distance. It is a wheel attached to a handle so that it
oilskin pouch seals with sturdy leather ties, allowing rolls along the ground. The wheel is often covered
it to resist anything other than total submersion. Even with leather or a rough metal to allow better grip on a
completely underwater, it will protect its contents for surface and ensure it maintains traction. It’s of an exact
up to 1 minute. circumference, usually a yard or five feet. Each time it
An oilskin pouch can protect up to 1 Bulk of items. makes a complete rotation it makes an audible click so
Pelagic Helmet: Most merfolk have no problem the user knows they have gone exactly that distance
surfacing for a while, but constant existence in the air and can count the clicks to determine a longer distance
is exhausting and demoralizing. A clever artisan off traveled.

113
BIG GAME SIEGE WEAPONS
Conventional weapons are sometimes ineffective against Aim [two-actions] 50 feet, minimum distance 50 feet
massive beasts that rampage across a countryside, crushing Load [two-actions] (manipulate) 3 times
villages and stampeding through armies. Brave hunters Launch [one-action] (attack, manipulate, range 250 feet, versatile B)
looking to take down such behemoths turn to specially 9d10 piercing, single target, DC 31 Reflex. On a failure,
designed siege weapons, though these emplacements are as the target is also grabbed. On a critical failure, the target
often used for nonlethal subdual and study as they are for is restrained instead of grabbed. A target that is grabbed
hunting or combat. or restrained by the anesthetizing jaws is attached to the
More information on the operation of siege weapons weapon by the linked chain. Until the creature Escapes
and how to read their stat blocks appears on pages 72– the jaws, it cannot move more than 250 feet from the
74 of Guns & Gears. anesthetizing jaws. The Escape DC is 32.
Anesthetic Surge [two-actions] (attack, manipulate) Requirements The
ANESTHETIZING JAWS ITEM 13 anesthetizing jaws have a creature grabbed or restrained;
RARE LARGE MAGICAL MOUNTED NONLETHAL Effect A crew member activates the anesthetic properties
Price 6,000 gp; Ammunition spring-loaded iron jaw (25 gp, of the jaws, which deals 8d12 mental damage (DC 30 basic
2 Bulk) Will) to the grabbed or restrained creature.
Usage mounted; Space 8 feet long, 6 feet wide, 4 feet high
Crew 3; Proficiency martial AQUATIC DISINTEGRATOR ITEM 15
AC 30; Fort +29, Ref +19 RARE LARGE ALCHEMICAL MOUNTED
Hardness 15; HP 160 (BT 80); Immunities object immunities Price 12,500 gp; Ammunition seasplinter capsule (1,200 gp,
Communities use these large jaws to nonlethally subdue large 4 Bulk)
game so it can be safely moved, treated for injury, or otherwise Usage mounted (black powder); Space 6 feet long, 4 feet wide,
studied. The jaws are attached via a length of chain, which 3 feet high
channels stunning magic into the target and aids in retrieval. Crew 2 to 4; Proficiency martial

114
AC 30; Fort +32, Ref +18 HARPOON CANNON ITEM 7
Hardness 17; HP 200 (BT 100); Immunities object immunities UNCOMMON LARGE MOUNTED
Speed 20 feet (pulled or pushed) Price 700 gp; Ammunition harpoon cannon bolt (3 gp, 2 Bulk) Foreword: My
Originally developed as a means of deterring kaiju rampages, Usage mounted (black powder); Space 9 feet long, 7 feet wide, Quest for the
aquatic disintegrators are specialized cannons designed to fire 5 feet high Wardens
capsules containing seasplinter, a compound that is harmless Crew 3 to 5; Proficiency martial
on land but erupts in saltwater, causing a chain reaction that AC 20; Fort +17, Ref +13 The Zoetrope
devastates any beings that contain salt in their bodies (which Hardness 10; HP 70 (BT 35); Immunities object immunities and its Crew
is most creatures). While aquatic disintegrators have never Speed 15 feet (pulled or pushed) Techniques and
put a permanent end to any known kaiju, the damage they Harpoon cannons fire bolts about 6 feet long that are attached Tricks
inflict upon other marine life has generated mass outcry, with to 200 feet of rope. Traditionally, they are used at sea to impale Services and
athamarus and other advocates of Golarion’s oceans calling aquatic creatures, particularly giant squids, megalodons, and Supplies
for their complete ban. Despite the controversy, these lethal sea serpents. But these weapons can also be useful to tether
Animal
weapons have found popularity on the black market with land-based big game, especially those with the capability Companions
marine hunters and pirates who care little about ecological to burrow.
Grafts
impact when it comes to battling titans of the deep. Aim [one-action] 60 feet, minimum distance 40 feet   
Aim [three-actions] 100 feet, minimum distance 50 feet Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Beast
Armor and
Load [two-actions] (manipulate) 2 times, requires a successful DC 20 Athletics check Armaments
Athletics check Launch [one-action] (attack, manipulate, range 200 feet) 6d12
Alchemical
Launch [one-action] (attack, manipulate, range increment 200 feet) piercing, single target, DC 22 Reflex. On a failed save, the Items
10d10 damage (no damage type), 30-foot burst, DC 33 harpoon becomes lodged in the target’s body. The target
Adventuring
Reflex. The seasplinter capsule must land in saltwater for can remove the harpoon with a DC 22 check to Escape or Gear
this damage to occur. Any creature in the burst radius Force Open, but on a failure, the target takes 6d4 piercing
Big Game
whose body is not in saltwater takes no damage and doesn’t damage. As long as the harpoon cannon bolt remains Siege
need to attempt a Reflex save. A creature reduced to 0 HP lodged, the target cannot move more than 200 feet away Weapons
by this damage disintegrates into a skeleton. from the harpoon cannon. If the harpoon cannon bolt is Spell Catalysts
Success The target takes half damage. embedded in a creature that isn’t swimming, one member
Failure The target takes full damage and is stunned 1. of the crew can attempt to Trip the creature by tugging on Golarion’s
Critical Failure The target takes double damage and is the rope if all other crew members Aid. On a failure, the Menagerie
stunned 2. bolt rips free, causing 4d4 piercing damage to the target The Wardens of
but releasing it. the Wild
BLOB PASTE PROPULSOR ITEM 8 Epilogue: A
UNCOMMON LARGE ALCHEMICAL PORTABLE KICKBACK SPRING ITEM 7 Journey’s
Price 900 gp; Ammunition blob paste (60 gp, 1 Bulk) UNCOMMON GARGANTUAN MAGICAL MOUNTED Conclusion
Usage portable, held in 6 hands; Bulk 5 Price 700 gp; Ammunition kickback charge (2 gp, 1 Bulk)
Crew 3; Proficiency martial Usage mounted; Space 18 feet long, 5 feet wide, 7 feet high Glossary & Index
The blob paste propulsor is a mortar with a 25-foot hose attached Crew 2; Proficiency martial
to a reinforced pot. The pot holds blob paste, a viscous gunk AC 20; Fort +16, Ref +13
synthesized from oozes. Twin levers are attached to the top of Hardness 10; HP 50 (BT 25); Immunities object immunities
the pot and generate sparks within when pulled, temporarily A smaller version of the kickback spring was first deployed
transforming the gunk into a liquid form that can be aimed with as a deterrent to keep crops safe from nuisance foragers
the hose and mortar. This unique ammunition, as well as the like moose. These larger versions often line walls or other
weapon used to shoot it, was originally engineered by Garundi defensive points, providing a final layer of protection before
alchemists and inventors as an unorthodox but reliable means a large creature would breach such areas. The kickback spring
of knocking flying pests out of the sky. In recent years, blob fires a compressed disk of rapidly expanding air at creatures,
paste propulsors have won high praise from wildlife researchers attempting to push them back and provide defenders a
as a non-lethal means of subduing destructive monsters and moment to regroup.
keeping them alive for study and eventual release. Aim [two-actions] 25 feet, minimum distance 50 feet
Aim [one-action] rotate 45°    Load [two-actions] (manipulate) 2 times, requires a successful DC 22
Load [two-actions] (manipulate) 2 times Athletics check
Launch [two-actions] (attack, manipulate, range increment 75 feet) Launch [one-action] (air, attack, manipulate, range increment 60 feet)
Single target. If the Strike hits, blob paste immediately 6d8 bludgeoning, 15-foot cone, DC 22 Reflex. A creature
spreads across the target’s body, weighing it down and that fails its Reflex save is pushed 25 feet away from
restricting movement. The target is grabbed for 1 minute, the kickback spring as air rapidly vents from the device.
after which the blob paste melts away. The Escape DC to On a critical failure, a creature falls prone after being
break free of the blob paste is 23. pushed back.

115
ANESTHETIZING JAWS BLOB PASTE PROPULSOR SONIC HORN

LASHTAIL ITEM 9 Load [two-actions] (manipulate) 2 times


UNCOMMON HUGE MOUNTED Launch [one-action] (attack, manipulate, range increment 100 feet) 10-
Price 1,500 gp; Ammunition segmented chain (4 gp, 5 Bulk) foot burst, DC 19 Reflex. Creatures who fail the saving throw
Usage mounted; Space 7 feet long, 15 feet wide, 8 feet high are coated with marking fluid, which glows with dim orange
Crew 3 to 5; Proficiency martial light out to 10 feet for 1 hour or until the fluid is washed off.
AC 23; Fort +21, Ref +13 In addition, on a failed save creatures that were undetected
Hardness 18; HP 64 (BT 32); Immunities object immunities become hidden and affected creatures that were hidden
The lashtail is named after the segmented chain that the become concealed. An invisible creature that fails its save
weapon sweeps in a horizontal arc. The chain links are thick has its invisibility negated for 2 rounds, during which time
and flat, which look somewhat like scales, and linked together it is concealed instead of invisible. Affected creatures take a
to resemble a great dragon’s tail. The chain is stretched against –2 penalty to Stealth checks to Hide and Sneak for as long
a spring-backed launcher. When released, the lashtail swings as they are coated with marking fluid.
the chain outward, typically aimed to take down stampeding
animals approaching on foot. PHEROMONE SPRAYER ITEM 5
Aim [two-actions] rotate 45° UNCOMMON LARGE ALCHEMICAL MOUNTED
Load [two-actions] (manipulate) 3 times, requires a successful DC Price 350 gp; Ammunition concentrated pheromone tank (30
26 Athletics gp, 1 Bulk), water tank (5 sp, 1 Bulk)
Launch [one-action] (attack, manipulate, range increment 120 feet) Usage mounted; Space 12 feet long, 6 feet wide, 4 feet high
8d8 bludgeoning, 30-foot cone, DC 25 Reflex. A creature Crew 2 to 4; Proficiency martial
that fails its Reflex save is off-guard until the end of their AC 19; Fort +18, Ref +6
next turn. On a critical failure, a creature is instead knocked Hardness 8; HP 40 (BT 20); Immunities object immunities
prone by the chain. Speed 15 feet (pulled or pushed)
Pheromone sprayers are used to fire mass amounts of
MARKING POWDER CANNON ITEM 5 alchemical animal pheromones (see page 108) in a more
RARE LARGE LIGHT MAGICAL MOUNTED weaponized form to allow researchers an easy way to influence
Price 350 gp; Ammunition marking fluid canister (3 gp, 2 Bulk) otherwise dangerous creatures. Like animal pheromones,
Usage mounted; Space 7 feet long, 4 feet wide, 3 feet high the ammunition for this siege weapon must be crafted for a
Crew 2; Proficiency simple specific kind of animal. A pheromone sprayer consists of two
AC 18; Fort +13, Ref +11 large tanks mounted atop a narrow, cannon-like barrel. One of
Hardness 8; HP 36 (BT 18); Immunities object immunities the tanks contains concentrated alchemical pheromones, while
Speed 15 feet (pulled or pushed) the other tank is loaded with water, which is used to dilute the
The fine spray dispersed by a marking powder cannon pheromones to produce different effects upon launch.
outlines beasts that evade sight. This weapon was developed Aim [one-action] rotate 45°   
against creatures that use brush to hide their approach, but Load [two-actions] (manipulate) 2 times
its application has spread to include underwater creatures Launch [one-action] (attack, manipulate, olfactory) 80-foot line or
and nighttime predators. The spray is an oil that shimmers 40-foot cone, DC 20 Will. Switching between the line
orange, making it an excellent camouflage breaker. It is also or cone mode takes an Interact action, which any of the
used to mark targets, if multiple creatures are expected to crew can perform. Designated kinds of animals that fail
approach simultaneously. their save experience the following effects, depending
Aim [two-actions] 60 feet, minimum distance 30 feet on dilution.

116
• Low Dilution Affected creatures are stunned 2. SEISMIC AMPLIFIER ITEM 15
• Medium Dilution Affected creatures are fascinated by the RARE HUGE MOUNTED
scent of the pheromones and off-guard until the end of Price 13,000 gp; Ammunition resonance rods (25 gp, 5 Bulk) Foreword: My
their next turn. Usage mounted; Space 15 feet long, 12 feet wide, 18 feet high Quest for the
• High Dilution Affected creatures are slowed 1 for 1 minute. Crew 2 to 4; Proficiency martial Wardens
AC 29; Fort +32, Ref +18
SONIC HORN ITEM 10 Hardness 20; HP 140 (BT 70); Immunities object immunities The Zoetrope
Seismic amplifiers are devastating underground, where they and its Crew
UNCOMMON LARGE MAGICAL MOUNTED SONIC
Price 2,000 gp; Ammunition resonating orb (320 gp, 6 Bulk) tap into the energy of nearby faults. Installing one requires Techniques and
Usage mounted; Space 10 feet long, 5 feet wide, 5 feet high drilling a steel shaft into the stone and loading it with crystal Tricks
Crew 2; Proficiency martial resonance rods. Breaking the rod releases the energy into a Services and
AC 22; Fort +25, Ref +14 disk-like amplifier. Any creatures burrowed into ground within Supplies
Hardness 12; HP 80 (BT 40); Immunities object immunities the burst treat the result of their Reflex save as one step worse.
Animal
Speed 15 feet (pulled or pushed) Aim [two-actions] 200 feet, minimum distance 50 feet Companions
This siege weapon consists of a horn-shaped nozzle, a base Load [two-actions] (manipulate) 3 times, requires a successful DC 25
Grafts
typically decorated with ornate musical notes, and two cranks Athletics check
attached to both sides of the base. Crystalline resonating Launch [one-action] (attack, manipulate, range increment 200 feet) Beast
Armor and
orbs made from powdered soniphak horn are inserted into 9d12 bludgeoning, 5-foot burst, DC 33 Reflex Armaments
a compartment within the base. Once an orb is loaded and
Alchemical
the nozzle aimed, both cranks must be turned. This causes TEEKDOON ITEM 1 Items
compressors within the base to grind away at the resonating UNCOMMON LARGE PORTABLE
Adventuring
orb, crushing it and releasing the sonic energy contained Price 50 gp; Ammunition boulder (0 gp, 5 Bulk) Gear
within. To reduce the likelihood of these weapons causing Usage portable, held in 8 hands; Bulk 15
Big Game
hearing damage, horns come equipped with earplugs and Crew 4 to 6; Proficiency simple Siege
colored flags to enable crew members to communicate without While the official name of this contraption is the “portable Weapons
the need for speech. catapult,” it gained the name “teekdoon” as a reference to the Spell Catalysts
Aim [two-actions] 40 feet, minimum distance 50 feet    weapon’s initial inspiration: the diving takedowns of peregrine
Load [three-actions] (manipulate) 2 times. These load actions include falcons. However, it replaces elegant dives with the brute force Golarion’s
donning earplugs and securing them during subsequent of falling weights that hit targets from above. Menagerie
sonic horn firings. The earplugs impose a –2 item penalty Aim [two-actions] 25 feet, minimum distance 25 feet The Wardens of
to Perception checks involving sound, and may be removed Load [two-actions] (manipulate) 2 times, requires a successful DC 12 the Wild
with an Interact action. Athletics check Epilogue: A
Launch [one-action] (attack, manipulate, range increment 250 feet) 6d12 Launch [one-action] (attack, manipulate, range increment 80 feet) 2d8 Journey’s
sonic damage, 60-foot cone, DC 25 Fortitude. Creatures bludgeoning, single target, DC 14 Reflex. A boulder launched Conclusion
that fail or critically fail the save are also deafened for from a teekdoon descends on a creature from above, which
3d6 rounds. might affect if a creature has cover against the attack. Glossary & Index

SEEDPOD SHOOTER ITEM 11 TRAPDOOR ACTUATOR ITEM 3


RARE HUGE MAGICAL MOUNTED UNCOMMON LARGE MOUNTED
Price 3,000 gp; Ammunition enchanted seedpods (10 gp, 1 Price 140 gp; Ammunition iron rod (5 gp, 4 Bulk)
Bulk) Usage mounted; Space 10 feet long, 4 feet wide, 6 feet high
Usage mounted; Space 12 feet long, 15 feet wide, 10 feet high Crew 2; Proficiency simple
Crew 3 to 6; Proficiency martial AC 16; Fort +12, Ref +4
AC 26; Fort +23, Ref +13 Hardness 5; HP 40 (BT 20); Immunities object immunities
Hardness 10; HP 90 (BT 45); Immunities object immunities Trapdoor actuators are designed to be well hidden (usually as
A large quantity of enchanted seedpods are packed into part of a cliff face) and operated by small, untrained crews.
a seedpod shooter’s funnel. The siege engine controls the Cleverly designed springs launch an iron rod from the protective
dispersal of seedpods into the air and enhances their speed wall. Typically, this level of camouflage allows the trapdoor
and sharpness when fired. While these seedpods naturally actuator to remain unnoticed unless a creature succeeds at a
whistle when blown through the air, the device causes this DC 18 Perception check to spot it. After a launch, the trapdoor
sound to reverberate at a frequency that can cause nausea. actuator’s camouflage can be reset as a two-action activity.
Aim [two-actions] 100 feet, minimum distance 50 feet Aim [two-actions] 25 feet, minimum distance 10 feet
Load [two-actions] (manipulate) 2 times Load [two-actions] (manipulate) 2 times, requires a successful DC 20
Launch [one-action] (attack, auditory, manipulate, range increment 300 Athletics check
feet) 8d12 slashing, 30-foot burst, DC 27 Reflex. A creature Launch [one-action] (attack, manipulate, range increment 100 feet) 3d10
that fails their Reflex save becomes sickened 2. bludgeoning, single target, DC 18 Reflex

117
SPELL CATALYSTS
The inherent magic of the natural world and wild CHAOS FALCON FEATHER ITEM 3
expanses can often be refined into magical catalysts CATALYST CONSUMABLE MAGICAL
that improve the power of spells. Items that have the Price 10 gp
catalyst trait are consumable material spell components Usage held in 1 hand; Bulk L
that alter or magnify specific spells. Activating a catalyst Activate Cast a Spell
is part of Casting the Spell. The catalyst might increase When used as catalysts, chaos falcon feathers lend flexibility
the number of actions required to Cast the Spell, as to spells that deal with elemental energy. For the duration
indicated in the catalyst’s Activate entry. Additionally, of a catalyzed resist energy spell, you can Sustain the Spell
the spell gains the manipulate trait if it didn’t already. on an adjacent target, touching them and changing the type
Because the catalyst becomes part of the spell, you can of energy to which they have resistance. This reduces the
draw the catalyst as part of Casting the Spell. remaining duration of the spell by 1 minute; if the spell has less
than a minute remaining, it reduces the duration to 1 round.
ALICORN HAIR ITEM 1
CATALYST CONSUMABLE MAGICAL DISCHORAN RUBBLE ITEM 4
Price 4 gp CATALYST CONSUMABLE MAGICAL
Usage held in 1 hand; Bulk — Price 18 gp
Activate Cast a Spell (add 1 action) Usage held in 1 hand; Bulk L
Hair shed from an alicorn’s mane glows when it comes into Activate Cast a Spell (add 1 action)
contact with a living creature. A stabilize spell empowered Rock fragments exposed to any dischoran’s sonic blasts can
with an alicorn hair allows you to target 1 additional sometimes retain a portion of the attack’s energy, trembling
creature. slightly whenever they are touched. When you cast noise blast
using a piece of dischoran rubble, the cacophony reverberates
AMPHISBAENA SPITTLE ITEM 5 through the targets’ forms for 1 round. If a creature that failed
CATALYST CONSUMABLE MAGICAL or critically failed its initial saving throw moves 10 feet or
Price 21 gp more on their next turn, it takes 2d10 additional sonic damage.
Usage held in 1 hand; Bulk L
Activate Cast a Spell HIPPOGRIFF FEATHER ITEM 3
Hardened clumps of amphisbaena spittle can be harvested CATALYST CONSUMABLE MAGICAL
from the dual-headed snake’s hunting grounds. When a Price 12 gp
casting of web of eyes (Secrets of Magic 140) is empowered Usage held in 1 hand; Bulk L
with this catalyst, you can place an additional scrying Activate Cast a Spell
sensor on the back of each target’s head, in the shape of Tawny-colored hippogriff feathers can be up to 2 feet long.
a closed snake’s eye. When a target shares their vision Used as a catalyst with a ghostly carrier spell, a single
with the others affected by the spell, the eye blinks open, hippogriff feather grants the hand semicorporeal wings that
preventing the target from being flanked until the start of increase the hand’s maneuverability. The hand has a range
its next turn. of only 60 feet, but its increased agility grants it a +1 status
bonus to its AC and Reflex saves.
BROKEN RAM’S THORN ITEM 9
CATALYST CONSUMABLE MAGICAL KIRIN ECHO CHIME ITEM 2
Price 150 gp CATALYST CONSUMABLE MAGICAL
Usage held in 1 hand; Bulk L Price 5 gp
Activate Cast a Spell (add 1 action) Usage held in 1 hand; Bulk L
The thorny growths on a rosethorn ram’s horns break off Activate Cast a Spell (add 1 action)
into jagged pieces when these animals fight. When used to The echo of kirin’s song can be captured within this small
enhance the two-action version of a howling blizzard spell, glass chime, which shatters and calls up a meandering breeze
these thorns cause the squares directly adjacent to every of its own when rung. Adding this catalyst to a gust of wind
creature within the spell’s area of effect to become littered spell causes any flying creatures that would be pushed by
with icy caltrops. The first creature that moves into each the spell’s effects to be pushed 30 feet in a direction of your
affected square must succeed at an Acrobatics check with a choice, rather than 30 feet in the direction of the spell.
DC equal to spell’s save DC or take an amount of cold damage
equal to the spell’s rank. When a creature takes damage from KUSHTAKA RELIC ITEM 13
the icy caltrops, enough are damaged that other creatures CATALYST CONSUMABLE MAGICAL
moving into that square are safe. Price 525 gp

118
Foreword: My
Quest for the
Wardens
The Zoetrope
and its Crew
Techniques and
Tricks
ALICORN HAIR KIRIN ECHO CHIME WEMMUTH TRINKET Services and
Supplies
Animal
Usage held in 1 hand; Bulk L is invisible, meaning it does not provide concealment, but it Companions
Activate Cast a Spell (add one action) requires a successful Perception check against your spell DC
Grafts
These relics come in many forms, as the only requirement to notice the cloud by faint distortions in the air. Your magical
is they were owned by a human who transformed into a connection to the cloud means you always know where it is. Beast
Armor and
kushtaka. Used as a catalyst for spirit blast against a target This has no effect on its damage. Armaments
possessing another creature, a kushtaka relic attempts
Alchemical
to banish such a spirit. A creature who fails the Fortitude WEMMUTH TRINKET ITEM 3 Items
save against spirit blast has its grasp on its possessed target CATALYST CONSUMABLE MAGICAL
Adventuring
weakened. The result of the possessed creature’s next Will Price 12 gp Gear
save against the possession effect is improved by one degree. Usage held in 1 hand; Bulk L
Big Game
A creature who is possessing another and critically fails the Activate Cast a Spell (add 1 action) Siege
Fortitude save against spirit blast takes damage and then is The baubles wemmuths use to lure victims to their hunting Weapons
banished from the body it was possessing. grounds are dangerous to retrieve and often stained by blood. Spell Catalysts
One of these trinkets covers the plant matter created by
OGRE SPIDER FILAMENT ITEM 1 entangling flora with blood-drinking thorns. Creatures who fail Golarion’s
or critically fail their Reflex saves against entangling flora also Menagerie
CATALYST CONSUMABLE MAGICAL
Price 4 gp take piercing damage equal to the spell’s rank. The Wardens of
Usage held in 1 hand; Bulk L the Wild
Activate Cast a Spell WITCHWARG FUR ITEM 7 Epilogue: A
This delicate strand of spiderweb sticks to the target of a CATALYST CONSUMABLE MAGICAL Journey’s
spider sting spell, hampering their movement. Using this Price 52 gp Conclusion
catalyst causes a creature afflicted with spider venom to Usage held in 1 hand; Bulk —
become clumsy instead of enfeebled. Activate Cast a Spell Glossary & Index
The pelt of a witchwarg stays cold long after it leaves the
SILVERED MARP FUR ITEM 9 creature’s body. A tuft of this fur can freeze a fire shield spell
CATALYST CONSUMABLE MAGICAL into solid ice, inverting its usual effects. The spell’s fire trait is
Price 110 gp replaced with the cold trait, you gain resistance to fire damage
Usage held in 1 hand; Bulk — and environmental heat effects (instead of cold effects), the
Activate Cast a Spell shield is immune to cold damage instead of fire damage, and
A marp (page 174) that gnaws on silver rather than gold grows its Hardness is halved against fire effects. The damage you
fur tipped with silver that can be further processed into a deal to creatures that touch you or hit you with a melee or
versatile spell catalyst. A spellcaster who uses silvered marp unarmed attack has its type changed to cold.
fur with an impaling spike spell creates a silver spike rather
than a cold iron one. WOLLIPED FLEECE ITEM 1
CATALYST CONSUMABLE MAGICAL
SKYFISHER VAPORS ITEM 5 Price 4 gp
CATALYST CONSUMABLE MAGICAL Usage held in 1 hand; Bulk —
Price 25 gp Activate Cast a Spell (add one action)
Usage held in 1 hand; Bulk L A small bundle of wolliped fleece contains the memory of
Activate Cast a Spell winter snows. Adding this catalyst to a casting of chilling
Skyfisher vapors are only visible via their effect on a toxic spray (Player Core 2 242) coats all squares within the area of
cloud spell, or apparent lack thereof. These gases cause the effect with a thin layer of ice. These squares become difficult
conjured cloud to be as transparent as a skyfisher. The cloud terrain until the beginning of your next turn.

119
120
Gol arion’s Menagerie Foreword: My
Quest for the
Our adventure was full of incredible beast encounters, Charikleia finished her drawing and motioned to me Wardens
but one experience during the first few months of our that she would move on to something else. I nodded my
travels was particularly enlightening. approval and turned back to watch the gigantic lizards as The Zoetrope
The day started like any other. The crew was as busy they continued to graze. Caught up in my observation, I and its Crew
as ever, and I had been working with Charikleia to create was writing furiously about jaw movements when I heard Techniques and
some illustrations of small water animals I wanted to a deafening BOOM. A gust of air on my neck was the Tricks
document. As I was remarking on the exquisite webbing only warning I received that a leg was plummeting my Services and
of a creature’s limbs, Lythea stopped a song I hadn’t even way! I barely leaped out of the way in time, but I dared Supplies
noticed and yelled for me. I went running toward her. not turn my back on what I was witnessing: two of the
As she handed me a spyglass, she noted never seeing brontosauruses were engaged in a conflict. I recalled from Golarion’s
incredible creatures like this before. I was quite unsure my studies that this type of scuffle was common among Menagerie
what excited her, for as I looked through the spyglass, wild brontosauruses. I scrambled to my feet, eager to rejoin Creature
I could only find dinosaurs. But of course, not everyone my crew and discuss what had occurred. They were wide- Adjustments
grows up in proximity to these beings as I did! One in eyed from what had to be a mixture of fear and disbelief, A
particular caught my eye as it had much more distinct and I was sure my face mimicked theirs. Dr. Pom, who had B
spinal grooves—it must have been the eldest, making it chosen to stay where she was and observe from afar, stood C
the herd’s leader. with her mouth agape as she checked me over for injuries. D
We set down a healthy distance away to avoid spooking I figured we’d had enough excitement for the day, but
E
the herd. We climbed stealthily down the gangway, as per usual, my curiosity got the better of me; I had yet to
our backs heavy with packs full of fruits to entice the observe the compsognathuses. This was my first mistake. F
(hopefully) gentle giants into trusting us. Chari followed As I moved closer to them, they did not scurry away like G
close behind me as I led the way. Grefu and Telero stayed I’d discovered them getting into the garbage; instead they H
on board to protect the ship, should anything approach it crowded me, curious as to what I was and pecking at my M
with more than just curiosity. clothes and bags. R
I felt my heartbeat thundering in my ears as we trekked. They made a skittering noise, and a few started nipping
S
It was both terrifying and awe-inspiring to watch these at each other and moving deeper into the pond. There was
beautiful lizards get larger and larger with every step we one in particular that was not so erratic in its movements T
took. Now only fifty feet away, I was able to take in the and caught my attention. Pulling out a new piece of fruit, U
scene before me: a sparkling cerulean pond, glittering in I carefully offered it to the creature. This was my second V
the sunlight and surrounded by bright pink and yellow mistake. At the smell and sight of food, all the curious W
flowers. The tiniest of dinosaurs, which I recognized as lizards ran toward me in a terrifying swarm of skinny
The Wardens of
compsognathuses, were drinking and splashing in the appendages and large heads. It was at this point that I
the Wild
water. Tall, leafy trees only fifteen feet from the pond were recalled an important fact about the compsognathuses:
being ravaged by the hungry brontosauruses and even a they were omnivorous. Epilogue: A
long-clawed therizinosaurus. I panicked. I dropped the fruit, dumped out my satchel Journey’s
Herbivores! I chuckled, and the group with me seemed in hopes it would distract the swarm, and tried to flee. Conclusion
to collectively let out their held breath. “We can be at ease, One of their ranks nearly tripped me with its lashing tail Glossary & Index
everyone. These creatures should not harm us if we do not as it pounced on the fruit, and another found purchase on
pose a threat.” I began to take fruit out of my satchel my arm with its teeth. Shouting with surprise, adrenaline,
as I related the basic advice from field guides: make sure and pain, I dashed back to my crew with a single-minded
you have food as a distraction should one approach you; haste. Fortunately for me, the compsognathuses decided
do not interact with any hatchlings or juveniles, lest the the fruit was more interesting than a pursuit.
mother deem you a threat; and don’t feel the need to When we had all reached a safe distance, Dr. Pom
approach if you are too anxious. Observation is just as immediately asked me to sit so she could look me over. I
important as interaction. was happy to rest as all the excitement had made me very
I decided to approach the grazing brontosauruses first. dizzy—but even as I sat, the dizziness did not subside. I
Although I’d never before had the joy of approaching passed out a second later from the venom pumping through
one so closely, I was very familiar with this long-necked my veins. I still sometimes scold myself for forgetting that
species. I motioned for Chari to follow me and she very important tidbit about our ferocious friends.
retrieved her journal from the bag and began sketching The following pages detail some of the marvelous
an image of the dinosaur, using a drawing of me in the creatures we encountered. Heed my warning, dear reader:
corner of the page as a scale. be curious—but also wise in the risks you take.

121
CREATURE ADJUSTMENTS
When you need to add a new twist to an existing • Increase the creature’s Hit Points based on its
creature or represent a close, but unique relative of starting level (see the table below).
another existing creature, consider using the following Starting Level HP Increase
adjustments to quickly add thematic abilities. The elite 1 or lower 10
and weak adjustments, which first appeared in Monster 2–4 15
Core, are also repeated here for convenience. 5–19 20
As with any adjustments, these changes are meant to be 20+ 30
fast and easy, but not comprehensive. It’s best to review
whether the adjustments cause unintended consequences Frostbound Adjustments
in combat. For example, many fire elementals have a A frostbound creature grew in a harsh, freezing
weakness to water effects, so applying the amphibious environment, such as a frigid tundra or a region of
adjustment to them would require adjusting their other magical winters, and can better handle cold weather.
abilities even further. On the other hand, the winged • Add a resistance to cold and a weakness to fire, value
adjustments could cause a creature with powerful dependent on the creature’s level (see table below).
ranged attacks to become quite problematic for PCs or • Add the following abilities:
even impossible to face, especially at low levels of play. Freezing Adaptation The creature treats environmental cold
effects as if they were one step less extreme (incredible
Amphibious Adjustments cold becomes extreme, extreme cold becomes severe, and
An amphibious creature has adapted to live both on so on).
land and in water. Winter Senses The creature ignores concealment caused by
• Add the amphibious trait. If the creature has the ice or snow.
aquatic trait, remove it. Arctic Steps The creature ignores uneven ground and difficult
• Add Athletics with a modifier equal to the creature’s terrain caused by ice and the difficult terrain caused by
highest skill modifier. snow (reducing greater difficult terrain from ice or snow to
• If the creature doesn’t have a swim Speed, add a ordinary difficult terrain).
swim Speed equal to half its land Speed (minimum Snow Spray [one-action] Requirements The creature is standing on
15 feet). or adjacent to loose snow; Effect The frostbound creature
• If the creature doesn’t have a land Speed, add a kicks up the snow, becoming concealed to all creatures
land Speed equal to half its swim Speed (minimum that are not adjacent to it until it moves or the end of its
15 feet). next turn.
• Add the following abilities: Level Resistance/Weakness
Low-light Vision 3 or lower 3
Drag Along [one-action] Requirements The amphibious creature’s 4–8 5
previous action was a successful melee Strike; Effect 9–13 10
The amphibious creature Strides or Swims 10 feet away 14+ 15
from the target. The target moves the same direction and
distance as forced movement. Miniature Adjustments
A miniature creature is much smaller than others of its
Elite Adjustments kind, often small enough to fit in the palm of a hand or
Sometimes you’ll want a creature that’s just a bit more keep in a small terrarium instead of large habitat.
powerful than normal so that you can present a challenge • Reduce the creature’s size to Tiny.
that would otherwise be trivial or show that one enemy • Reduce the reach of the creature’s lowest-reach
is stronger than its kin. To do this quickly and easily, melee Strikes to 0 feet. If it has melee Strikes with
apply the elite adjustments to its statistics as follows: notable reach (often a tail, tentacle, or similar long
• Increase the creature’s level by 1; if the creature is appendage), reduce the reach of these Strikes to 5
level –1 or 0, instead increase its level by 2. feet.
• Increase the creature’s AC, attack modifiers, DCs, • Add Stealth with a modifier equal to its highest skill
saving throws, Perception, and skill modifiers by 2. modifier.
• Increase the damage of its Strikes and other • Add the following abilities:
offensive abilities by 2. If the creature has limits on Scamper Underfoot [two-actions] Effect The creature Strides twice. It
how many times or how often it can use an ability can pass through the space of creatures larger than itself
(such as a spellcaster’s spells or a dragon’s breath), during this movement, and its movement does not trigger
increase the damage by 4 instead. reactions.

122
Sandbound Adjustments Weak Adjustments
A sandbound creature grew in a harsh, blistering Sometimes you’ll want a creature that’s weaker than
environment, such as a sweltering desert or even near normal so you can use a creature that would otherwise Foreword: My
a volcano’s caldera, and can better handle hot and be too challenging or show that one enemy is weaker Quest for the
dry weather. than its kin. To do this quickly and easily, apply the Wardens
• Add a resistance to fire and a weakness to cold, value weak adjustments to its statistics as follows.
dependent on the creature’s level (see table below). • Decrease the creature’s level by 1; if the creature is The Zoetrope
• If the creature doesn’t have a burrow Speed, add a level 1, instead decrease its level by 2. and its Crew
burrow Speed equal to half its fastest speed. • Decrease the creature’s AC, attack modifiers, DCs, Techniques and
• Add the following abilities. saving throws, and skill modifiers by 2. Tricks
Efficient Metabolism The creature can go 10 times as long as • Decrease the damage of its Strikes and other Services and
normal before it’s affected by starvation and thirst. (GM offensive abilities by 2. If the creature has limits on Supplies
Core 43). how many times or how often it can use an ability
Scorching Adaptation The creature treats environmental heat (such as a spellcaster’s spells or a dragon’s breath Golarion’s
effects as if they were one step less extreme (incredible weapon), decrease the damage by 4 instead. Menagerie
heat becomes extreme, extreme heat becomes severe, and • Decrease the creature’s HP based on its starting Creature
so on). level (see the table below). Adjustments
Desert Steps The creature ignores uneven ground and Starting Level HP Decrease A
difficult terrain caused by sand (reducing greater difficult 1–2 –10 B
terrain from sand to ordinary difficult terrain). 3–5 –15 C
Sand Burst [two-actions] Requirements The sandbound creature 6–20 –20 D
is burrowed in loose sand or earth; Effect The creature 21+ –30
E
Burrows twice, then makes a melee Strike. If it was
undetected at the start of its movement, it remains Winged Adjustments F
undetected until after the attack. Some creatures adapt by growing wings. G
Level Resistance/Weakness • Add Acrobatics with a modifier equal to its highest H
3 or lower 3 skill modifier. M
4–8 5 • Add a fly Speed equal to its highest Speed. R
9–13 10 • Add the following abilities.
S
14+ 15 Dropping Dodge [reaction] Requirements the winged creature is
flying; Trigger An enemy targets the winged creature T
Twinned Adjustments with a Strike; Effect The winged creature folds its wings U
A twinned creature has grown a second head either and drops to avoid the hit at the last second. The winged V
due to a strange mutation, exposure to transformative creature gains a +2 circumstance bonus to AC against the W
magic, a truly unfortunate alchemical reaction, or Strike. After the Strike resolves, the winged creature drops
The Wardens of
simply by random chance. This additional head acts 15 feet. Even if it is stopped by the ground, it doesn’t take
the Wild
independently and could quite possibly have an entirely falling damage.
unique personality, depending on the intelligence of the Epilogue: A
creature. The creature gains the following abilities. Journey’s
Independent Brains Each of the twinned creature’s heads Conclusion
rolls its own initiative and has its own turn. Neither Glossary & Index
head can Delay. At the start of a head’s turn, that head
gets 2 actions and 1 reaction. Each brain can control the
creature’s body normally. Taking damage equal to half
its hit points or any ability that would sever a twinned
creature’s head (such as the vorpal weapon property)
destroys one head and causes the twinned creature to
lose the turns, actions, and reactions of the severed head.
Mental effects that target a single creature affect only one
of the creature’s heads.
Gnaw Free [reaction] Trigger The twinned creature’s other head
attempts to Escape; Effect This head bites its grappler
or restraints to help the other head break free. The
twinned creature gains a +2 circumstance bonus to its
Escape check.
Reactive Strike [reaction] (Monster Core 359)

123
Almiraj
An almiraj closely resembles a yellow hare in almost all ways... except for the
2-foot-long black horn jutting from its forehead. Though it shares this trait
with the docile unicorn, that’s where their similarities end. Almirajes are vicious
creatures, known to slaughter much larger cattle and, in times of desperation,
THE SPOOKED PROFESSOR people. Its stare is said to send even the bravest warrior running for their life.
The Professor’s kind of a greenhorn Unlike common hares, almirajes are solitary and intensely territorial.
sometimes, always spooked by the They’re adaptable ambush hunters with the stamina and speed to chase
smallest thing. “Telero, you’re too close down any prey. They attack with their jaws and claws but are primarily
to the cliff!” “Telero, the shuttle’s going known for trying to gut their prey with a vicious stab from their horn.
too fast!” “Telero, those berries are Many scholars believe that the terrifying magical aura the creatures exude
toxic!” I saw him stop dead in his tracks originates from their horns. This line of thinking has led to an increase in
the other day ‘cause he saw a hare, of almiraj attacks as local citizens try to capture the creature alive and remove
all things. Can you believe it? the horn, hoping this will turn it into a more docile hare. These hopes have
not proven fruitful, as an almiraj is just as aggressive, if not more so, after
their horn has been removed.
Adventurers often think themselves lucky if they manage to avoid the
terrifying horn of this ferocious predator, but it’s a much better alternative
than being caught in its jaws. Almirajes have a nasty habit of grabbing their
prey and vigorously shaking them until they go limp. If this fails, they’ll drag
their prey underground until they suffocate deep in the earth. Few have ever
escaped the burrow of an almiraj.

ALMIRAJ CREATURE 4
UNCOMMON SMALL ANIMAL
Perception +14; tremorsense (imprecise) 40 feet
Skills Athletics +13, Stealth +10, Survival +8
Str +5, Dex +3, Con +4, Int –4, Wis +0, Cha +3
AC 20; Fort +14, Ref +11, Will +8
HP 63
Frightful Presence (aura, emotion, fear, mental) 5 feet, DC 22. Creatures that critically
fail are also fleeing for 1 round.
Reactive Strike [reaction] Horn only. Fleeing creatures take an additional 1d6 persistent
bleed damage. On a critical hit, the target is knocked prone.
Speed 35 feet, burrow 25 feet
Melee [one-action] horn +13, Damage 2d8+7 slashing
Melee [one-action] jaws +13, Damage 2d6+7 piercing plus Grab
Melee [one-action] claw +13 (agile), Damage 2d4+7 slashing
Final Shake [one-action] Requirements The almiraj has a creature grabbed; Effect The almiraj
clamps its jaws down on the creature and shakes it vigorously, attempting to finish it
off. The creature takes 2d6 bludgeoning damage and must succeed at a DC 20 Fortitude
save or become enfeebled 1. Small or smaller creatures take a
–2 circumstance penalty to their save.
Goring Charge [two-actions] The almiraj lowers its head and moves
with ferocity toward its selected prey. The almiraj Strides
twice. If it ends its movement within melee reach of at least
one enemy, it makes a horn Strike against that enemy. This
Strike deals an additional 1d6 persistent bleed damage.
Into the Earth [one-action] Requirements The almiraj has a Medium or
smaller creature grabbed; Effect The almiraj attempts to flee with
its meal, burrowing into the ground. The grabbed creature must
succeed at a DC 20 Reflex save or be dragged beneath the ground
as the almiraj Burrows up to its Speed. If the target succeeds at its
save, it Escapes and the almiraj continues burrowing as normal;
if it fails, the grabbed creature must hold its breath or begin
suffocating under the dirt.

124
Apothecary Bee
These giant bees feed on the nectar of medicinal herbs and magical flowers,
naturally processing the liquid into syrupy-sweet potions. Depending on the Foreword: My
precise diet of the apothecary bees, they can produce a wide variety of potions, Quest for the
storing any excess in the waxy cells lining their nest. Apothecary bee workers are Wardens
about a foot long, with yellow and black stripes. While carrying a potion, the bee’s BEE GOURMANDS
abdomen visibly swells and often changes color to match the potion within. apothecary bees are fascinating The Zoetrope
The value of the apothecary bees’ potions has led to numerous attempts and its Crew
at domestication, a dangerous, expensive dream with both high risks and they create tasty potions more Techniques and
high rewards. Once a magical garden has been established, apothecary efficiently than our best brewers Tricks
beehives tend to become self-sustaining. Beekeepers can potentially guide Services and
their cultivation, but they’re no longer necessary for the hive’s survival. also baranthet keeps saying i need to use Supplies
Some ancient, long-abandoned gardens still grow along the Sphinx River a thing called punctuation but that makes
in Osirion, where many apothecary bees prowl for flowers that meet their no sense Golarion’s
standards. Upon their most recent dig to the surface, surki communities Menagerie
quickly began the process of “trading” with the bees, establishing habitats why would i put symbols in my writing Creature
and using their natural magic sense to better tend the massive fields a large when i dont say symbols when i talk Adjustments
hive needs. Miflits, on the other hand, often end up absorbed into the bees’ A
social structure. B
The potions a hive produces vary from season to season, C
depending on what flowers are available. Beekeepers have made D
strides in creating gardens that yield specific potions and have
E
even developed harvesting techniques that increase potion
effectiveness. These techniques are valuable, closely guarded F
secrets, but even defective potions with cursed results have found G
use among the followers of Calistria and Norgorber. H
M
APOTHECARY BEE CREATURE 7 R
TINY ANIMAL
S
Perception +15; darkvision, potionsight (precise) 60 feet
Skills Acrobatics +17, Stealth +17, Thievery +15 T
Str +1, Dex +6, Con +3, Int –4, Wis +2, Cha +2 U
Items moderate healing potion V
Internal Cauldron With an appropriate diet, an apothecary bee will create a potion of W
6th level or lower every two weeks. Most often, this is a moderate healing potion.
The Wardens of
Each apothecary bee can store only one completed potion at a time. Unused
the Wild
potions can generally be harvested from an apothecary bee with a successful DC
23 Nature or Survival check. Epilogue: A
Potionsight Apothecary bees’ complex eyes let them see the auras of magical potions Journey’s
and instinctively identify potions of their level or lower. These auras are visible Conclusion
through mundane containers, though their eyes have no special ability to perceive Glossary & Index
or identify non-magical solutions, such as alchemical elixirs.
AC 25; Fort +14, Ref +19, Will +13
HP 115; Weaknesses smoke susceptibility
Smoke Susceptibility An apothecary bee is slowed 1 if it starts its turn in heavy smoke.
Speed 10 feet, climb 10 feet, fly 50 feet
Melee [one-action] stinger (magical, poison) +19, Damage 1d4+4 piercing plus 3d6 poison
Drain Potion [two-actions] (manipulate) Requirements The apothecary bee has no stored
potions; Effect The apothecary bee slurps up a potion within its reach, storing it
internally. A creature can attempt a DC 25 Reflex save to protect a potion in its
possession.
Ingest Potion [one-action] The apothecary bee consumes the potion it has stored in its body. If
the potion has the healing trait, the apothecary bee heals for the maximum amount.
Inject Potion [one-action] (manipulate) The apothecary bee injects its stored potion into a
willing creature within its reach. This deals 1 piercing damage and grants the
recipient the normal effects of drinking the potion.

125
The Eye of the Basilisk

In a curious inversion of the way a spider softens up cockatrice, royal basilisks have a natural enemy in the
its prey with digestive juices before beginning to eat, form of weasels and ferrets, which are immune to their
a basilisk turns its prey to stone before consumption. poison. Another trait that both the basilisk and the royal
Similar to cockatrices and gorgons, who also petrify basilisk share is that their hides (or scales in the royal
their prey before eating, basilisks prefer petrified flesh variety) change color based on the environment of their
to all other forms of nourishment. Beyond this, the diet lair. Whether this is an adaptation that happens during
of these creatures diverge. While gorgons can graze on adolescence or a magical one is unknown, though the
raw stone but not digest unpetrified organic material, latter seems quite likely.
the others seem capable of eating unpetrified flesh but A potential relationship between the three creatures is
not stone that they didn’t create themselves. No, in this murky, leaving unanswered whether the “rooster” that
regard basilisks are closer to the cockatrice in that they incubated the first basilisk egg was in fact a cockatrice
seem to exclusively eat creatures they’ve petrified, and invading a snake’s den, or if the triad of chicken, toad,
usually right after they have done it. and serpent hold some secret no wizard has been able to
Even beyond their diet, much of the evidence suggests tease out. It is just as likely they share a common ancestor
a relationship between basilisks and cockatrices. Both among the denizens of the First World, a branching point
are curiously unable to petrify weasels and ferrets, for that could even include the likes of the gorgon and its
example. And human folktales suggest the first basilisk recently discovered kin—one of which superficially
hatched from a snake’s egg incubated by a rooster and the resembles the royal basilisk.
cockatrice from a chicken egg incubated by a toad. As many stories as I’ve recorded telling the origins of
Recent explorations have uncovered an additional these beasts, there seem to be far more explaining the
member of the family, sometimes known as the royal importance of basilisk blood in returning their victims to
basilisk for the metal crown they wear atop their head, flesh. This is of course important information, and those
that cannot petrify prey but can hew stone and wilt who spread it receive all my praise, but the stories provide
vegetation with its poisonous breath. These massive little additional insight to the origins of basilisks or their
snakes are enshrouded in deadly miasma, but their origin astonishing gaze. However, it’s interesting to note that
in myth and legend are cut from too similar a tale to be many of the stories portray the power of the blood being
coincidence: the royal basilisk is said to have been born added as a separate event, an act of mercy by a kind god
from snake eggs incubated by poisonous toads. Like the to give mortals a fighting chance.

126
Basilisk, Royal
The royal basilisk is aptly named, not for only the metal crown upon its
head but also for the unique potency of its poison. The creature’s poison Foreword: My
manifests as a sort of cloying vapor that sticks onto and eats away at Quest for the
anything it touches. Their mastery of poison does appear to come at a cost, Wardens
as the royal basilisk has no ability to petrify its prey. Although the royal STONE MEDICINE
basilisk can painstakingly shape a crown, some made of simple iron and Dreadful thing, petrification, but even The Zoetrope
others of rare skymetals, they much prefer to collect crowns crafted by the strongest poison can be a medicine and its Crew
other creatures. in the right circumstance. Why, the Techniques and
other day, we came upon an injured Tricks
ROYAL BASILISK CREATURE 13 marp, one we couldn’t treat in the field. Services and
RARE HUGE BEAST Thankfully, I had a little basilisk venom Supplies
Perception +27; darkvision, scent (imprecise) 120 feet, tremorsense (precise) 60 feet left—we petrified the poor thing and
Skills Acrobatics +24, Athletics +27, Stealth +24, Survival +25 were able to lift her back to the ship Golarion’s
Str +8, Dex +5, Con +7, Int –3, Wis +6, Cha +2 before treatment. And she didn’t have Menagerie
Items iron crown to worry about the pain of transport at Creature
AC 33; Fort +26, Ref +22, Will +23 all! Lucky I had some basilisk blood to Adjustments
HP 290; Immunities poison; Resistances acid 15 thaw her out afterwards. A
Crowned Royalty The royal basilisk’s crown is firmly attached to its head but can be B
Disarmed as though it were a held item. Without a crown, the royal basilisk’s mastery C
over poison is weakened enough that it loses its miasmatic shroud. The royal basilisk D
can equip a crown within its tail’s reach as an Interact action. A royal basilisk’s crown
E
is normally made of iron and enables the basilisk to use miasmatic shroud, but crowns
made of other, more exotic materials might confer different abilities. F
Miasmatic Shroud (aura, poison) 15 feet. The poison in the breath of the royal basilisk G
makes the air around it a haze, concealing it from all creatures outside the aura, H
but it cannot use this concealment to Hide or Sneak. When a creature ends its turn M
within the aura, it is exposed to royal basilisk venom. R
Speed 30 feet, climb 30 feet, swim 30 feet
S
Melee [one-action] jaws +27 (reach 10 feet), Damage 4d10+11 piercing plus Improved Grab and
royal basilisk venom T
Melee [one-action] tail +27 (agile, reach 15 feet), Damage 4d8+11 bludgeoning U
Ranged [one-action] spit +24 (poison, range 120 feet), Damage 5d10 poison plus royal V
basilisk venom W
Greater Constrict [one-action] 4d8+3 bludgeoning, DC 32
The Wardens of
Royal Basilisk Venom (poison) Saving Throw DC 36; Maximum Duration 6
the Wild
rounds; Stage 1 2d10 poison and clumsy 2 (1 round); Stage 2 3d10
poison and clumsy 3 (1 round); Stage 3 4d10 poison, clumsy 3, Epilogue: A
and slowed 1 (1 round) Journey’s
Stone-Hewing Spit [two-actions] (acid) The royal basilisk spits its poison Conclusion
with immense force, dealing 5d10 acid and 5d8 piercing Glossary & Index
damage (DC 32 basic Reflex save) to creatures in a 240-foot line
and exposing each creature that took damage to royal basilisk
venom. The line penetrates barriers with Hardness of less than
20, ignoring any bonuses they’d provide from cover. The royal
basilisk can’t use Stone-Hewing Spit again for 1d4 rounds.
Swallow Whole [one-action] Large, 5d10 acid damage, Rupture 30
Wrap in Coils [one-action] Requirements A Large or smaller
creature is grabbed or restrained in the royal
basilisk’s jaws; Effect The royal
basilisk moves the creature into
its coils, freeing its jaws to
make attacks, then uses
Greater Constrict against the
creature. The royal basilisk’s coils
can hold as many creatures as will fit in its space.

127
Blooming Guardian
The pestilent blossoms adorning the antlers of a blooming guardian are
most beautiful in moonlight, when they achieve full bloom and reveal their
celestial glow. When blooming guardians near the end of their life cycle, they
walk one final patrol of their forest as their ancient body decomposes into
SCORCHED EARTH the understory.
Studies find that blooming guardians
travel through blighted lands, BLOOMING GUARDIAN CREATURE 15
consuming diseased plants to stop the LARGE BEAST
spread. Some specimens extend this Perception +29; low-light vision, scent (imprecise) 40 feet
behavior to anthropogenic “blights” as Languages Fey; speak with animals, speak with plants
well, devouring poachers or loggers, Skills Athletics +30, Intimidation +21, Nature +29, Survival +27
leaving behind only dessicated corpses. Str +5, Dex +3, Con +5, Int +1, Wis +3, Cha +1
A fascinating overlap! Petal Form The blooming guardian can dissipate momentarily into a swirling cloud
of petals and pollen to pass over brambles and slip through cracks. When Striding
in woodland terrain, the blooming guardian ignores difficult terrain and can pass
through obstacles so long as there is a small passageway.
AC 36; Fort +32, Ref +23, Will +25
HP 360; Weaknesses fire 15; Resistances void 15
Buck [reaction] DC 36
Speed 50 feet
Melee [one-action] antlers +28, Damage 4d12+5 piercing
Melee [one-action] hooves +26, Damage 4d10+5 bludgeoning plus Improved Knockdown
Primal Innate Spells DC 33; 3rd animal vision; Constant (4th) speak with
animals, speak with plants
Budding Siphon [one-action] (aura, primal, stance, void) 20 feet. A blooming
guardian is in a constant state of decomposition; to keep this entropy at
bay, the flowers that cover their antlers continually siphon life from the
surrounding area. All living creatures that enter or start their turn in the
emanation take 6d4 void damage (DC 36 basic Fortitude save).
At the start of their turn in any round that the blooming guardian
deals damage with siphoning buds, they gain 10 temporary Hit Points,
plus 2 temporary Hit Points for each creature damaged beyond the first
since the blooming guardian’s last turn, to a maximum of 20 temporary
Hit Points.
Full Bloom [one-action] (poison, primal, stance) The flowers on the blooming guardian’s
antlers bloom, unveiling their brilliance as they eat away at their host. While
in this stance, the blooming guardian’s Strikes deal an additional 2d4 poison
damage plus 5 persistent poison damage; on a hit, a target must succeed at a
DC 36 Fortitude save or become enfeebled 2. The blooming guardian takes 5
persistent poison damage as long as it’s in Full Bloom.
Goring Charge [two-actions] The blooming guardian Strides twice and makes an antlers
Strike after either Stride. If the Strike hits, the blooming guardian deals an extra
2d12 bludgeoning damage, and the target takes a –2 circumstance penalty to its
next Fortitude save against blossom siphon.
Wail of the Forest [two-actions] (primal, void) Requirements The blooming guardian is in
Full Bloom; Effect The blooming guardian confronts their mortality, causing their
flowers to burst and spray their pollen. All creatures in a 40-foot cone take 10d10
void damage with a DC 36 Fortitude save. The blooming guardian then exits Full
Bloom and can’t enter it again for 1d4 rounds.
Critical Success No effect.
Success The creature takes half damage.
Failure The creature takes full damage and becomes drained 1. Creatures that are
enfeebled lose that condition and increase the drained condition by the same
value.
Critical Failure As failure, but double damage.

128
Broodpiercer
The insects known as broodpiercers are particularly insidious parasites that
target the eggs of birds, beasts, and dragons alike, piercing the shell with a Foreword: My
needle-like proboscises and implanting their eggs into healthy embryos. The Quest for the
afflicted creature’s cranium then develops around the larval broodpiercer, Wardens
which lies dormant while subsisting off minimal resources from its host. It’s PROPER PARASITE HANDLING
not until years later, typically when the host creature has reached maturity, You always gotta cook your food or The Zoetrope
that the broodpiercer larva wrests greater control, pushing the host to travel boil your water in a new place. I’m and its Crew
far and wide—the better to disperse the parasite—and ultimately perish, as worried about the kid—he’s always Techniques and
only upon the host’s death can the now-adult broodpiercer break free and eating fruits off the trees or drinking Tricks
find new eggs to begin the cycle once again. Because of this, an infected from ponds when he gets hungry in Services and
creature often initiates fights and refuses to flee, even when death is certain. the field. We haven’t seen anything Supplies
as bad as broodpiercers lately, but he
Broodpiercer Host Adjustments almost ate a handful of sportlebores Golarion’s
You can infect an existing animal, beast, humanoid, or dragon with a the last time he was out. Thought they Menagerie
broodpiercer by completing the following steps. were wild blueberries. I’ll start keeping Creature
Increase the creature’s level by 1 and change its statistics as follows. a few bags of dried fruit and nuts and Adjustments
• If the creature’s Intelligence modifier is –4 or lower, increase it to –3. some full canteens in the shuttle bay so A
• Increase the creature’s AC, attack bonuses, DCs, Perception modifier, he doesn’t start grazing where there’s B
saving throws, and skill modifiers by 1. parasites out. C
• Increase the damage of its Strikes and other offensive abilities by 1. If the D
creature has limits on how many times or how often it can use an ability
E
(such as a spellcaster’s spells or a dragon’s breath), increase the damage
by 2 instead. F
• Increase the creature’s HP by the amount listed on the table. G
Starting Level HP Increase H
1 or lower 10 M
2–4 15 R
5–19 20
S
20+ 30
T
Broodpiercer Host Abilities U
All host creatures gain the following abilities. V
Cold Stasis A broodpiercer larva is vulnerable to cold. Any effect that deals W
cold damage causes the host creature to become slowed 1 for 1d4 rounds.
The Wardens of
While slowed from cold, the broodpiercer can’t use Fumbling Dodge or
the Wild
Erratic Barrage. This occurs even if the base creature is immune to cold.
Fumbling Dodge [reaction] Trigger The host creature is targeted with an attack, or Epilogue: A
an effect that requires a Reflex save and is aware of the attacker; Effect Journey’s
The host creature lurches suddenly, stumbling out of harm’s way as if Conclusion
dragged by a puppeteer. The creature gains a +3 circumstance bonus Glossary & Index
to AC against the triggering attack or to its Reflex save. After using
Fumbling Dodge, the creature becomes clumsy 2 for 1 round.
Erratic Barrage [two-actions] The host creature attacks twice while spinning
ceaselessly, aiming blows from unexpected, seemingly illogical
directions. The host creature makes two melee Strikes against the same
creature; the host’s multiple attack penalty does not increase until it has
made both attacks. The target is off-guard for the second Strike. The target
creature then gets a sense for the erratic movement and becomes temporarily
immune to Erratic Barrage for 1 day.
Induce Frenzy [one-action] (emotion) The broodpiercer floods the brain of its host creature
with adrenaline, amplifying the host’s hunger and numbing its pain to drive it into
an obsessive fugue. While frenzied, the creature gains a +2 circumstance bonus
to Will saves, temporary Hit Points equal to its level, and a +10-foot circumstance
bonus to its Speeds. The frenzy lasts for 1 minute, after which the host creature is
fatigued for 1 minute and can’t enter another frenzy for 1 minute.

129
The Impossible Chimera

Few creatures in my recent travels inspired as much record of this unexpected encounter. But as soon as I
confusion and awe as chimeras. This apparent turned my head away from the creature, they struck the
impossibility fuses characteristics of many animals, each ship violently. The chimera was likely testing the strength
deadlier than the last, resulting in truly unique creatures of the vessel, as it merely rocked a little to one side, but I
without equal. I felt honored in encountering what grew more worried when a frozen cascade emerged from
might be a previously unknown species, which I have the witchwarg head to coat our dirigible in ice. Before
dubbed greater chimeras, not to diminish the majesty of we could react, the chimera circled the ship, and their
previously documented examples, but to provide a useful roc head emitted a screech so powerful it caused my very
distinction to explorers encountering these animals for bones to vibrate painfully. These successive attacks were
the first time. certainly concerning, but ultimately futile at stopping
our ship.
Greater Chimeras We eventually repelled and escaped the creature, but
While flying over a deep canyon, we were approached this unusual display made me realize that this chimera
by a curious and magnificent winged beast who matched was truly unique. Most previously documented
our ship’s speed and mirrored our movements. As the chimeras were not described as possessing abilities
creature drew closer, Telero quite quickly identified it outside the physical capabilities of the head itself, a
as a chimera of some kind from their leonine body and fact confirmed in my conversation with a reputable
sharp claws, but with the most unusual heads: a green- trainer a few weeks later. Yet, this one summoned
scaled viper whose fangs dripped with poison, a regal arctic winds and emitted sounds well beyond what a
roc head with keen eyes, and the white-furred head of typical beast can produce. I don’t think this is a mere
a witchwarg. accident or product of magical experimentation, but
Initially, the chimera seemed merely intrigued by our instead the result of this being a merely new type of
presence, possibly wondering about our intentions. chimera only previously heard about in legends. In my
Before we could initiate communication, the creature encounter, each head of a greater chimera seemed to
became increasingly agitated, hissing and howling, possess the more unusual abilities of the creature it
yet they kept their distance. I presumed it was an resembled. I cannot say how powerful these abilities
intimidating display meant to warn us that we were are in comparison to their traditional form, and I must
flying over their territory, so I took a few steps back and admit my crew and I aren’t eager to conduct further
asked Charikleia to retrieve her sketchbook to make a tests anytime soon.

130
Unparalleled Resilience Modern chimeras engage in courtship behavior
The very nature of a chimera poses truly fascinating similar to those of other animals. Courtship feeding
questions: do they have separate organs for each head or behaviors are extremely common among chimeras and Foreword: My
are they shared? Are the heads able to think and operate heavily resemble those of the common robin, were it not Quest for the
independently, or is a common nervous system moving for the fact that the food being offered is more varied Wardens
them as if they were specialized limbs belonging to a and of much larger size. Chimeras, male and female in
single body? While I don’t intend to investigate their equal measure, bring large carcasses to their prospective The Zoetrope
unique anatomy more thoroughly, I have encountered mates, along with offerings like rare seedlings, insects, or and its Crew
an example of this beast’s incredible resilience and the most tender of grasses, based on the unique dietary Techniques and
versatility. needs dictated by the chimera’s heads. If the courtship is Tricks
As we briefly landed in Isger to perform some minor successful and the two mates are compatible, there is a Services and
repairs, I witnessed the most remarkable of sights on good chance that they will reproduce. Supplies
a stroll: a chimera with a dead head still intact and Chimera clutches rarely exceed three eggs, each
attached! In this case, the head was that of a common resembling a weathered rock. The parents share the duty Golarion’s
goat, but its state was obvious. Its glassy eyes, a lack of gathering food and guarding the nest from predators Menagerie
of movement, and swaths of rotting flesh all spoke to a throughout the first year. Hatchlings usually inherit their Creature
complete lack of a vital spark or undead reanimation. heads from their parents, but reports of heads different Adjustments
I must have made some noise as I attempted to jot from both direct parents have been recorded. Rearing A
down a few notes for posterity and caught the beast’s their young is a short and brutal affair; weak chimera B
attention. No longer lolling limply on the side, the dead cubs rarely reach adulthood. Although outwardly cruel C
head turned to focus on me. As it bleated (possibly as a and indifferent to the fate of those who lack promise, D
warning to the other heads?), vile ichor flew everywhere. the parents dote over the strongest offspring to ensure
E
The goat head was undoubtedly a corpse, yet it moved. their survival. Within a year, the family unit disbands,
Even worse, the entire chimera was determined to make the child now a possible competitor for resources. F
a meal out of me! G
We quickly took off to the skies, grateful that the Social Structure H
beast was more interested in finding easier prey than Chimeras organize in prides as needed, often to tackle M
picking a fight with the Zoetrope and our stalwart crew. dangerous foes, but are otherwise mostly solitary. When R
I spoke with Dr. Pom and she confirmed my suspicions: part of a pride, chimera behavior resembles that of
S
the goat head was indeed undead. The head was still lions, with the entire group sharing the responsibilities
part of the whole, yet it seemed to remain dormant most for hunting, but unlike a traditional pride, child-rearing T
of the time. New muscle mass must have been created remains the responsibility of individual parents. U
to hold the head and move it, which makes me suspect One of the chimeras, usually the strongest, assumes a V
that the chimera’s unique physiology might be able to position of leadership in the pride. The exact composition W
withstand mortal wounds. I hope to return to investigate of a chimera’s heads might play a part in which member
The Wardens of
the site again after finding the wardens to locate this takes on this role, but chimeras aren’t necessarily
the Wild
particular creature. I should be able to recognize them subservient to a specific variety of head. Cunning,
by the additional dewclaw on their right forelimb. I viciousness, and strength are the true determining Epilogue: A
wonder what I will find: the undead goat head, a healthy factors for assuming leadership. Many prides are led by Journey’s
rejuvenated head, a completely new head in its place, or powerful females, although this isn’t an absolute rule. Conclusion
something else entirely? Prestige within a social group is often measured by Glossary & Index
the amount of destruction an individual has caused.
Courtship and Child Rearing Chimeras are intelligent beasts, so they are known for
Some religious scholars state that Lamashtu, the Mother using flight and other abilities to ambush unsuspecting
of Monsters, had a role in the creation of the first prey. They have also been seen creating crude traps to
chimera. Even if true, this fascinating creature has over either corral their prey or cause their direct demise.
time become a more conventional beast—although the For instance, a chimera might camouflage a natural pit
term “conventional” is used in its loosest meaning when behind a relocated bush or weaken a tree enough so that
talking about chimeras, of course. it can be pushed down to crush a larger foe.
In my journey, I made many inquiries about the While chimeras possess the gift of speech, they don’t
behaviors of the modern chimera, speaking to researchers seem fond of using it except to taunt, mock, or intimidate
and trainers of exotic animals at every opportunity. humanoid foes. When a disagreement happens between
While this often cost me quite a few silver pieces, it members of a pride, it is not solved through words, but
allowed me to collect a wealth of information about via a contest of brute strength. This is often followed by
the behaviors of this intriguing beast, which is worth its the death or exile of the loser or by the pride splitting
weight in gold. into two independent social units.

131
Chimera
The chimera heads presented below can replace one or more of the heads in
the chimera stat block presented in Monster Core. To do so, use the Strike
entry listed in the replacement head instead of the one in the original stat
block; if you replace the dragon head, you must remove the creature’s Dragon
LOSING A HEAD Breath ability. However, each of the new heads below grants new abilities.
A chimera can continue to live even
with a deceased head attached to Chimera Heads
its body. Curiously, the creature’s
unique physiology reanimates the Ankhrav Head
decomposing flesh for the remainder Ranged [one-action] acid spit +20 (range increment 30 feet), Damage 2d10+9 acid
of the chimera’s life. Some so-called Spray Acid [two-actions] (acid) The chimera spews acid in a 30-foot cone, dealing 9d6 acid
greater chimeras can also create an damage to all creatures in the area (DC 26 basic Reflex save). The chimera can’t
incorporeal duplicate of a head that has use Spray Acid again for 1d4 rounds.
been severed within a day of its loss—a
dreadful thought! Hippogriff Head
Melee [one-action] hippogriff beak +22 (fatal d10), Damage 2d6+9 piercing
Rend [one-action] hippogriff beak

Rotting Animal Head


Ranged [one-action] virulent spit +18 (poison), Damage 3d8+4 poison plus chimeric rot
Chimeric Rot (disease) When the chimera hits a creature with virulent spit they must
succeed a DC 26 Fortitude saving throw or become sickened 1.

Snake Head
Melee [one-action] snake fangs +20 (agile, reach 10 feet), Damage 2d8+7 piercing plus Grab
Constrict [one-action] 2d8 bludgeoning, DC 24

Snapping Turtle Head


Melee [one-action] snapping jaws +20, Damage 2d10+9 piercing
Deep Breath The chimera can hold its breath for 1 hour.

Wolf Head
Melee [one-action] wolf jaws +20, Damage 2d8+9 piercing plus Knockdown
Leader of the Pack The chimera’s wolf jaws attacks deal 1d6 extra damage to prone
creatures.

Greater Chimera Heads


A greater chimera can have any combination of three heads chosen from
the options below, each granting additional abilities inherent in the original
creature.

Adult Dragon Head


Melee [one-action] dragon jaws +27, Damage 4d6+8 piercing plus 4d6 energy damage (see
Draconic Bite)
Draconic Bite A greater chimera’s dragon head deals and extra 4d6 damage of a type
matching the damage dealt by its Dragon Breath.
Dragon Breath [two-actions] The greater chimera deals 12d6 damage to all creatures in a 30-foot
cone (DC 33 basic Reflex). This breath deals either acid, cold, electricity, fire, force,
mental, sonic, or spirit, depending on the kind of dragon head the greater chimera
possesses. The greater chimera can’t use Dragon Breath again for 1d4 rounds.

Cave Worm Head


Melee [one-action] worm jaws +27 (reach 10 feet), Damage 3d10+8 piercing plus Grab
Swallow Whole [one-action] (attack) Large, 3d10+8 bludgeoning, Rupture 24; the target must
be grabbed by the greater chimera’s worm jaws.

132
Emperor Cobra Head
Melee [one-action] emperor cobra fangs +27, Damage 3d8+12 piercing plus chimeric venom
Chimeric Venom (poison) When the greater chimera critically hits a creature with Foreword: My
emperor cobra fangs, it deals an additional 6d6 persistent poison damage. Quest for the
Wardens
Phantasmal Beast Head HOW DOES THAT WORK?
Melee [one-action] phantom slam +27 (agile, finesse, magical), Damage 3d8+8 void I don’t understand these strange The Zoetrope
Incorporeal Features The greater chimera gains resistance 5 to all damage (except beasts, with three heads but only one and its Crew
force, spirit, and damage from Strikes with the ghost touch property rune). stomach. We were trying to escape Techniques and
from one of the vile things the other Tricks
Screeching Roc Head day, and it was only by good luck Services and
Melee [one-action] beak +26 (deadly d10), Damage 3d10+8 piercing that one of the heads was a snapping Supplies
Ear-splitting Screech [two-actions] (auditory, sonic) The screeching roc head emits a harsh cry turtle—Telero was able to throw in some
that deals 9d6 sonic damage (DC 26 basic Fortitude save) in a 30-foot emanation. sleeping kelp, and though the two Golarion’s
It can’t use Ear-splitting Screech again for 1d4 rounds. other heads ignored it, the turtle ate it Menagerie
Powerful Wings The greater chimera’s fly Speed increases by 10 feet. right up and the whole dear fell right Creature
to sleep. I’ll have to harvest some more Adjustments
Witchwarg Head the next time we’re out. A
Melee [one-action] witchwarg jaws +25, Damage 2d12+8 piercing plus 1d12 cold and B
Knockdown C
Freezing Breath [two-actions] (cold, primal) The greater chimera breathes a cloud of frost D
in a 15-foot cone that deals 9d10 cold damage (DC 33 basic Reflex save). The
E
greater chimera can’t use
Freezing Breath again for F
1d4 rounds. G
H
M
GREATER CHIMERA R
 CREATURE 13
S
RARE HUGE BEAST
Perception +23; darkvision, scent T
(imprecise) 30 feet U
Skills Acrobatics +22, Athletics +27, Stealth +27 V
Str +8, Dex +4, Con +5, Int –2, Wis +3, Cha +1 W
AC 33; Fort +26, Ref +23, Will +20
The Wardens of
HP 235
the Wild
Multiple Reactions A greater chimera gains 2
extra reactions each round that it can use only to Epilogue: A
make Reactive Strikes. It must use Journey’s
a different head for each reaction, Conclusion
and it can’t use more than one on Glossary & Index
the same triggering action. If it loses
one of its heads, it also loses one of these extra
reactions.
Three-Headed Any ability that would sever a greater chimera’s head (such
as a critical hit with a vorpal weapon) severs one head at random. Losing a
head doesn’t kill a chimera (as long as it has at least one head left), but it does
prevent it from making Strikes with the lost head or using any abilities granted
by the head.
Reactive Strike [reaction]
Speed 25 feet, fly 40 feet
Melee [one-action] claw +25 (agile), Damage 3d8+8 slashing
Three-Headed Strike [two-actions] The greater chimera makes a Strike with each of its
heads, each at a –2 penalty and targeting a different creature. These Strikes count
as only one attack for the greater chimera’s multiple attack penalty, and the
penalty doesn’t increase until after it has made all three attacks.

133
Crying Cicada
These small insects are a nuisance and danger to small villages within Brevoy,
taking over entire forests and blending in with the foliage. Also known as
calling beetles, due to their ability to mimic and repeat the voices of their
previous victims, crying cicadas wait for passersby to lure into the trees,
ECHOING CRIES fascinating their victims with their cries before fluttering their wings to
lythea was singing one day on the release toxic dust. Once a target is near death, crying cicadas will take flight
deck like she usually does from the trees and land on the body to feed.
especially around sunset The scale dust of crying cicadas can be turned into an effective ingested
and then i heard her cry out for poison, but obtaining a cicada and harvesting these scales is so dangerous that
help from the forest most would-be poisoners simply die in the process. Even finding the insects is
dangerous enough; crying cicadas’ natural stealth and dark coloration make
i worried her little sea had tipped over them difficult to locate among the trees of a forest, and following their cries
and was dashing for the tree line often leads one to fall victim to the very creatures they’re hunting.
but then telero lobbed a smokestick The longer a colony of crying cicadas stays in a forest, the wider their
into the trees and the crying stopped collection of cries grows. Often, a young colony will be able to replicate only
the sounds of small, dying creatures, but larger, more established colonies
it was one of these cursed cicadas will have the ability to mimic the sounds of children and dragons.
im glad we dont have them below the
surface CRYING CICADA CREATURE 3
can you image what it would be with SMALL ANIMAL
tunnel echoes Perception +11; darkvision
Skills Deception +12, Stealth +10, Survival +8
Str +2, Dex +4, Con +5, Int –5, Wis +1, Cha +3
Wings Flat When the crying cicada is still and perched on a tree, it blends
seamlessly into the environment. It has an automatic result of 30 on
Deception checks and DCs to pass as part of the tree.
AC 19; Fort +10, Ref +12, Will +7
HP 48; Immunities poison
Speed 15 feet, fly 30 feet
Melee [one-action] proboscis +9, Damage 1d8+5 piercing plus 1d4 poison
Melee [one-action] slam +9, Damage 1d6+4 bludgeoning plus crying cicada
poison
Crying Cicada Poison (inhaled, poison) Saving Throw DC 19
Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage
plus slowed 1 (1 round); Stage 2 1d6 poison damage plus slowed 2 (1
round); Stage 3 2d6 poison damage plus slowed 2 and stupefied 1 (1 round).
Sob [one-action] (auditory, emotion, mental) The crying cicada mimics the noise of a
wounded animal or crying child. Non-cicada creatures within a 150-foot emanation
must attempt a DC 19 Will save or be distressed by the pleas for help. The effect
lasts for 1 round, but if the cicada uses this ability again on subsequent rounds, it
extends the duration by 1 round for all affected creatures. Once a creature succeeds
at any save against Sob, that creature is temporarily immune to Sob for 24 hours.
Success The creature is unaffected.
Failure The creature believes an animal or child needs help somewhere nearby.
The creature is fascinated, and it must spend each of its actions to Seek or move
closer to the cicada as expediently as possible, while avoiding obvious dangers.
If the creature is adjacent to the cicada, it stays still and doesn’t act.
Steal Voice [two-actions] (auditory) Requirements An enemy creature has spoken since the
crying cicada’s last turn; Effect The crying cicada learns and mimics the sound
of its opponent’s voice. It can’t make new sentences, but it can choose to repeat
select parts of the phrases it has heard. All non-cicada creatures within 30 feet,
other than the owner of the stolen voice, must succeed at a DC 19 Will save to
disbelieve the mimicry.
Wing Flurry [one-action] The crying cicada beats its wings together, exposing all creatures
within a 10-foot burst to crying cicada poison.

134
Decapod dinghy
Decapod dinghies are massive crabs indigenous to the Okaiyo Ocean that
often assist the local humanoids with transportation. They can understand Foreword: My
Thalassic and are instantly recognizable by the colorful anemones they carry Quest for the
on their backs and in their front claws. Athamarus and merfolk are common Wardens
sights atop decapod dinghies, lounging comfortably amidst the anemones THE UNDERWATER FERRY
and sharing food with their hosts. Oh, a decapod dinghy! I haven’t been on The Zoetrope
This peaceful cooperation is indirectly caused by the legendary crustacean one since I was a little girl. I remember and its Crew
Tehialai-Thief-Of-Ships. Since Tehialai’s rampages are a constant threat in my town had a wonderful little patch Techniques and
the Okaiyo, the ancestors of the decapod dinghies bonded with other marine of anemonies on the outskirts where Tricks
life to survive. Decapod dinghies’ relationship with anemones is particularly the local wavecallers could always Services and
tight, using the small creatures as poisonous extensions of their own bodies coax a decapod dinghy when a group Supplies
and using their response to movements in the water to compensate for the of people needed to make it into the
decapod dinghy’s otherwise poor vision. In a region wracked by Tehialai’s city. I have to say, it’s a little strange to Golarion’s
storms, everyone needs to band together, after all. have some colorful tendrils block your Menagerie
view for a second, and then you’re in Creature
DECAPOD DINGHY CREATURE 8 the next town over, but truly there’s Adjustments
GARGANTUAN AMPHIBIOUS BEAST no better way to travel for short jaunts A
Perception +16; tremorsense (imprecise) 30 feet, wavesense (imprecise) 30 feet about the sea! B
Languages Thalassic (can’t speak any language) C
Skills Acrobatics +15, Athletics +18, Nature +17, Stealth +15 D
Str +7, Dex +3, Con +4, Int –2 Wis +3, Cha +0
E
All Aboard A decapod dinghy can carry up to 30 Bulk of creatures or unattended
items on their back, such as five Medium creatures. The anemones’ gentle hold F
on the passengers is sufficient in most situations, but while in combat, those G
passengers are slowed 1 if they want to take other actions while remaining on the H
decapod dinghy’s back. M
AC 28; Fort +18, Ref +15, Will +15 R
HP 145; Weaknesses bludgeoning 5; Immunities poison
S
Protect Passenger [reaction] Trigger An enemy within 20 feet damages one of the decapod
dinghy’s passengers; Effect The decapod dinghy’s anemones lash out for a tentacle T
Strike against the triggering creature. U
Speed 30 feet, climb 25 feet, swim 25 feet V
Melee [one-action] claw +19 (reach 10 feet), Damage 2d8+7 slashing plus 2d6 poison W
Melee [one-action] tentacle +19 (poison, reach 20 feet), Damage 5d6 poison plus Grab
The Wardens of
Anemone Transport [three-actions] (primal, teleportation) The decapod dinghy and all their
the Wild
willing passengers teleport to a patch of anemones within 10 miles large enough
for the decapod dinghy to stand among them. Although the decapod dinghy Epilogue: A
doesn’t need to see the location, they must have been Journey’s
there before. All creatures transported are temporarily Conclusion
immune to this ability for 24 hours. Glossary & Index
Inflate Anemones [one-action] The anemones on the decapod
dinghy’s back inflate, enveloping all passengers
and giving each passenger a +2 circumstance
bonus to AC until the beginning of the
decapod dinghy’s next turn.
Stinging Anemones [one-action] (poison) The
decapod dinghy’s anemones
sting any number of creatures
they choose among passengers
and those the decapod dinghy has
grabbed or restrained. The stings
deal 5d6 poison damage (DC 26
basic Fortitude save). On a failed save,
that creature is also enfeebled 2
for 1 hour.

135
Dinosaur
Dinosaurs are ancient animals, unchanged since the prehistory of Golarion.
While in the Inner Sea Region, they exist mainly in isolated or remote areas,
in other lands, such as the iruxi city of Droon, they are as common as any
horse or hunting hound.
MY OLD FRIEND
While some readers may think of Troodon
dinosaurs as quite rare, I invite Troodons stand roughly 3 feet tall and twice as long, with slender necks
you to visit Droon sometime. I and large, inquisitive eyes. Although they don’t fully understand language,
fondly remember my grandmother’s troodons have a remarkable talent for speech mimicry.
protoceratops, Lin. The old girl would
get a bit nippy for tree leaves after a TROODON CREATURE 1
long day, but there never was a more MEDIUM ANIMAL DINOSAUR
reliable pet to snuggle up with indoors Perception +9; low-light vision, scent (imprecise) 30 feet
during inclement weather. Skills Acrobatics +6, Athletics +5, Deception +8, Stealth +8, Survival +7
Str +1, Dex +3, Con +1, Int –4, Wis +2, Cha +3
AC 16; Fort +4, Ref +8, Will +5
HP 20
Speed 30 feet
Melee [one-action] jaws +8 (finesse), Damage 1d8+1 piercing
Melee [one-action] claw +8 (agile, finesse), Damage 1d6+1 slashing
Mimicry [one-action] The troodon repeats up to twelve words it heard in the last week. If it
succeeds at a Deception check against the listeners’ Perception DC, the sound
is indistinguishable from the original. The troodon can’t duplicate voice-based
abilities or spells, although it can mimic the verbal sounds of spellcasting.
Running Attack [two-actions] The troodon Strides and makes a claw Strike at any point during
that movement.

Protoceratops
Though it lacks the distinctive horns of its larger relative the triceratops, the
protoceratops is more than capable of holding its own in combat, using its
tail to knock enemies to the ground and its sturdy frill to turn away blows.

PROTOCERATOPS CREATURE 2
MEDIUM ANIMAL DINOSAUR
Perception +9; low-light vision, scent (imprecise) 30 feet
Skills Athletics +8
Str +4, Dex +2, Con +3, Int –4, Wis +2, Cha +1
AC 17; Fort +11, Ref +8, Will +6
HP 30
Frill Block [reaction] Requirements The protoceratops
is in its Defensive Posture; Trigger An adjacent
ally would take damage from a physical attack;
Effect The protoceratops partially blocks the
blow with its frill, reducing the damage by 5.
Speed 25 feet
Melee [one-action] head +10, Damage 1d8+4
bludgeoning
Melee [one-action] tail +10 (agile), Damage 1d6+4
bludgeoning plus Knockdown
Defensive Posture [one-action] The protoceratops tucks
PROTOCERATOPS in its head and presents its sturdy frill, granting
a +1 circumstance bonus to AC adjacent allies. The
protoceratops remains in its Defensive Posture until
the start of its next turn, but only grants the bonus while allies
remain adjacent.

136
Majungasaurus
The majungasaurus prowls in a crouched posture, carrying its bulk so low to
the ground it is eye-to-eye with its prey. Unlike most carnivorous dinosaurs, Foreword: My
the majungasaurus is primarily an ambush predator, patiently lying in wait Quest for the
for quarry to come within reach before bursting from cover with a signature Wardens
cry to attack. SURPRISINGLY STEALTHY
I can often lose myself in the act of The Zoetrope
MAJUNGASAURUS CREATURE 6 sketching, as the lines intersect and and its Crew
HUGE ANIMAL DINOSAUR whorl and form tangles on the page. Techniques and
Perception +12; low-light vision, scent (imprecise) 30 feet Why, just the other day I spent a Tricks
Skills Acrobatics +15, Athletics +16, Intimidation +14, Stealth +16 good half an hour engrossed in the Services and
Str +6, Dex +5, Con +4, Int –4, Wis +2, Cha +4 patterns of a velociraptor’s dorsal Supplies
Startling Roar When the majungasaurus rolls initiative using Stealth, it can attempt crest as it napped on a rock. That was,
to Demoralize each creature within 30 feet as a free action. Regardless of the until a majungasaurus erupted from Golarion’s
effect, each creature is then temporarily immune for 1 hour. the nearby foliage to snap at its prey. Menagerie
AC 23; Fort +14, Ref +17, Will +12 It was the first time I’d encountered Creature
HP 120 an ambush predator of this size—the Adjustments
Speed 25 feet encounter was one to remember, even A
Melee [one-action] jaws +16 (reach 15 feet), Damage 2d8+6 piercing plus Grab if I ruined my sketch when my brush B
Melee [one-action] foot +16 (agile), Damage 2d6+6 bludgeoning jerked across my book! C
Crack Bones [one-action] Requirements The majungasaurus has a creature grabbed in its jaws; D
Effect The majungasaurus deals that creature 3d8 bludgeoning damage (DC 24
E
basic Fortitude save). A creature that fails this save is clumsy 1 until it recovers
to full Hit Points. F
Frightened Prey Frightened creatures are off-guard to a majungasaurus. G
H
Carnotaurus M
This 2,000-pound predator lives up to its name by ramming its prey with its R
distinctive horns lowered, knocking them prone, and viciously tearing into
S
fallen victims before they can regain their footing. Do not
let its size fool you; this massive dinosaur is deceptively T
quick when charging a potential meal. Aggressive and U
highly territorial, a carnotaurus will not hesitate to V
hunt down and slay any creature unlucky enough to W
cross its path.
The Wardens of
the Wild
CARNOTAURUS CREATURE 7
HUGE ANIMAL DINOSAUR Epilogue: A
Perception +15; low-light vision, scent (imprecise) 30 feet Journey’s
Skills Athletics +18, Survival +14 Conclusion
Str +7, Dex +2, Con +4, Int –4, Wis +2, Cha +0 Glossary & Index
AC 24; Fort +17, Ref +15, Will +13
HP 145
Headbutt [reaction] Trigger A creature ends a move action within reach of
the carnotaurus’s horn Strike; Effect The carnotaurus makes a horn
Strike against the triggering creature.
Speed 30 feet
Melee [one-action] jaws +18 (reach 15 feet), Damage 2d10+9 piercing plus
vicious mauling
Melee [one-action] horn +18 (reach 15 feet), Damage 1d12+9 piercing
Powerful Charge [two-actions] The carnotaurus lowers its horns and surges toward a foe.
It Strides twice, then makes a horn Strike. If it moved at least 20 feet from its
starting position, the Strike’s damage is increased to 2d12+9 and knocks the CARNOTAURUS
target prone if successful.
Vicious Mauling The carnotaurus’s jaws Strike deals an additional 1d8
persistent bleed damage to prone targets.

137
Therizinosaurus
At first glance, the therizinosaurus, with its rotund, feathered body and
bird-like beak, strikes many observers as almost comical. This impression
tends to quickly fade at the sight of the creature’s claws, six wicked, scythe-
like blades capable of disemboweling a foe with a single well-placed slash.
TOOLS VS. WEAPONS Despite their intimidating appearance, these enormous claws are used
One may wonder how this creature primarily to separate tasty leaves and branches from the tops of the tall
is an herbivore! But I assure you, trees upon which the therizinosaurus feeds. Nonetheless, travelers through
dear reader, that some of the most a therizinosaurus’s territory are wisely advised to give the creature a wide
intimidating adaptations of the animal berth, less they wind up on the wrong end of its notoriously foul temper.
world were developed not as weapons,
but for any myriad of reasons. Not THERIZINOSAURUS CREATURE 9
unlike the bevy of knives, peelers, GARGANTUAN ANIMAL DINOSAUR
and scrapers hanging in Grefu’s Perception +18; low-light vision, scent (imprecise) 30 feet
kitchen (he appears to have a strange Skills Athletics +20, Survival +17
double-bladed contraption simply Str +7, Dex +1, Con +6, Int –4, Wis +3, Cha +0
for skinning vegetables!), the long AC 27; Fort +21, Ref +16, Will +16
claws of the therizinosaurus are used HP 210
mostly for feeding, though also like Speed 35 feet
Grefu’s many knives, they can serve Melee [one-action] claw +21 (reach 20 feet), Damage 2d12+7 slashing plus winnowing claws
as a potent defense in a pinch. Nature Stomp Pests [two-actions] The therizinosaurus stomps about, dealing 5d8 bludgeoning
is truly resourceful, each of its tools damage (DC 28 basic Reflex save) to each adjacent creature. Large or smaller
multipurpose! creatures who fail their save are also knocked prone.
Swiping Claws [two-actions] The therizinosaurus makes two claw Strikes against different
targets. Both attacks count toward its multiple attack penalty, but do not increase
the penalty until it has made both attacks.
Winnowing Claws Whenever the therizinosaurus successfully Strikes a Large or smaller
creature with its claw, it pulls that creature 5 feet toward it (10 feet on a critical hit).

Titanosaur
Titanosaurs are some of the largest land animals ever to
walk the surface of Golarion, massive sauropods that
can reach over 100 feet in length and weigh more than
80 tons. While typically content to focus on consuming
vast quantities of vegetation and ignore the presence
of smaller creatures, titanosaurs that feel threatened
can unleash destruction rivaling natural disasters.

TITANOSAUR CREATURE 16
GARGANTUAN ANIMAL DINOSAUR
Perception +27; low-light vision, scent (imprecise) 30 feet
Skills Athletics +34
Str +10, Dex +4, Con +9, Int –4, Wis +5, Cha +6
AC 38; Fort +33, Ref +28, Will +29
HP 370
Majestic Presence (aura, emotion, visual) 90 feet, DC 38.
Creatures of Huge size or smaller that enter the aura
must attempt a Will save. Regardless of the result of the
saving throw, the creature is temporarily immune to the
titanosaur’s Majestic Presence for 1 hour.
Critical Success The creature is unaffected.
Success The creature is fascinated by the titanosaur for
1 round.
THERIZINOSAURUS
Failure The creature is fascinated for 2 rounds.
Critical Failure The creature is fascinated for 1 minute.
Speed 30 feet

138
Melee [one-action] tail +32 (reach 30 feet), Damage 3d8+16 bludgeoning plus Improved
Knockdown
Melee [one-action] foot +32 (reach 15 feet), Damage 3d12+16 bludgeoning Foreword: My
Seismic Slam [two-actions] Frequency once per minute; Effect The titanosaur rears up on its Quest for the
hind legs before slamming its forelegs back on the ground with a thunderous crash, Wardens
creating a localized tremor with the effects of an earthquake spell centered on WHAT HAS SCIENCE DONE
itself, though the effect is non-magical. Fissures do not form under the titanosaur. Countless magical experiments have The Zoetrope
Sweeping Tail [two-actions] The titanosaur lashes its tail in a 30-foot cone. Creatures in the been performed to enhance animals and its Crew
area take 8d10 bludgeoning damage (DC 38 basic Reflex save). The momentum of or merge them into curious fusions Techniques and
the titanosaur’s swing then makes it off-guard until the beginning of its next turn. like the chimera. Numbering among Tricks
Trample [three-actions] Huge or smaller, foot, DC 38 the strongest unmodified animals, Services and
dinosaurs are often subject to these Supplies
Thruneosaurus Rex experiments. The survivors have
The unholy terror known as the thruneosaurus rex is not a natural beast. They become the subjects of local legends Golarion’s
were created by Chelaxian diabolists who sought to combine the ferocity of across Golarion. While there are Menagerie
dinosaurs with the power of Hell, infusing a clutch of tyrannosaurus rex already countless endemic species in Creature
eggs from Mediogalti Island with devil ichor and naming the monstrous Golarion, it is clear our interference in Adjustments
hatchlings after their patrons. Although few records and fewer survivors tell the natural order has created various A
exactly how the experiment went awry, the experimental subjects escaped, artificial creatures in the wild as well. B
and their descendants are now most often sighted in the Whisperwood in C
eastern Cheliax. D
E
THRUNEOSAURUS REX CREATURE 17
F
RARE GARGANTUAN BEAST DEVIL DINOSAUR UNHOLY
Perception +29; greater darkvision, scent (imprecise) 30 feet G
Languages Common, Diabolic (can’t speak any language) H
Skills Acrobatics +30, Athletics +35, Intimidation +30 M
Str +10, Dex +3, Con +6, Int –2, Wis +6, Cha +5 R
AC 39; Fort +31, Ref +25, Will +29
S
HP 290; Immunities fire; Weaknesses holy 15; Resistances
physical 15 (except silver) T
Frightful Presence (aura, divine, emotion, fear, mental) 90 U
feet, DC 38 V
Instinctive Teleportation [reaction] (divine, teleportation) Trigger W
The thruneosaurus takes damage from a holy effect;
The Wardens of
Effect The thruneosaurus teleports to an open space
the Wild
within 60 feet it can see, along with any creatures
it has swallowed whole. Epilogue: A
Speed 40 feet Journey’s
Melee [one-action] jaws +33 (magical, reach 20 feet); Damage Conclusion
3d12+16 piercing plus Grab Glossary & Index
Melee [one-action] foot +33 (magical, reach 15 feet); Damage 3d10+16
bludgeoning
Hellfire Blast [two-actions] The thruneosaurus channels sulfurous hellfire in
one of three ways. The thruneosaurus chooses the effect, but it can’t
make the same choice in two consecutive rounds.
• Blistering Sun (divine, fire, unholy) The thruneosaurus ignites an orb
of hellfire between its horns that radiates heat in a 30-foot emanation,
dealing 2d8 persistent fire damage.
• Choking Fumes (divine, poison, unholy) The thruneosaurus exhales a 60-foot
cone of sulfurous smoke that deals 6d8 poison damage (DC 38 basic Fortitude
save). Creatures that fail their saves are sickened 2.
• Fiery Beam (divine, fire, unholy) A 120-foot line of hellish flame erupts from the THRUNEOSAURUS REX
thruneosaurus’s eyes, dealing 6d10 fire damage (DC 38 basic Reflex save).
Swallow Whole [one-action] (attack) Huge, 3d12+10 bludgeoning, Rupture 40
Trample [three-actions] Huge or smaller, foot, DC 38

139
Dischoran
Dischorans are a group of predators who hunt via focused sound. Though
they possess protuberances that resemble eyes, these are actually auditory
sensory organs that can pick up even the slightest sound and are used to locate
prey with pinpoint accuracy.
SONIC DAMPENERS Only a few types of dischorans have been identified, but they all share
when baranthet first invited me onto unifying features: front-facing pseudo-eyes, deceptive speed, and ravenous
the zoetrope you wouldnt believe how hunger. Their sensitivity to noise combined with their ability to weaponize
loud the engines were sound are likely the primary reasons dischorans spend most of their time alone.

they wouldve spooked any animal we Morthak


tried to observe but by reshaping the Morthaks, being low, squat, and flat, resemble a crocodile rebuilt to dig like a
wing oscillators to follow the ratio of mole. At home beneath vast meadows and plains, the only sign of their passing
morthak claws pinky to thumb are the earthen mounds they leave behind when they emerge to hunt. Those who
the noise is almost completely canceled encounter them in the wild speak of the sub-aural rumble they produce as they
disintegrate the earth with sonic blasts, a sound that’s felt rather than heard.
i sometimes even take naps in the engine
room and wonder how many of our MORTHAK CREATURE 4
inventions could be made more efficient MEDIUM BEAST
by following the designs that nature has Perception +12; no vision, sensitive echolocation (precise) 90 feet
already prototyped out for us Skills Acrobatics +10, Athletics +13, Stealth +12
Str +5, Dex +2, Con +4, Int –3, Wis +2, Cha +1
Sensitive Echolocation The morthak can use its hearing as a precise sense with the
listed range. If the morthak takes sonic damage beyond its resistance, its senses
are overloaded and all creatures are concealed from it for 1 round.
AC 20; Fort +14, Ref +10, Will +10
HP 70; Immunities visual; Resistance sonic 5
Auditory Swipe [reaction] Trigger A creature within the morthak’s reach uses an auditory
action; Effect The morthak makes a claw Strike against the triggering creature.
Speed 20 feet, burrow 30 feet
Melee [one-action] jaws +13, Damage 2d8+5 piercing
Melee [one-action] claw +13 (agile), Damage 1d6+5 slashing plus 1d6
sonic
Ranged [one-action] screech +10 (range 60 feet, sonic),
Damage 4d6 sonic
Shattering Scrape [two-actions] (sonic) The morthak
makes a claw Strike against a creature wearing
stone or metal armor. If the Strike hits and the
armor’s Hardness is 12 or lower, that armor is broken.

Drthak
Drthaks are aquatic predators with long trailing fins that are
rarely seen, clinging to coasts and estuaries where the high silt
content makes them practically invisible to predators and prey alike.
Some have been known to come inland, tracking their prey miles
upriver before striking. The underwater environment alters the typical
dischoran hunting behavior, with drthaks creating bubbles that implode
to stun prey.

DRTHAK CREATURE 6
LARGE BEAST
Perception +15; no vision, sensitive echolocation (precise) 120 feet
MORTHAK Skills Athletics +16, Stealth +17, Survival +13
Str +4, Dex +5, Con +4, Int –3, Wis +3, Cha –1
Deep Breath The drthak can hold its breath for about 2 hours.
Sensitive Echolocation As morthak.

140
AC 23; Fort +14, Ref +17, Will +11
HP 110; Immunities visual; Resistance sonic 5
Auditory Hunter [reaction] Trigger A creature within 15 feet uses an auditory action; Effect Foreword: My
The drthak Strides or Swims towards the creature. Quest for the
Speed 20 feet, swim 40 feet Wardens
Melee [one-action] jaws +16, Damage 2d8+4 piercing plus Grab REGIONAL SONG
Ranged [one-action] screech +17 (range 60 feet, sonic), Damage 4d6 sonic plus resonant jaws It might seem to many that dischorans The Zoetrope
Bubble Burst [two-actions] (sonic, water) Requirement The drthak is underwater; Effect The unleash bursts of simple noise, but and its Crew
drthak uses sonic power to push aside water in a 30-foot emanation, which then did you know that their songs differ Techniques and
collapses in a crushing torrent. All creatures in the area, other than the drthak, by region? The drthaks we’ve had Tricks
take 3d10 bludgeoning damage (DC 24 basic Fortitude save). to fend off back home tend to open Services and
Pull Under The drthak can Swim at half Speed while it has a creature grabbed or with a staccato triplet of high notes, Supplies
restrained in its jaws, carrying the creature along with it. whereas the male drthak we recently
Resonant Jaws When the drthak misses a screech Strike against a creature grabbed observed off the Ironbound Archipelago Golarion’s
or restrained in its jaws, it deals that creature 2d6 sonic damage. used a low drone. Curiously, his mate Menagerie
used the same “ee-EE ee” I remember Creature
Soniphak being warned about in my childhood—I Adjustments
Often mistaken for drakes, soniphaks glide above rocky or barren ground, wonder if perhaps she’s found herself A
picking out prey with their hearing. A hunting soniphak disables its targets far from home as well. B
with concentrated bursts of sound before snatching them up and feasting C
on the move. Despite being able to speak, soniphaks are no more social D
than other dischorans, generally responding to even the quietest attempts at
E
communication with destructive shouting.
F
SONIPHAK CREATURE 9 G
HUGE BEAST H
Perception +21; no vision, sensitive M
echolocation (precise) 120 feet R
Languages Draconic
S
Skills Acrobatics +19, Athletics +20,
Survival +17 T
Str +7, Dex +6, Con +4, Int –2, Wis +4, U
Cha +1 V
Sensitive Echolocation As morthak. W
AC 27; Fort +21, Ref +21, Will +15
The Wardens of
HP 180; Immunities visual; Resistance
the Wild
sonic 10
Disruptive Screech [reaction] Trigger A creature Epilogue: A
within 30 feet of the soniphak Journey’s
uses an auditory action; Effect The Conclusion
soniphak makes a screech Strike against Glossary & Index
the triggering creature. This disrupts a
triggering concentrate action if the Strike is
a critical hit.
Speed 20 feet, fly 50 feet
Melee [one-action] jaws +19 (reach 15 feet), Damage 3d8+9 piercing
Melee [one-action] claw +19 (agile), Damage 3d6+9 slashing plus Grab SONIPHAK
Ranged [one-action] screech +19 (range 60 feet, sonic), Damage 6d6 sonic plus aftershock
Aftershock Whenever a soniphak hits with a screech Strike, feedback deals each
creature the soniphak has grabbed or restrained 1d6 sonic damage.
Shattering Scream [two-actions] (sonic) The soniphak can focus its screech at a stone or rock
surface within 60 feet to create an explosion in a 15-foot burst from the point of
impact. Creatures in the area take 5d6 piercing damage (DC 28 basic Reflex save),
and the area becomes difficult terrain due to fragments of loose stone.
Snatch The soniphak can Fly at half Speed with a creature grabbed or restrained in
its claws, carrying that creature along with it.

141
Elemental Birds and the Power of the Storm
The elements have a life of their own. I have always From Chaos, Creation
believed that birds embody these elements particularly We arrived after one peak’s eruption had begun. The
well—phoenixes, thunderbirds, and tidehawks to name air was thick with ash and highly turbulent, keeping
a few—but each of these creatures is so different from us a considerable distance from the active volcano.
one another. They make their homes in different habitats Truthfully, these skies were no place for mortals, and
and approach life with such different philosophies that even the ash-dusted slopes radiated a deadly heat that
they rarely meet without clashing. boiled spattering rain into wisps of steam.
My question, dear reader, has always been about the We watched a clump of magma harden into a rocky
connection between these birds. Most sources say there teardrop as it was flung into the air, arcing near us
is no doubt the three creatures have a common ancestor. in its flight. An errant bolt of lightning destroyed the
What could that creature be? And does it still live? rock, making the ashen sky a field of white, save for the
silhouette of folded wings. We’ll never know if the great
The Fury of the Past bird was saving us from danger or simply playing for its
I needed to trace the birds back to their commonalities own amusement, but I knew it was a chaos falcon.
for an answer. The Zoetrope could not take us back in As the gouts of earthen fire slowed, the weather around
time, but my studies could, and I soon found several us calmed, and I at once understood how each of the
similarities within a handful of creation myths. In ages elemental birds had come into its own. Fire scorched the
past, the world was said to be in an everlasting tempest. land below us, removing all vegetation and evaporating
Volcanoes spat fire into the sky, lightning jumped streams and ponds; it brought to mind the searing heat
between clouds of ash, and sharp ice fragments whipped of the desert sun under which a phoenix is reborn.
through the wind. It was the storm from which all other This fiery heat caused vast thunderheads to form. They
storms were born. How fitting would this primordial swirled about the mountaintops, the wind whipping like
tempest be as the birthplace of the species of elemental the best thunderbird nesting habitats. The ash still in the
bird from which the others evolved? air collected water, and a rainstorm began. The water
I searched volcanoes for the creatures known as chaos pooled on the cooling ground, creating streams, then
falcons, waiting for a violent eruption to give me a rivers, finally draining into the sea toward the realm of
glimpse into the world of the past. It was in the Kullan tidehawks. Each element had created its own habitat,
Dei mountains that I at last found it. and in each I could see the spirit of an elemental bird.

142
Elemental Bird, Chaos Falcon
The extreme weather that gives birth to chaos falcons grants them a mix of
abilities not found in other elemental birds. To them, lightning is as natural Foreword: My
as fire and heat as comfortable as cold. The variability of their attacks makes Quest for the
them dangerous, even for the well prepared. Wardens
Like their elemental cousins, chaos falcons are often the harbingers of SUCCESSION THROUGH CHAOS
storms. They’re also seen as omens of volcanic activity, as they will travel While it’s well established that chaos The Zoetrope
across great distances to play and dance in the resulting eruption. Between falcons have great capacity for and its Crew
this association and their tendency to rain both fire and ice, their presence is destruction, especially in geologically Techniques and
considered dangerous by nearby settlements. active areas (Aras & Kirisiel, III), it Tricks
Fortunately, chaos falcons are solitary birds that prefer to stay away from appears this destruction actually Services and
the noise of civilization. They nest in volcanic vents or areas with geothermal catalyzes succession events in their Supplies
activity, relying on the heat of the earth to incubate their eggs while hunting in given habitats. First, clearing stagnant
the wilderness nearby. Unless their peace is disrupted or their safety threatened, growth with flame, then enriching the Golarion’s
they’re unlikely to attack creatures that move through their habitat. soil with lightning (see Lepidstadt report), Menagerie
and then finally bringing nourishing Creature
CHAOS FALCON CREATURE 10 rain. A following paper should examine Adjustments
RARE HUGE AIR BEAST ELECTRICITY FIRE WATER the species that follow a chaos falcon A
Perception +18; darkvision, stormsight emergence to identify common traits, B
Languages Common, Sussuran though the birds’ rarity... hmm... C
Skills Acrobatics +22, Athletics +19, Nature +19, Stealth +19 D
Str +5, Dex +7, Con +3, Int +4, Wis +4, Cha +3
E
Stormsight Wind, precipitation, and clouds don’t impair a chaos falcon’s vision; they
ignore the concealed condition from storms, mist, precipitation, and the like. F
AC 29; Fort +19, Ref +22, Will +16 G
HP 180; Resistances fire 10, electricity 10, cold 10 H
Storm Nexus (aura, primal) 15 feet, 3d6 fire, DC 26 basic M
Reflex save. The chaos falcon is surrounded by a R
cloud of volcanic ash, lightning arcing within
S
the cloud as it glows hot in some areas
and collects ice in others. A chaos falcon T
can change the damage type of this aura to U
cold, electricity, or fire as an action, which has the V
concentrate trait. W
Speed 25 feet, fly 50 feet
The Wardens of
Melee [one-action] beak +21 (reach 10 feet), Damage 3d10+10
the Wild
piercing
Melee [one-action] talon +21 (agile), Damage 3d6+10 Epilogue: A
slashing Journey’s
Ranged [one-action] bolt +23 (range 120 feet), Damage 6d6 Conclusion
fire plus storm bolt Glossary & Index
Dive-bomb [two-actions] (earth, fire, primal) Requirements The
chaos falcon is Flying; Effect The chaos falcon Flies
twice straight down. If they reach the ground or a
similarly solid object at the end of this movement, their
landing shatters that surface into sharp shards and
droplets of molten stone deal 4d6 fire and 3d8
piercing damage (DC 26 basic Reflex save) to
all other creatures within 20 feet.
Flash Storm [one-action] (air, water, primal) Water condenses
around the ash particles in the chaos falcon's 15-foot aura, pelting everything
beneath it with driving rain. Creatures in that area must succeed at a DC 26 Reflex
save or be pushed 20 feet down, falling prone if they start or end this movement
on the ground.
Storm Bolt The chaos falcon's bolt Strike always deals the damage type of their
storm nexus aura.

143
Ethereal Wildlife: A Blurring of Taxonomic Lines
With the onset of a particularly vicious thunderstorm, were pleased with her politeness but kept their distance.
we had the occasion to spend some time in a small The explorer dozed as the storm raged on, not seeing
Mauxi village located in the shadow of the Barrier when a hungry snake emerged from the brush, looking to
Wall in the northern reaches of the Mwangi Jungle. The make a meal out of her. Before the serpent could strike,
residents of Otolous welcomed us warmly, for by chance one of the apes suddenly appeared on the ground, beating
we arrived only one day before a local festival that their chest and scaring it off. The explorer was amazed to
celebrated a family of creatures that lived in the nearby see the ape suddenly in front of her, not seeming to cross
jungle. Naturally, I wanted to know more! The village the space between. After the rain stopped, the explorer
leader described them as “ghost apes,” which piqued would return to the tree time and again, striking up a
my curiosity even further. I recalled reading about one friendship with the apes and eventually establishing a
of these elusive and intelligent beasts but assumed the home nearby.
chronicler was describing a rare genetic offshoot of
gorillas or a unique great ape that had been affected by A Truth in the Tale
magic. Little did I realize that both suppositions were While the legend was likely mostly apocryphal (as
partially true! many legends are), I couldn’t help but be intrigued by
The next night, we participated in the grand jubilee, its details. I asked around the village to see if anyone
which featured delicious food and drink, dancing, and had any personal interactions with present-day ghost
storytelling. While the rest of the crew were enjoying apes. What did they look like? Were they intelligent?
themselves, I made sure to pay close attention to the Did they have any unusual abilities? Everyone I spoke
tales being told about the ghost apes. In that vein, with reported similar stories of tawny-furred apes with
Otolous’s resident bard recounted a legend of how the beards whose shapes were sometimes slightly fuzzy
town was founded. around the edges, as if they weren’t entirely solid. One
It began thus: During a period of heavy rain, a Mauxi hunter recounted a time where he saw a ghost ape go
explorer took shelter under the tallest tree in this area of from one end of a large clearing to another in the blink
the jungle, which happened to be the home of a pair of of an eye to bellow at a small pack of encroaching
massive ghost apes. As she dried herself off, the explorer leopards. Many had spoken to the apes, and though
caught glimpses of the creatures through the branches they seemed to understand, they didn’t say anything in
above and respectfully asked for their hospitality. The apes return. I had to find out more for myself!

144
The next day, with the permission of Otolous’s leaders, There is a realm connected to everything everywhere.
Charikleia, Telero, and myself ventured into the nearby The Ethereal Plane is laid over all existence like a misty,
jungle to seek out the ghost apes. True to their name, invisible blanket. It is the space between spaces through Foreword: My
they were difficult to spot. A rustle in the trees above which mortal souls pass on their ways to and from our Quest for the
was as likely to be a flitting bird. Noises in the distance mundane Universe. It is also the home to wandering Wardens
were difficult to identify. Tracks would lead to an open dreams and raw emotions. And though it is mostly empty
spot of ground and simply stop. After almost a week of and often used by spellcasters as a method of moving The Zoetrope
searching, I was ready to call it off. But then, something unseen from one place to another, the Ethereal Plane and its Crew
rather dramatic happened. is by no means uninhabited. The Great Beyond is an Techniques and
We had journeyed into the Barrier Wall’s foothills, inhospitable environment, but creatures can still evolve to Tricks
thinking if we could get to a higher vantage point, we survive there. It may be useful to think of the other planes Services and
might be able to locate the ghost apes from afar. (While as extreme biomes, similar to the deep sea or within a Supplies
we could have done the same thing with the Zoetrope, volcano’s caldera; the life that thrives there might be
I was unsure if the sound of the airship’s motors would different from any you or I are used to seeing. Golarion’s
frighten our subjects.) Telero lost his footing at the edge of Khibisa’s tale described a nomadic druid in days long Menagerie
a steep rise and began to tumble downhill. Charikleia and past whose dreams were so powerful they took form in Creature
I were momentarily frozen in shock. Suddenly, a hulking the Ethereal Plane while they slept. These dream beings Adjustments
white-chested ape appeared on the slope in Telero’s path weren’t long-lived, however, fading back into nothingness A
and arrested his fall. The ape carried our scout to safety, shortly after the dreamer awoke each morning. One B
while Charikleia and I, our minds once again working, day, the dreamer passed away, as all mortals must, but C
rushed down a nearby path to reach them. as their spirit passed through the Ethereal Plane, they D
Luckily, Telero was intact, apart from some minor dreamt one last time. Among these visions were many of
E
scrapes and bruises, and the ghost ape was still within the types of animals the dreamer had befriended during
sight. I called out, quickly explaining who I was and their life. But this time, the dreams persisted and were F
that we were seeking out their kind to further the cause eventually drawn into the Universe in the same types of G
of knowledge. That seemed to convince the ape to not places where their original counterparts lived. However, H
disappear into the tree line. With a rich, deep voice, the they still retained some of the Ethereal Plane’s nature. M
ghost ape told us his name was Khibisa and agreed to Ghost apes were one such animal. R
speak with us at greater length. Now, I am no planar scholar, but like the legend of
S
Otolous’s founding, I believe this myth to have a grain
Origins on the Ethereal Plane of truth at its core. T
Khibisa was relatively chatty, once he got to talking. I will U
spare you all the details, but we had a long conversation On the Other Varieties of Ethereal V
about his abilities, how his family has been watching Beasts W
over Otolous for decades, and what they believed was We thanked Khibisa for his time and returned to the
The Wardens of
the origin of their species. Zoetrope. I admit that I was in a rush to consult my
the Wild
As we had seen, ghost apes have the natural ability to library for accounts of other creatures like ghost apes
teleport—a talent that is usually reserved for spellcasters that had been dismissed as fanciful stories or considered Epilogue: A
and other wielders of magic. Khibisa couldn’t explain unique entities. Most obvious is the ether spider, which Journey’s
exactly how this movement worked; he described its use can step between the Universe and the Ethereal Plane Conclusion
as similar to “flexing a muscle.” Young ghost apes must as easily as spinning a web. I also discovered a report Glossary & Index
learn how to control this ability, like how baby birds must describing a chameleon in southern Garund that was
learn how to fly. Khibisa told an amusing story about capable of swallowing prey much larger than itself with
how his first attempt at teleporting deposited him several no ill effect. The author’s firsthand experience described
dozen feet above the tree he was in; fortunately, his father being pulled into its gullet and floating among a vast
was able to catch him before he hit the ground below. and starry haze. Another treatise from central Avistan
Khibisa also showed us how, with a moment of chronicles a group who angered what they thought was
concentration, he could cause the edges of his form to a conventional bear before escaping into a nearby cabin.
blur. This made him difficult to pinpoint at a distance, The bear then transformed into a cloud of mist to slip
but it apparently also protected him from some physical under the cabin’s door and continue its attacks.
harm. Again, this ability is innate for all Khibisa’s While each of these creatures dwells in different
family, and they instinctively understand how to enter environments and has different capabilities, I believe
this semi‑incorporeal state. I suspected that ghost ape they are linked due to their shared connection to
ancestors were subjected to some kind of extraplanar the Ethereal Plane. In time, I foresee the naturalist
influence in the distant past, and my theory was confirmed community uncovering even more examples of what I
when Khibisa told us of his family’s history. propose calling “ethereal wildlife.”

145
Ethereal Wildlife
The following animals all have ties to the Ethereal Plane.

Rift Chameleon
Rift chameleons are best known for their unsettling ability to swallow
HUNGRY PET creatures significantly larger than themselves, thanks to a digestive tract that
Baranthet brought back a chameleon connects to its own pocket of the Ethereal Plane. When two or more rift
from the Mauxi trip. Wanted to study chameleons remain in proximity for extended periods of time, their partially
it in the menagerie for a bit. The kid extradimensional nature begins to subtly warp the surrounding terrain.
asked me to take care of feeding it. Direction and distance become confused to all but the lizards, making it easy
Poor thing must have been starving. I for locals to get lost in places they once thought familiar.
swear, no sooner do I fill its dish than
the thing’s empty again, and it just RIFT CHAMELEON CREATURE 3
goes right back to eating. We’ll need to UNCOMMON SMALL BEAST ETHEREAL
stop to pick up more feed a whole two Perception +9; darkvision, scent (imprecise) 30 feet
weeks early. Languages Aklo; can’t speak any language
Skills Athletics +9, Stealth +10 (+13 to Hide), Survival +8
Str +4, Dex +2, Con +3, Int –2, Wis +1, Cha +3
Ethereal Camouflage A rift chameleon can Hide, even if it doesn’t have cover, but it
cannot be concealed from creatures on the Ethereal Plane.
AC 19, all-around vision; Fort +10, Ref +9, Will +8
HP 45
Speed 25 feet, climb 20 feet
Melee [one-action] jaws +11, Damage 1d10+4 piercing plus Grab
Melee [one-action] tail +11 (agile), Effect 1d8+4 bludgeoning
Melee [one-action] tongue +11 (reach 10 feet), Effect tongue pull
Extradimensional Gullet (extradimensional) The rift chameleon’s innards exist
partially on the Ethereal Plane, allowing it to swallow any number of creatures,
even ones larger than itself. Creatures that Escape or cut themselves free from
the chameleon’s stomach reappear in the Universe adjacent to the rift chameleon’s
position. Creatures cannot escape from the rift chameleon’s gullet using
teleportation effects unless those effects can also cross planar boundaries.
Flickering Dash [one-action] (occult, teleportation) Frequency once per round; Effect The
rift chameleon Strides twice. During this movement, it flits quickly between the
Universe and the Ethereal Plane, gaining resistance 5 to physical damage.
Swallow Whole [one-action] (attack) Large, 1d12+2 bludgeoning, Rupture 10 (page 213)
Tongue Pull Any creature hit by the rift chameleon’s tongue is pulled adjacent to the
chameleon. The creature is off-guard to the next Strike the rift chameleon makes
against it this round.

Ghost Ape
Ghost apes are reclusive and territorial creatures that usually reveal
themselves only when their homes are threatened. Most ghost apes will
first attempt to use their imposing presence and natural teleportation to
frighten and confuse their foes into fleeing. Ghost apes can speak but
aren’t particularly talkative, though they will, on rare occasions,
treat with those who approach them with respect. Ghost apes can
be powerful allies when motivated by a common cause, although
they tend to be suspicious of outsiders, and their trust isn’t easily earned.
RIFT CHAMELEON
GHOST APE CREATURE 4
UNCOMMON LARGE BEAST ETHEREAL
Perception +14; darkvision, scent (imprecise) 30 feet
Languages Aklo
Skills Acrobatics +10, Athletics +14, Intimidate +10, Stealth +12, Survival +12
Str +5, Dex +2, Con +3, Int –1, Wis +4, Cha +2

146
AC 20; Fort +14, Ref +10, Will +12
HP 65
Speed 30 feet, climb 30 feet Foreword: My
Melee [one-action] jaws +14, Damage 2d8+5 piercing Quest for the
Melee [one-action] fist +14 (agile, reach 10 feet), Damage 1d10+5 bludgeoning Wardens
Ghost Stance [one-action] (concentrate, illusion, occult, stance, visual) The ghost ape phases THE BET
partially out of existence, its form blurring and becoming difficult to pinpoint. I didn’t tell Grefu about the rift The Zoetrope
While in this stance, they are concealed to any creature that isn’t adjacent to chameleon. Ten and I have a bet and its Crew
them. They can’t use this concealment to Hide or Sneak. They also gain resistance going on how long it’ll take one of Techniques and
5 to physical damage. If the ghost ape takes force damage, this stance ends and the scientists to tell him about its Tricks
they can’t reenter it for 1d3 rounds. bottomless stomach—they think it’ll Services and
Phantom Step [one-action] (concentrate, teleportation) Frequency once per round; Effect The take Chari a week to say something, Supplies
ghost ape moves quickly, passing through the Ethereal Plane. They teleport up to but I know the Professor will notice
a distance equal to twice their Speed within their line of sight. Grefu’s gone through his whole store of Golarion’s
Terrifying Display [two-actions] (auditory, emotion, fear, mental) The ghost ape beats their candied peanuts in a day or two. Menagerie
chest in a terrifying display. Creatures within 30 feet must succeed a DC 20 Will Creature
save or become frightened 1 (or frightened 2 on a critical failure). While a creature Adjustments
is frightened by this ability, it’s off-guard to the ape. On a success, the creature is A
temporarily immune for 1 minute. B
C
Mist Bear D
Like the mundane bears they resemble, a mist bear is motivated by simple
E
pursuits, such as food. Unlike other ursines, the mist bear can dissipate into
a cloud of ethereal vapor, greatly complicating the efforts of neighboring F
humanoids to keep their provisions safe from the creature’s depredations. G
Fortunately, the mist bear follows a predictable pattern of behavior, H
usually foraging within the Universe for only a few months every year to M
gorge itself. Once sated, it then enters a state similar to hibernation where it R
drifts through the Ethereal Plane as a cloud of intangible vapor.
S
MIST BEAR CREATURE 7 T
UNCOMMON LARGE BEAST ETHEREAL U
Perception +18; darkvision, scent (imprecise) 30 feet V
Skills Athletics +17, Survival +15 W
Str +6, Dex +2, Con +5, Int –3, Wis +4, Cha +2
The Wardens of
Mist Form (concentrate, exploration, occult, polymorph) Over the course of a
the Wild
minute, a mist bear can transmute its form into a cloud of ethereal vapor. In this
state it has resistance 10 to physical damage, is immune to precision damage, Epilogue: A
and can’t use any actions with the attack or manipulate trait. It has a fly Speed Journey’s
of 10 feet and can slip through tiny cracks. The mist bear can return to solid form Conclusion
as a single action. Glossary & Index
AC 24; Fort +16, Ref +13, Will +15
HP 140
Speed 35 feet
Melee [one-action] jaws +17, Damage 2d10+8 piercing
Melee [one-action] claw +17 (agile), Damage 2d8+8 slashing plus Grab
Clouded Charge [two-actions] (concentrate, occult, visual) The mist bear Strides
twice. During this movement, wisps of ethereal smoke trail from its
body, making it concealed. The mist bear then Strikes. The target is
off‑guard to this attack if the bear moved at least 20 feet.
Misty Mauling [one-action] (concentrate, occult, polymorph) Requirements The
mist bear has a creature grabbed; Effect The mist bear digs its
claws into the grabbed creature as it dissipates into mist. The
grabbed creature takes 3d8 slashing damage (DC 25 basic GHOST APE
Fortitude save). The mist bear gains the benefits of its Mist
Form, Flies up to 10 feet, and then returns to its solid form.

147
Fish
These magnificent creatures hide beneath the surface of the calm lakes, flowing
rivers, and vast seas. The water is their domain, and some are quite protective
of their home.

BEAUTIFUL SCALES Stonefish


Whenever we’d spear a fish back home, Stonefish use their superior camouflage to lie in wait and devour small prey,
we’d keep as many scales as we could. becoming indistinguishable from the reefs they call home. Larger creatures are
Make bracelets or pendants out of also at risk, although mostly through accidental contact with the stonefish’s
the biggest and shiniest ones. Not the spines and their agonizing venom.
most expensive gift, but something you
caught, made with your own hands, STONEFISH CREATURE 0
and give to friends, that sort of thing. TINY ANIMAL AQUATIC
We could usually swap them on the Perception +7; low-light vision
trade spires with passing ships for some Skills Acrobatics +7, Athletics +4, Stealth +9
surface food (I got a month’s worth of Str +2, Dex +3, Con +2, Int –5, Wis +1, Cha –1
sweet potatoes for a swordfish necklace Camouflage The stonefish can Hide in its natural environment even if it doesn’t have
once! Sweet potatoes!) cover.
AC 16; Fort +9, Ref +6, Will +3
HP 15
Defensive Spines When a creature moves into a space with one or more stonefish,
that creature takes 1d4 piercing damage and is exposed to stonefish venom.
Speed swim 25 feet
Melee [one-action] bite +7 (finesse), Damage 1d6+2 piercing
Melee [one-action] spines +6, Damage 1d4+2 piercing plus stonefish venom
Stonefish Venom (poison) Saving Throw DC 16 Fortitude; Maximum Duration 3
hours; Stage 1 clumsy 1 (1 round); Stage 2 clumsy 2 (10 minutes); Stage 3 3d6
poison and clumsy 2 (1 hour)

Stonefish Swarm
Stonefish occasionally band together where food is abundant, filling all nooks
and crannies of a coral reef. In large numbers, stonefish can take on prey much
larger than themselves.

STONEFISH SWARM CREATURE 2


LARGE ANIMAL AQUATIC SWARM
Perception +11; low-light vision
Skills Acrobatics +9, Athletics +6, Stealth +11
Str +2, Dex +3, Con +2, Int –5, Wis +1, Cha –1
AC 16; Fort +11, Ref +8, Will +5
HP 25; Immunities precision, swarm mind; Resistances bludgeoning 3, slashing 3;
Weaknesses area damage 3, splash damage 3
Defensive Spines When a creature enters the stonefish swarm’s space, that creature
takes 1d4 piercing damage and is exposed to stonefish swarm venom.
Speed swim 25 feet
Inject Poison [one-action] Each enemy in the swarm’s space takes 2d4 piercing
damage (DC 18 basic Reflex save). Creatures that fail the save are
exposed to stonefish swarm venom.
Reef Camouflage [one-action] (concentrate) Until the next time it acts,
the stonefish swarm appears to be a colorful coral reef. It has
an automatic result of 26 on Deception checks and DCs to
pass as a reef.
Stonefish Swarm Venom (poison) Saving Throw DC 18
Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison
and clumsy 1 (1 round); Stage 2 1d6 poison and clumsy 2 (1
STONEFISH
round); Stage 3 2d6 poison damage and clumsy 2 (1 round)

148
Fangtooth School
The fearsome teeth of this fish are so massive that it’s difficult for the creature
to close its mouth. These fish must consider even much larger creatures as Foreword: My
possible food, rising towards the surface during the darkness of night. Quest for the
Wardens
FANGTOOTH SCHOOL CREATURE 3 FANGED HUNTERS
Oh, fangtooths! I’ve always been The Zoetrope
LARGE ANIMAL AQUATIC SWARM
Perception +11; low-light vision, scent (imprecise) 120 feet, wavesense (precise) 15 feet terrified of the things, but my uncle and its Crew
Skills Acrobatics +9, Athletics +5 used them when hunting to flush out Techniques and
Str –2, Dex +3, Con +2, Int –5, Wis +2, Cha –3 worse threats, like giant squid—turns Tricks
Sunless Sight While in bright light, the fangtooth fish school is blinded and slowed 1. out, their camouflage isn’t much good Services and
AC 18; Fort +11, Ref +10, Will +9 against a fangtooth’s nose. Still, always Supplies
HP 40; Immunities precision, swarm mind; Resistances bludgeoning 5, piercing 2, best to stay near the everlights on a
slashing 5; Weaknesses area damage 5, splash damage 5 new moon night when the deep fish Golarion’s
Speed swim 30 feet start to stir... Menagerie
Bite and Gnaw [one-action] Each enemy in the school’s space takes 2d8 piercing Creature
damage (DC 19 basic Reflex save). Adjustments
A
Swordfish B
Contrary to popular belief, the bill of the swordfish is not used for C
impaling its prey, but to stun or slash. Specialized organs help keep it warm D
in the coldest waters, increasing its already considerable speed and reflexes.
E
SWORDFISH CREATURE 3 F
LARGE ANIMAL AQUATIC G
Perception +11; low-light vision H
Skills Acrobatics +10, Athletics +12 M
Str +5, Dex +3, Con +1, Int –4, Wis +2, Cha +0 R
AC 18; Fort +10, Ref +12, Will +7
S
HP 50
Warm Brain [reaction] Requirement The swordfish is in cold water; Trigger The swordfish T
rolls initiative; Effect The swordfish Seeks or Swims. U
Speed swim 60 feet V
Melee [one-action] bill +12 (sweep), Damage 1d10+5 slashing W
Fast Sweep [one-action] Frequency once per turn; Effect The swordfish makes two bill Strikes
The Wardens of
against two adjacent targets, with a +1 circumstance bonus to its attack rolls.
the Wild
Giant Fangtooth Epilogue: A
A single bite from this creature’s signature fangs can cause death by blood Journey’s
loss within minutes; what’s worse, the giant fangtooth is willing to attack Conclusion
creatures far larger than itself.
SWORDFISH Glossary & Index

GIANT FANGTOOTH CREATURE 4


MEDIUM ANIMAL AQUATIC
Perception +14; low-light vision, scent (imprecise) 120 feet, wavesense
(precise) 30 feet
Skills Acrobatics +11, Athletics +14
Str +5, Dex +2, Con +3, Int –5, Wis +2, Cha –1
Sunless Sight In an area of bright light, the giant fangtooth is blinded and slowed 1.
AC 20; Fort +14, Ref +11, Will +8
HP 75
Speed swim 35 feet
Melee [one-action] bite +15, Damage 2d8+5 piercing plus deep puncture and Grab
Deep Puncture Creatures critically hit by the fangtooth’s bite take an additional 1d8
persistent bleed damage.
Constrict [one-action] 2d8 piercing, DC 21

149
Flynkett
The piercing whistle of the flynkett can often be heard over the harsh jungle
rains, shrieking dissonantly when its cries combine with others of its pack.
Although generally effective as a warning to nearby predators, these sharp
cries also serve as a lure for reckless alchemists eager to study the creature’s
WHISTLING potent enzymes.
There are some sounds you don’t want Flynketts’ name, most theorize, is a corruption of “flinging kettle” or
to hear in the middle of a jungle, like the “flying kettle.” They can’t truly fly, instead using their skin flaps to glide in
whistling of a kettle. Flynketts make a manner similar to flying squirrels. However, the primary use of their skin
that noise right before they’re about to flaps isn’t for movement, but digestion. When it rains, flynketts roll up their
spit. Once, while patrolling camp just loose skin, creating a crude sort of kettle in which to catch precipitation. The
before dawn, I heard a flynkett whistle remarkable creatures’ acid combines with the falling water to break down
right on the outskirts! I came charging in wood, soil, or even rocks into a nutritional stew. Therefore, the flynkett can
and near gave the Professor a face full flourish when introduced to any environment with frequent rain, something
of deterrent flares—would you believe he solid to stand on, and a lack of natural predators.
brings a whole portable tea set with him Although their acid can be harvested without harming a flynkett, the
on away missions? creatures rarely cooperate. If disturbed, particularly in the middle of feeding,
they release clouds of acidic steam. They’re also capable of spitting the
fluid with deadly accuracy. Thankfully for those who run afoul of them,
flynketts have no use for corpses and will generally break off pursuit when
the interloper leaves their territory.
Several organizations and individual scholars have desperately sought
to domesticate flynketts for use in alchemical production. To date, none
of these efforts have been successful, though several abandoned labs still
contain aggressive packs of flynketts who protect their new territory with
ferocious tenacity.

FLYNKETT CREATURE 3
SMALL ANIMAL
Perception +9; low-light vision
Skills Acrobatics +11, Athletics +9, Stealth +11
Str +2, Dex +4, Con +3, Int –4, Wis +2, Cha +0
AC 19; Fort +10, Ref +11, Will +7
HP 60; Resistances acid 6
Spill (acid) [reaction] Requirements The flynkett is Kettled Up; Trigger The flynkett takes
physical damage or is knocked prone; Effect The flynkett spills the contents of
its full skin flaps, releasing its digestive juices in a cloud of acidic vapor that
deals 2d8 acid damage to all non-flynkett creatures within 20 feet (DC 18
basic Fortitude save). If the flynkett was boiling, the damage is
increased to 4d8.
Speed 25 feet, climb 15 feet
Melee [one-action] claw +9 (agile), Damage 2d4+4 slashing
Ranged [one-action] acid spit +11 (acid, range 40 feet), Damage 1d8
persistent acid
Glide (move) [one-action] The flynkett stretches its flaps to glide through
the air. It moves 5 feet down and up to 25 feet forward through the
air. The flynkett can remain in the air long as it spends at least 1 action
Gliding each round and does not Kettle Up.
Kettle Up [two-actions] The flynkett uses its skin flaps to form a crude kettle. While
Kettled Up, the flynkett can’t use its claw Strike or take move actions. If the
flynkett has been Kettled Up for 1 minute or longer, and its kettle is full
of water (usually due to the flynkett being in the rain), the flynkett’s
kettle begins to boil, emitting a piercing whistle that causes all
creatures within 30 feet to take a –2 penalty to Perception checks to
hear sources other than the flynkett; this is an auditory effect. The flynkett can
stop Kettling Up as a free action.

150
Frog
Scholars know of the adaptability of these creatures, but still they surprise.
Foreword: My
Sporeback Frog Quest for the
This burrowing frog digs itself into moist earth so poisonous moss and toxic Wardens
mushrooms can grow on its body. SOOTHING NOTES
It’s important to care for not just the The Zoetrope
SPOREBACK FROG CREATURE 5 body, but the mind as well. However, and its Crew
LARGE ANIMAL it’s not always easy to tell what the Techniques and
Perception +12; low-light vision mind needs (at least when someone’s Tricks
Skills Acrobatics +10, Athletics +12 (+16 to High Jump or Long Jump), Stealth +13, burned you know to apply witchwarg Services and
Str +4, Dex +3, Con +5, Int –4, Wis +2, Cha +1 ointment!) These concert frogs are Supplies
AC 21; Fort +15, Ref +12, Will +9 interesting, though. It looks like the
HP 94; Weaknesses fire 4; Resistances poison 8 little ones can raise the spirits or even Golarion’s
Speed 25 feet, burrow 20 feet fortify the body just by harmonizing Menagerie
Melee [one-action] jaws +13, Damage 2d8+6 piercing plus Grab in certain ways. I suppose that makes Creature
Melee [one-action] tongue +15 (reach 15 feet), Effect seed spores sense. I know I’ve had my day perked Adjustments
Seed Spores A creature hit by the sporeback frog’s tongue Strike takes 1d6 persistent up when Lythea leads a song after A
poison damage as fungal spores begin to grow. supper. B
Soporific Spores [two-actions] (mental, poison) The sporeback frog shakes the plants and fungi C
on its back until they emit a cloud of spores in a 20-foot emanation. All creatures D
in the area must succeed a DC 22 Fortitude save or become clumsy 2 and
E
stupefied 2 for 1 minute (clumsy 3 and stupefied 3 on a critical
failure). This ability can’t be used again for 1d4 rounds. F
G
Concert Frog H
These massive frogs store their eggs inside their M
stomach. When an egg hatches, the froglet crawls its R
way up into its parent’s mouth to add its celebratory
S
chirps and croaks to the family’s song.
T
CONCERT FROG CREATURE 8 U
HUGE ANIMAL V
Perception +16; darkvision W
Skills Acrobatics +16, Athletics +16 (+20 to High Jump or Long Jump),
The Wardens of
Performance +19, Stealth +12
the Wild
Str +5, Dex +3, Con +6, Int –4, Wis +2, Cha +4
AC 27; Fort +19, Ref +13, Will +16 Epilogue: A
HP 150 (frog), 25 (froglets); Immunities area damage (froglets) Journey’s
Three-Frog Orchestra The concert frog has three froglets perched behind its Conclusion
lips, each of a different color. A creature can specifically target a froglet. Glossary & Index
If any froglets have died, the concert frog attempts a DC 11 flat check at
the end of its turn; on a success, new froglets hatch in its stomach and
emerge at the concert frog’s lips.
Speed 25 feet, swim 25 feet
Melee [one-action] jaws +18, Damage 2d11+11 piercing
Ranged [one-action] croak +17 (sonic, range 30 feet), Damage 2d8+9 sonic
Conduct [one-action] (auditory, mental, primal) One of the froglets begins to
sing, granting one of three effects to the concert frog and all allies
within 60 feet until the beginning of the concert frog’s next turn.
• Red Grants a +10-foot status bonus to their Speeds.
• Blue Grants a +1 status bonus to AC and Fortitude saving
throws.
• Yellow Allies gain a +1 status bonus to attack rolls and deal an
additional 1d4 sonic damage on successful melee Strikes as their CONCERT FROG
attacks resonate.

151
Galvanoscale
An interesting characteristic among a number of Golarion’s reptiles is their
capacity to generate or manipulate electrical current. While there doesn’t seem
to be a single reason for this quality, enough species possess it for scholars to
have created a category of reptiles known as galvanoscales.
NATURAL CONDUCTORS
Inventors often seek out the Magnetic Gecko
copper‑colored scales surrounding the Metal objects seem to gravitate to this otherwise innocuous gecko. Its fondness
mouth of a coppermouth snake as the for refined metals often leads the reptile to settle close to large settlements.
scales have the capacity to channel
electricity with minimal disruption. The MAGNETIC GECKO CREATURE 1
aggressive nature of coppermouths SMALL ANIMAL
makes acquiring these scales difficult; Perception +10; low-light vision, greater electrolocation 20 feet
however, they do seem to naturally Skills Acrobatics +6, Athletics +6 (+8 to Climb), Stealth +6
shed them right before the rainy Str +2, Dex +3, Con +4, Int –4, Wis +2, Cha –1
season—an excellent time to collect Greater Electrolocation A magnetic gecko can sense minute electrical charges in
samples! living creatures, which it can use as a precise sense at a range of 20 feet. This
distance increases to 100 feet against any creature that has used an electricity
effect within the last minute.
Uncanny Climber A magnetic gecko’s feet allow it to climb virtually any surface, no
matter how slick or sheer. If a gecko attempts an Athletics check to Climb and
critically fails, it gets a failure instead.
AC 15; Fort +10, Ref +7, Will +4
HP 20; Immunities electricity
Speed 30 feet, climb 30 feet
Melee [one-action] jaws +7, Damage 1d6+2 piercing
Melee [one-action] tongue +7 (electricity, finesse, reach 10 feet), Damage 2d4 electricity plus
static cling
Launch Metal [two-actions] The gecko repulses the metal attached to its body in all directions,
dealing 2d6 bludgeoning damage (DC 17 basic Reflex save) to all creatures in a
10‑foot emanation. The gecko can’t use Launch Metal again for 1d4 rounds.
Repel [one-action] The gecko manipulates its magnetic field to repel metal, humming audibly
and gaining resistance 2 to damage from metal weapons and metal effects until
the beginning of its next turn.
Static Cling If the gecko hits Small or smaller creature with its tongue, and the target
is made of metal or is wearing metallic armor, the gecko’s tongue latches on to
the creature. The creature must attempt a DC 17 Reflex save or become grabbed.
While the gecko is Grabbing a creature in this way, it can attempt an Athletics
check against the target’s Fortitude DC to pull the creature to a space adjacent to
the gecko. A creature grabbed in this way can Escape normally.

Giant Coppermouth
Coppermouths are fierce and aggressive, even when alone, relying
on their venom and ability to manipulate bioelectric impulses.

GIANT COPPERMOUTH CREATURE 7


MEDIUM ANIMAL
Perception +18; low-light vision, greater electrolocation 20
feet, scent (imprecise) 30 feet
Skills Acrobatics +17, Athletics +14, Stealth +17,
Survival +15
Str +3, Dex +6, Con +4, Int –4, Wis +4, Cha –2
Deep Breath The giant coppermouth can hold its breath for 1 hour.
Greater Electrolocation As magnetic gecko.
MAGNETIC GECKO AC 25; Fort +15, Ref +18, Will +12
HP 115; Immunities electricity

152
Speed 30 feet, climb 20 feet, swim 20 feet
Melee [one-action] fangs +18 (electricity, finesse), Damage 2d8+6 piercing plus 1d4 electricity
and coppermouth venom Foreword: My
Coppermouth Venom (electricity, poison) Saving Throw DC 25 Fortitude; Maximum Quest for the
Duration 6 rounds; Stage 1 1d6 poison and 1d6 electricity (1 round); Stage 2 2d6 Wardens
poison and 1d6 electricity and clumsy 1 (1 round); Stage 3 2d6 poison and 2d6 HEALING ENERGY
electricity and clumsy 2 not all surface dwellers can absorb The Zoetrope
Quickening Jolt [two-actions] (electricity) The coppermouth manipulates its own nervous system magic but it seems like some types still and its Crew
by increasing its reaction time, Striding and making two Strikes against different help them feel better when theyre not Techniques and
targets during the movement. Both attacks count toward its multiple attack penalty, well like electric power Tricks
but the penalty doesn’t increase until after it has made both attacks. Services and
Venomous Spit [two-actions] (electricity, poison) The coppermouth unleashes a stream of i saw doctor pom introduce telero to a Supplies
electrified venom in a 30-foot line. The venom deals 8d6 electricity damage (DC 22 lightning turtle bath when he had hurt
basic Reflex save) and creatures that take damage from the venom are immediately his hoof and it seemed like he could Golarion’s
exposed to coppermouth venom. The copper mouth can’t use Venomous Spit again move better afterwards Menagerie
for 1d4 rounds. Creature
so a few weeks later when he sprained Adjustments
Lightning Turtle his arm i touched a bottled lightning jar A
Lightning turtles have a reputation as kind protectors of those lost or injured to his arm B
at sea. Their unique ability to promote healing by stimulating the body’s C
natural bioelectricity has led to many attempts over the year to domesticate D
the creatures, but none have been successful.
E
LIGHTNING TURTLE CREATURE 12 F
LARGE ANIMAL G
Perception +22; low-light vision, greater electrolocation 20 feet H
Skills Athletics +25 M
Str +5, Dex +1, Con +7, Int –4, Wis +4, Cha +1 R
Deep Breath The lightning turtle can hold its breath for 30 minutes.
S
Greater Electrolocation As magnetic gecko.
AC 34; Fort +25, Ref +19, Will +22 T
HP 190; Immunities electricity U
Shell Shock [reaction] (electricity, nonlethal) Trigger A lightning turtle is hit by a melee or V
an unarmed attack; Effect The lightning turtle releases some of its stored electrical W
power, inflicting 7d6 electricity damage to the creature attacking it.
The Wardens of
Speed 15 feet, swim 30 feet
the Wild
Melee [one-action] jaws +24 (electricity), Damage 2d12+5 piercing plus 2d6 electricity
Ranged [one-action] electrical burst +22 (electricity, range 60 feet), Damage 4d10 electricity Epilogue: A
Healing Pulse [three-actions] (electricity, healing, primal) Journey’s
The lightning turtle releases a pulse of Conclusion
low‑intensity electricity from its body to Glossary & Index
promote healing. This restores 5d8 Hit
Points to the turtle and each living
ally within 10 feet, including
creatures normally immune
to electricity. The turtle can’t use
Healing Pulse again for 1 minute and is
temporarily immune to the Healing Pulse
of any lightning turtle for 1 minute.
Sparking Shell [one-action] The lightning turtle
withdraws into its shell. This increases
its AC to 36, but it can’t act except to
use Shell Shock or reemerge as a
single action. While in its shell,
the turtle’s Shell Shock deals GIANT COPPERMOUTH
another 4d6 damage and loses the nonlethal trait.

153
Gorgon
Gorgons are a broad group of animals that share a few peculiar traits. All
gorgons are covered in armored plates and breathe petrifying gases. Other
than these features, gorgons can resemble almost any animal. While some
gorgons may seem like less physically imposing creatures, they should never
FLEXIBLE METAL be underestimated. Gorgons are canny hunters, and even a small puff of their
metal plates on gorgons are fascinating breath can immobilize almost any prey.

theyre both durable enough for Stony Bat


protection but pliable and light enough These creatures resemble chubby bats covered in small overlapping metal
that a stony bat can fly with them plates. They can’t exhale enough petrifying gas to paralyze a normal-sized
humanoid, but it’s effective on their usual prey of insects and other small
possibly can be used as a new alloy for animals, which they petrify before consuming. However, stony bats have
the ships wing struts learned how to use their petrification gas to defend themselves against larger
creatures, freezing a limb or raining down pebbles of petrified water vapor.
Further, they can work together to bring down larger creatures,
petrifying and consuming them limb by limb.
Stony bats generally live in caves in large groups, though they
frequently fly out in small numbers for hunting. They typically
aren’t aggressive against non-prey they encounter outside, though
they’re very protective of their caves. Oreads and others who don’t fear
petrification sometimes keep stony bats as pets.

STONY BAT CREATURE 3


UNCOMMON SMALL BEAST
Perception +11; echolocation (precise) 30 ft
Skills Acrobatics +11, Stealth +11
STONY BAT Str +2, Dex +4, Con +2, Int –3, Wis +2, Cha +1
Echolocation The stony bat can use hearing as a precise sense with the listed range.
AC 18; Fort +9, Ref +11, Will +7
HP 48; Immunities petrification
Speed 15 feet, fly 30 feet
Melee [one-action] jaws +11 (finesse), Damage 2d8+2 piercing plus stone feast
Petrify Vapor [two-actions] (earth, primal) The stony bat breathes petrifying gas in a 15‑foot
cone, too thin to harm creatures in the area. However, it petrifies ambient
moisture, raining down a cascade of tiny stones onto any creatures in the space
directly below the cone. The falling rocks deal 4d6 bludgeoning damage (DC 20
basic Reflex save). The stony bat can’t use Petrify Vapor again for 1d4 rounds.
Petrify Body Part [two-actions] (earth, primal) The stony bat breathes a puff of petrifying gas
onto an adjacent creature, targeting a specific body part. The target must succeed
at a DC 20 Fortitude save or be partially petrified for 1 minute, with an effect
varying with the body part targeted.
• Face The creature’s face stiffens and a film of stone partially blocks its vision. It
is dazzled.
• Hand One of the creature’s hands is petrified. It cannot Release items from that
hand or use the hand for fine manipulation. Attack rolls with weapons held in
that hand take a –2 status penalty.
• Leg A patch of the creature’s leg becomes inflexible and heavy. It takes a –10
status penalty to its Speed. If all of the creature’s legs become petrified in this
way, the creature’s Speed is reduced down to 5 feet. At the GM’s discretion, a
creature with movement that doesn’t rely on legs, such as creatures that Fly
with wings, don’t take a penalty to these other Speeds.
Stone Feast The stony bat specifically targets petrified body parts, which it can
consume, unlike flesh. The stony bat’s jaws deal an extra 1d6 damage against a
creature that has been petrified, either partially or completely, and ignore the
Hardness of petrified creatures.

154
Plated Python
One of the most fearsome gorgons is the gigantic plated python, covered
from nose to tail in large metallic scales. Rather than the venom used by Foreword: My
many other snakes, its breath turns both creatures and objects into stone. Quest for the
While this poses the most danger to the prey caught in its jaws, it can also Wardens
transform large areas to brittle and lifeless stone that the snakes can easily TUNNELS IN MAZES
tunnel through. I’d never seen a plated python in the The Zoetrope
Plated pythons typically live in pairs or trios and are extremely territorial. wild before, but the maze we used as a and its Crew
The fights between plated pythons over territory are vicious and tend to nursery back home was built through Techniques and
leave long-lasting effects on the landscape. They defend their territory some old plater tunnels. You’d see these Tricks
aggressively against other creatures they see as a threat, including people tiny holes through all the walls, and I Services and
and large animals. Their habitats can be identified by the stone tunnels remember the teachers were too big to Supplies
left behind by their burrowing, and wary travelers use these as a sign to fit into them, so it was a good place to
change course. Particularly bold adventurers might try to use the tunnels for learn your directions. Golarion’s
passage, protected as they are from elements and other wildlife, but they do Menagerie
risk coming face to face with a plated python. Creature
Adjustments
PLATED PYTHON CREATURE 12 A
UNCOMMON HUGE BEAST B
Perception +24; darkvision C
Skills Athletics +25 D
Str +7, Dex +4, Con +6, Int –3, Wis +6, Cha +3
E
AC 33; Fort +24, Ref +20, Will +22
HP 215; Immunities petrification F
Speed 40 feet, burrow 30 feet, climb 30 feet; stone tunnel G
Melee [one-action] jaws +24 (reach 15 feet), Damage 3d10+10 piercing plus Grab (page 213) H
Melee [one-action] tail +24 (reach 15 feet), Damage 3d8+10 bludgeoning M
Constrict [one-action] 2d10+10 bludgeoning, DC 32 (page 212) R
Crumbling Earth [two-actions] (earth, primal) The plated python lets its breath sink into
S
the ground, transforming it to brittle stone within a 30-foot emanation. The
stone is difficult terrain to all other creatures. Other creatures on the ground T
in this area when it transforms must succeed at a DC 29 Reflex save or be U
immobilized as the stone beneath them crumbles to rubble. A creature V
immobilized in this way can Escape normally or use three total Interact actions W
to dig themself free.
The Wardens of
Petrify Prey [free-action] (earth, incapacitation, primal) Requirements The plated python has
the Wild
a creature grabbed; Trigger The plated python begins its turn; Effect The python’s
breath seeps into the grabbed creature. That creature must attempt a DC 32 Epilogue: A
Fortitude save. Journey’s
Critical Success The creature is unaffected. Conclusion
Success The creature’s body hardens and stiffens, causing it to become slowed Glossary & Index
1 for 1 round.
Failure The creature is petrified for 1 round and Swallowed Whole.
Critical Failure The creature is petrified permanently and Swallowed Whole.
Stone Tunnel When a plated python burrows through ground, it petrifies and
destroys the material in front of it, leaving a 5-foot diameter tunnel in its
wake. A plated python doesn’t need to Squeeze to pass through any
space at least that wide.
Swallow Whole [one-action] (attack) Large, 3d10+5 acid, Rupture 20; this
damage ignores the hardness of petrified creatures. (page 213)
Towering Bite [two-actions] The plated python lunges to its full length,
making a jaws Strike with a reach of 60 feet. If the Strike hits,
its target is grabbed and pulled to an empty space adjacent
to the plated python. The python can attack through any
material it can burrow through, leaving a stone tunnel as PLATED PYTHON
normal.

155
Regarding the Griffon
The Griffon Mythos Even more curious are the breadth of behavioral
Ah, the magnificent griffon. I have struggled to find differences. Although their diets are mostly carnivorous,
a corner of Golarion where stories of griffons do not griffons in different regions display different hunting
circulate, so ubiquitous has their presence become. Yet, schedules. Nesting habits are equally diverse, despite
in all my research—be it adventurer chronicles, firsthand the common sights of molted feathers and regurgitated
narratives, or scholarly records—none seem to agree on bone; some griffons nest in surface caves, while others
the origin of the creature. nest within forest canopies.
Druids of the Verduran Forest believe the creatures’ Yet, as amazing as these perfectly terrifying creatures
magic to be of primal origin, with griffons being created to are, they pale in comparison to my most recent
protect the wild places from violent encroachment. After discovery—an enormous griffon, easily reaching a
our journey, I’m forced to give more credence to those height of 15 feet at the shoulder and nearly triple that in
planar scholars who adamantly assert that griffons were wingspan. It emerged into my sight unexpectedly, flying
created in the First World, a wild experiment in predatory across the treetops on razor-feathered wings sprouting
recombination. The most common theory, however, is from its torso with secondary talons jutting from the
that of a wizard or other arcane practitioner who sought joints of its forelimbs, clutching the limp body of a black
to craft a suitably powerful animal protector, combining bear in its talons. Upon spotting our ship, it stopped and
the majesty of an eagle with the fierce strength of a lion. perched atop a massive tree, tracking our flight across
its home. I felt simultaneously an urge to study it, and to
More Lion or Less Eagle? never again be near it.
The question arises, then, not only of how this hybrid I admit, studying these variants has led me to entertain
creature reproduced following its creation, but how it fantastical notions. If griffons have been so successful
did so with such fervor that it is now a creature that can in surviving, could there feasibly be yet more potential
be found across all of Golarion. The sheer profundity combinations? Perhaps a duck/dog, sparrow/bear, or even
of the animal indicates that either it has some natural a raven/whale? And if people can be afflicted with a curse
origins or was copied repeatedly once created. Magical of the werebear, could there perhaps be a similar curse
remnants or First World interference might also account of the griffon? Could that large griffon, which I have
for notable variation in whether their avian components temporarily dubbed the ascendant griffon, perhaps be a
come from an eagle, hawk, or even a snowy owl. direct line to the first griffon created?

156
Griffon, Ascendant
This griffon is aptly named for both its majestic appearance in flight and its
increased ferocity over the common griffon. Despite its size, the sheer muscle Foreword: My
mass present in this creature makes flight seem effortless, if preposterous. It Quest for the
makes its home among the canopies of the most ancient forests and atop the Wardens
peaks of the greatest mountains, hunting its prey from above with silent and SHADOW ABOVE
deadly accuracy. The ascendant griffon prefers to hunt other large creatures I’ve heard of people training common The Zoetrope
within its territory, such as bears, but they will not hesitate to attack smaller griffons as steeds, but these white and and its Crew
prey they perceive as a threat to their territory. Whether an ascendant griffon green ones are another game entirely. Techniques and
is a new evolutionary development or a throwback to a more primeval If you see a shadow on the ground with Tricks
version of the creature is difficult to determine. Further research into these those long trailing feathers to either Services and
exceptional creatures may provide insight into their origins and perhaps the side, run for cover as fast as you can. Supplies
origins of all griffons. VERY territorial!
Golarion’s
ASCENDANT GRIFFON CREATURE 11 Menagerie
RARE HUGE ANIMAL Creature
Perception +25; darkvision, scent (imprecise) 120 feet Adjustments
Skills Acrobatics +23, Athletics +23, Intimidation +25, Stealth +21, Survival +22 A
Str +7, Dex +6, Con +5, Int –4, Wis +3, Cha +7 B
AC 30; Fort +21, Ref +24, Will +18 C
HP 210 D
Dread Gaze [reaction] Trigger A creature ends a move action within 30 feet of the ascendant
E
griffon; Effect The ascendant griffon turns its head to stare down the triggering
creature, and attempts to Demoralize it. This use of Demoralize has the visual trait F
rather than the auditory trait, and the griffon does not take a penalty on its check G
for not sharing a language. H
Speed 25 feet, fly 40 feet M
Melee [one-action] beak +24, Damage 4d8+10 piercing R
Melee [one-action] talon +24, Damage 4d6+10 piercing plus
S
Improved Grab
Melee [one-action] wing +24 (agile), T
Damage 4d6+10 slashing U
Ranged [one-action] feather +25 (range 60 feet), V
Damage 2d8+10 piercing W
Carry Off An ascendant griffon can
The Wardens of
Fly at full speed with a creature
the Wild
grabbed in its talons, moving that creature
along with it. Epilogue: A
Disembowel [one-action] Requirements The ascendant Journey’s
griffon has a creature grabbed in its talons; Conclusion
Effect The griffon makes a beak Strike to rip at Glossary & Index
the flesh of its prey. If the Strike hits, that creature
becomes drained 1 (or increases its drained value by 1, to
a maximum of 4).
Terrifying Screech [one-action] (auditory, emotion, fear, mental) The ascendant
griffon unleashes a fearsome cry that strikes terror into its prey. Each
creature within 100 feet must attempt a DC 30 Will save. Regardless
of the result, creatures are temporarily immune for 1 minute.
Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 2 and fleeing for 1 round.
Razor-Edged Flight [two-actions] The ascendant griffon glides violently forward, Flying twice.
It makes a wing Strike at any point during the movement against up to two
different targets; if either of these attacks is a critical hit, the target also
takes 2d6 persistent bleed damage.

157
Hardhead Mole
Mischievous, burrowing hardhead moles reside mainly in the grasslands and
plains. One can often spot their burrowing by following the upended ground
they leave behind, which can span for hundreds of feet. Their signature
physiological feature is a shiny, gem-like cranium that’s thick enough to
MOLE REMOVAL endure repeated hits and emits a flash of colorful light with each impact.
Oh, hardhead moles! Back before I was Agrarian gnome communities have a close relationship with hardhead
fully me, I remember my burrow near a moles. Gnome children especially hold a great fondness for the creatures,
gnome village. The children there loved and indeed, gave them their name. When they wander into the fields to play
to play with the hardhead moles. It’s with these moles—typically by hitting them with small sticks, mallets, or
clear now, thinking back on it, that the any semi-blunt object—the moles are more than happy to oblige, darting
ever-changing colors and loop of hiding from burrow to burrow with every sparkling blow in friendly games of
and discovery helped the gnomes stave hide‑and‑seek or tag.
off the Bleaching. I don’t blame them— Perhaps the most famous hardhead mole is the gnome goddess Nivi
the creatures are such fun! Rhombodazzle’s planar servitor Rummbrrlar, a hardhead mole imbued by
Nivi with the powers of an earth elemental. Long ago, the mighty mole
was slain while rescuing children from a Nivian orphanage. As a reward
for his selfless actions, Rummbrrlar was transformed into a planar servitor
with diamond skin and the ability to grow as large as a mighty dragon.
When communities shared by gnomes and hardhead moles are threatened,
Rummbrrlar often appears to whisk bystanders to safety in the face of
natural hazards or stand guard against monstrous threats. For this reason,
hardhead moles are seen as a good omen and a symbol of protection in
gnome communities.
The average hardhead mole grows up to about 3 feet in length, but some
become shorter as they age, their hard skulls flattening slightly after years
of entertaining young gnomes. As they play, their heads (and the flashes
of light they emit) darken in color, spanning shades of pink, red, crimson,
and mauve; at seeing these darker hues, gnomes often give the moles some
time to recover, as this indicates that a mole’s cranium isn’t getting enough
blood flow. Though mischievous, hardhead moles are otherwise docile and
friendly creatures. If placed in a fight-or-flight situation, they escape by
creating deep networks of tunnels, which can span up to hundreds of feet
in any direction.

HARDHEAD MOLE CREATURE 0


SMALL ANIMAL
Perception +6; low-light vision, tremorsense (imprecise) 30 feet
Skills Athletics +5, Stealth +5, Survival +6
Str +2, Dex +3, Con +3, Int –4, Wis +2, Cha +0
AC 15; Fort +5, Ref +8, Will +4
HP 20; Resistances bludgeoning 3
Burrowing Retreat [reaction] (move) Trigger The hardhead mole is hit by a Strike; Effect The
hardhead mole immediately Burrows to a burrow hole if there is one within 20
feet. This movement doesn’t trigger reactions.
Speed 20 feet, burrow 20 feet
Melee [one-action] jaws +4, Damage 1d6+2 piercing
Shovel Earth [one-action] (manipulate) The hardhead mole leaves a burrow hole in its square
or an adjacent square. The square becomes difficult terrain but can be flattened
back into normal terrain with an Interact action.
Unbalancing Burrow [two-actions] (move) The hardhead mole Burrows up to
20 feet in a straight line, displacing the earth on the surface. Any
creature it passes through takes 1d6 bludgeoning damage (DC
14 basic Reflex save). On a failed save, a creature is knocked
prone. This creates a burrow hole at the beginning and end of
the line.

158
Hexmoth
At first glance, hexworms appear to be nondescript grubs, but their ability to
sense and consume magic quickly becomes clear. They grow rapidly, devouring Foreword: My
the power in witches’ huts, arcanists’ studies, and magical glades at an alarming Quest for the
rate before spinning cocoons and emerging as beautiful, varied hexmoths. Some Wardens
have a taste for particular types of magic, like fire spells or primal magic. LIKE A HEXMOTH TO AN
EVERLIGHT. The Zoetrope
Hexworm Hexmoths can be found throughout and its Crew
These gray larvae inch across the ground with an instinct to feed on magic. Golarion, but are much more prevalent Techniques and
in areas of high magic use. Some arcane Tricks
HEXWORM CREATURE 4 academies and libraries are home to Services and
TINY ANIMAL colonies that number in the thousands. Supplies
Perception +10; arcanosense (precise) 60 feet Whenever a new institution of magical
Skills Acrobatics +10, Arcana +12, Stealth +9 study springs up, it’s only a matter of Golarion’s
Str +2, Dex +4, Con +3, Int –5, Wis +1, Cha +0 time before hexmoths discover it and Menagerie
Arcanosense A hexworm can sense sources of magic at the listed range as though it start to migrate. Creature
has a 4th-rank detect magic constant innate spell. That being said, some such Adjustments
AC 20; Fort +11, Ref +14, Will +6 institutions have turned the A
HP 45; Resistances arcanovore inconvenience into a service, making B
Arcanovore A hexworm has resistance 5 against all damage caused by spells. nesting spaces for the hexmoths C
Speed 20 feet and harvesting the fine, magical silk D
Melee [one-action] mandibles +8, Damage 2d6+2 piercing plus Arcane Consumption that hexworms spin to create their
E
Arcane Consumption [one-action] The hexworm attempts to consume the magic of an adjacent cocoons. Why, I still have that lovely
magical effect or unattended magic item. It attempts a counteract check against pocket square Dr. Mogodi gave me as a F
the target with a +11 modifier. On a success, the magical effect ends. A magic item graduation present! G
instead becomes a mundane item for 1 round. The hexworm gains 2d8 Hit Points. H
Arcanotaxis [free-action] Requirements The hexworm has detected a source of magic with its M
arcanosense; Trigger The hexworm’s turn begins; Effect The hexworm Strides up R
to its Speed toward the nearest source of magic it can detect.
S
Hexmoth T
A hexworm, upon consuming a sufficient quantity of magic, will spin a U
cocoon of magically infused silk, metamorphosing into its imago form. V
W
HEXMOTH CREATURE 8
The Wardens of
SMALL ANIMAL
the Wild
Perception +19; arcanosense (precise) 120 feet
Skills Acrobatics +16, Arcana +18, Stealth +14 Epilogue: A
Str +3, Dex +6, Con +3, Int –4, Wis +1, Cha +2 Journey’s
Arcanosense As hexworm. Conclusion
AC 27; Fort +19, Ref +16, Will +11 Glossary & Index
HP 105; Immunities advanced arcanovore
Advanced Arcanovore A hexmoth has resistance 10 against all damage
caused by spells. It’s immune to one type of energy it consumed most as
a hexworm, typically acid, cold, electricity, fire, or sonic.
Speed 20 feet, fly 40 feet
Melee [one-action] proboscis +13, Damage 2d10+9 piercing plus Arcane Consumption
Ranged [one-action] hexbolt +13 (range 30 feet), Damage 2d8+6 of the energy damage the
hexmoth is immune to
Arcane Consumption [one-action] As hexworm, but a +16 counteract modifier.
Arcanotaxis [free-action] As hexworm, but the hexmoth can Fly in addition
to Stride.
Hexdust Wind [two-actions] With a few fierce wingbeats, the hexmoth
expels magical scale dust in a 30-foot cone. This deals 10d6 HEXMOTH
damage of the type to which the hexmoth is immune (DC 23 basic Fortitude
save). It can’t use Hexdust Wind again for 1d4 rounds.

159
Holdfast
A sleek body, large talons, and keen senses make the holdfast an expert
hunter, far deadlier than its small size might indicate. It typically approaches
prey from below, then pounces in a flurry of teeth and talons, trying to
crush the target’s windpipe with its powerful jaws. This ambush strategy
HUNTING COMPANIONS is further aided by its dappled gray fur, camouflaging it against the rocky
Impressive creatures, holdfasts! Almost terrain of its native habitat. Today, holdfasts have spread far, often because
as strong a grip as an eel once it latches of orc holds adopting them as hunting companions. This has led to tension
on, but much faster, and just as able with other peoples, who often find holdfasts too difficult to work with and
to worm into tight spaces. I wouldn’t consider them an invasive species—even gnomes and druids who can speak
want to be hunting in the Gravelands with holdfasts find them distractable and murderously energetic.
without one! Although holdfasts watch over their litters very carefully, adults avoid
each other outside of their short mating season. Despite this antipathy for
others of their kind, holdfasts often trail other species of predators, acting as
opportunistic scavengers. This typically ends with the holdfast bullying the
other creature and stealing the greater share of any kill, but it can develop
into a mutualistic arrangement. Many holdfasts have been observed hunting
alongside eagles and other birds of prey, driving underground creatures to
the surface for the birds to pick off.
Holdfasts are difficult to contain, sliding through tiny openings and digging
under fences, meaning proper enclosures must be made of stone or metal on
all sides. Some orc communities instead lay out humane traps when their
hunting parties are needed, using favorite treats as bait. In the orc-run nation
of Belkzen, overlord Ardax the White-Hair’s chief animal handler claims to
have a unique and confidential training process that curbs the holdfasts’
impulse to escape, but other handlers have yet to uncover or replicate it. In
the Gravelands, the major orc communities face the unwelcome intrusion
of undead headed by the Whispering Tyrant. While they maintain the
original bond with holdfasts as hunting partners, the goal has changed from
providing subsistence to eradicating undead.

HOLDFAST CREATURE 4
SMALL ANIMAL
Perception +14; low-light vision, scent (imprecise) 30 feet, tremorsense (imprecise)
30 feet
Skills Acrobatics +10, Athletics +11, Stealth +12 (+14 in rocky or barren terrain)
Str +5, Dex +4, Con +3, Int –4, Wis +2, Cha +0
AC 20; Fort +13, Ref +12, Will +8
HP 55
Lithe A holdfast treats any tight space it can barely fit its head in or wider
as difficult terrain and doesn’t need to Squeeze to move through it.
Hold Tight [reaction] Trigger A creature grabbed by the holdfast’s jaws takes
damage from another creature’s Strike; Effect The holdfast Constricts
the creature in its jaws.
Speed 30 feet, burrow 20 feet
Melee [one-action] jaws +13, Damage 2d6+5 piercing plus Grab
Melee [one-action] talon +13 (agile), Damage 2d4+5 slashing
Burst from Below [one-action] The holdfast Burrows and then Strikes. If the
holdfast began this movement hidden, it remains hidden until after
this ability’s Strike.
Constrict [one-action] 2d6+2 piercing plus crush throat, DC 21
Crush Throat When a creature fails a save against the holdfast’s
Constrict, the creature’s throat is held tight, stopping them from
speaking as long as they’re grabbed. This prevents the creature from
casting spells with vocal incantations, as well as from using many
sonic or auditory abilities.

160
Hooplamander
Many a traveler has heard a loud rumble from behind and turned to see a
strange wheel bearing down upon them. Even if they can dodge it, they still Foreword: My
might not be safe, for once the wheel stops, it unfurls into a hooplamander. Quest for the
Though whispered of in the remote expanses of Arcadia and feared along Wardens
the grassy plains of the Mwangi Expanse, many in urban areas believe the FORM UP
seemingly ridiculous hooplamanders to be nothing more than tall tales. Legends throughout Golarion tell The Zoetrope
As the flattened remains of many caravans can attest, however, these apex of nests of hooplamanders joining and its Crew
predators are very real. together to form giant wheels, three Techniques and
Hooplamanders resemble large salamanders. They’re born with retractable creatures wide and dozens long. Such Tricks
rear legs and an incredibly strong, flexible spine. Their sharp foreclaws feature “caravans” are said to have crushed Services and
sharp hooks that can rend flesh or stabilize it when it enters its wheel-shaped villages and even driven off giants Supplies
form. As they develop, hooplamanders learn how to leap and roll, hooking and dragons. It’s unknown whether
their tails beneath their mouths and stabilizing them with their foreclaws to hooplamanders actually possess Golarion’s
form a crude wheel that they use their tail muscles to propel forward. Their the social intelligence for such a Menagerie
backs are ridged with a tread-like pattern that gives significant traction and maneuver, though that could be Creature
maneuvering power. Hooplamanders are particularly deadly when they use because no witnesses have ever lived Adjustments
their hooked claws to inflict bleeding wounds before entering their “wheels to tell the tale! A
up” form to dash around the battlefield, trampling foes and waiting for their B
prey to bleed out. C
Hooplamanders can be found wherever the ground is flat and open. Their D
coloring matches where they hunt, with those in grassy plains sporting
E
brown-green skin and those in snowy regions bearing a white hide. Some
naturalists believe the creatures started out as salamanders that hatched F
within the acidic trail of the fabled ouroboros. Others believe that nature, G
in its infinite variety, doesn’t need magic to create such creatures—only an H
environment flat enough to reward their cunning adaptation. M
R
HOOPLAMANDER CREATURE 5
S
LARGE BEAST
Perception +12; scent (imprecise) 30 feet T
Skills Acrobatics +13, Athletics +12, Stealth +10 U
Str +5, Dex +5, Con +3, Int –2, Wis +0, Cha +2 V
AC 21; Fort +12, Ref +15, Will +9 W
HP 78
The Wardens of
Flexible Dodge [reaction] Requirements The hooplamander is Unfurled; Trigger The
the Wild
hooplamander is targeted by a Strike; Effect The hooplamander gains a +2
circumstance bonus to AC against the triggering attack and enters its Epilogue: A
Wheels Up stance. Journey’s
Speed 25 feet (40 feet in Wheels Up) Conclusion
Melee [one-action] hookclaw +13 (agile, versatile P), Damage 1d4+5 Glossary & Index
slashing plus 3d6 persistent bleed
Melee [one-action] ridged tail +13 (sweep), Damage 2d6+5 bludgeoning
Wheels Up [one-action] (stance) Requirements The hooplamander is
Unfurled; Effect The hooplamander Leaps and then rolls into its
wheeled form. Any creature within 5 feet must succeed at a DC
22 Reflex save or be off-guard for one round. While it’s Wheels
Up, the hooplamander can’t make Strikes and its Speed increases
to 40 feet.
Rollout Trample [three-actions] Requirements The hooplamander is Wheels Up;
Effect As Trample (Large or smaller, ridged tail, DC 22), except targets that
critically fail their Reflex save are stunned 1, and the hooplamander Unfurls
at the end of its movement.
Unfurl [one-action] Requirements The hooplamander is Wheels Up; Effect The hooplamander
releases its tail, Leaping up to 20 feet as it exists its wheeled shape and unfurls
to land on its four legs.

161
On the History and
Behaviors of Hydras

A storybook tells the origin of the first hydra, beginning to the ecosystem for a generation or so before dying out.
as a massive serpent that terrorized the islands of It is very likely that people at the time, unused to seeing
Iblydos. The creature was said to be so immense that it a nest of snakes coiled together, could extrapolate an
could devour the denizens of one isle while demolishing unearthly terror.
structures with its tail on another. The serpent fed at Most sources agree that hydras originated on the
will upon the people for years before a savior stepped islands of Iblydos, but do not reliably point to a specific
forward to challenge it. The hero-god Zemesticles fought progenitor. The archipelago seems to be the cradle of
the beast for three days, first with spear and shield, birth for many wondrous creatures. How hydras made
then with sword, before finally crushing its head with a their sojourn to Garund and beyond is something of a
boulder. He buried the snake in the earth, but not before puzzle. Many show a fondness for water and the capacity
cutting its body apart to prevent an unnatural return. to swim, allowing them to traverse the relatively short
Unbeknownst to our brave hero-god, a demon lord distances between Iblydos’s islands with some effort.
whose name has been lost to the ages bore a grudge Swimming fully across the Obari Ocean, however, is
against the divine father of Zemesticles. Reaching deep simply not plausible. They were likely transported by
into the earth with vile magics, he soon granted the humanoids, intentionally or not, though keeping such a
pieces of the creature’s corpse unholy life. Each piece creature in the confined decks of a ship for weeks would
became its own serpent and wriggled free from the soil. be quite difficult.
Aware that they were once one body and longing to be Regardless of their propagation’s details, hydras have
whole, the serpents coiled together in a mass until their become common throughout the Inner Sea region. These
bodies combined. And so was made the first hydra. solitary predators are most often found in swamps, river
Research fails to provide any reliable historic records deltas, or other lush inland sites with adequate depth,
pointing to the origin of this story. The myth seems to such as the Sodden Lands or River Kingdoms. It’s best
originate from a period in Iblydos’s history where a to avoid them if possible. If not, an adventuring group
traveling merchant brought a host of snakes for sale as or collection of brave local heroes are often necessary to
curiosities. The reptiles then escaped and caused havoc drive the creature off, or in rarer chances, slay it entirely.

162
Cultural Impact example, a head to the far left may have a crest along
Hydras are most commonly associated with serpents, its skull similar to an iguana, while the head in the
though their methods of seizing prey are quite different. center is smooth with an altogether different shade to Foreword: My
Serpents usually depend on either constricting their meal its scales. Once severed and regrown, the replacement Quest for the
in their coils or slaying it with venom. Hydras instead use heads will carry the quirks of the one that was lost, with Wardens
their many jaws to tear their victims apart. Each mouth mild changes such as hue or length of fang. In this way,
then devours the flesh it has seized. The appearance of zoologists have been able to trace a hydra’s battles and The Zoetrope
a hydra feeding ground is like a natural abattoir, with estimate the original number of heads, not unlike dating and its Crew
entrails and bits of flesh too small to be picked up by a tree. Techniques and
their sword-like teeth left for scavengers. Murders of Physical appearance is not all that separates the heads Tricks
crows have been known to follow the path of a hydra of a hydra, however. Casual yet cautious observation Services and
in hopes of catching a feast among the leftovers of their has also yielded the discovery that the minds of a hydra Supplies
grisly meals. may in fact be independent as well. The behavior of
Given their long life and capacity for self-healing, one head to collect glamorous but mundane stones is Golarion’s
the presence of a hydra can impact a local ecosystem often countermanded by another head disposing of Menagerie
for centuries if left alone. Their regeneration prevents them in seeming disgust; heads of hydras can even be Creature
them from needing food to survive, but hydras are seen in direct argument with each other. I myself have Adjustments
still burdened with monstrous appetites, leading them observed a trio of heads lashing out at one another over A
to hunt and kill all the same. Hydras feast on a diet of the right to devour a choice morsel or prized piece of B
meat, preferably prey animals such as deer and bovines, prey. This leads me to believe that there is no one distinct C
and are large enough to devour an entire herd of prey in consciousness for a hydra, but a collection of individuals D
one meal. In lean times, when a hydra has gone hungry, that work in consensus.
E
it is not uncommon for a hydra to kill and eat more than For creatures that are not truly amphibious, hydras
their fill once given the opportunity, using their many choose to reside in swamps and other wetland areas F
mouths to fill their single stomach. (Though I’m told with surprising regularity. These adept swimmers lounge G
this makes the hydra ill, forcing it to vomit much of its in the water when not otherwise engaged, submerging H
banquet from multiple mouths in what must be a truly their bodies and all heads but one, which they leave to M
disgusting sight.) bob on the surface of the water. Hydra sightings often R
The hydra is a creature long associated with resilience, begin with an explorer or villager mistaking them to be
S
adaptation, and healing. Despite the dangers hydras pose, an alligator or large water snake. Approaching becomes
their image and name are frequently used in symbology an even more fatal mistake once the rest of the heads T
for natural medicine. Particularly brave—or foolish— arise hungrily from the depths of the water. U
entrepreneurs may attempt to capture hydras as a The physiological changes of a hydra during V
renewable source of components for tinctures and spells. regeneration are truly fascinating. There is of course not W
only the famous regrowth, but replication of the neck
The Wardens of
Behaviors and Physiology and head. And the process goes beyond that. Dissection
the Wild
Fighting hydras is made all the more dangerous of hydra corpses reflects that the regrowth process also
by a specific spark of intelligence they all seem to includes a rapid increase in abdominal muscle, ligament Epilogue: A
possess: memory. Hydras have been observed to have strength, and bone density. The core of the hydra’s body Journey’s
a preternatural capacity to recognize individuals also strengthens to accommodate the added weight of Conclusion
that have previously decapitated them. Even when more heads! Truly spectacular. It makes me wonder if Glossary & Index
applying a disguise that would fool most unintelligent there is a practical limit to the number of heads one
creatures, hydras of every type identify and pursue such could attain—and what that would do to the rest of the
combatants, often to the dismissal of other threats. hydra’s body.
Somewhere in the beast’s psyche, the need for revenge
runs deep. In extreme cases, hydras will hound retreating
combatants all the way back to civilization for a chance
to devour their would-be executioner. Most gruesome
tall tales agree that the hydra prefers to land the killing
blow with the regrown head from the very stump their
attacker created.
The multi-headed beasts also display unique attributes
from one skull to another. Observation and academic
divination from safe distances have revealed that young
hydras with all their original heads bear distinguishing
markings that separate one head from another. For

163
SKYMETAL METAMORPHOSIS Hydra
Each stargut hydra has at least The most commonly seen hydra famously has five heads that it uses in
one metamorphosis resulting from unison to attack prey or assailants. Scattered across the Inner Sea region are
consuming a specific skymetal and more fantastical breeds of the beast, each with their own curious evolution
internalizing its properties. If you and hunting behavior.
give a stargut hydra more than one
metamorphosis, you should consider Stargut Hydra
increasing its level and changing its While naturally carnivorous, the adaptable nature of hydras has led to
statistics. an interesting divergence in the species and its preferred diet. The hydra
Adamantine The stargut hydra’s population of Numeria, where organic prey is scarce, has developed the
Strikes bypass Hardness and are ability to digest stones and metal alloys. Those that strike upon a vein of
treated as adamantine. The stargut skymetal for a meal can be forever changed by its properties, leading to a
hydra gains resistance 10 to physical wide range of potential variations. As skymetal is a cornerstone of Numerian
damage (except adamantine). society, stargut hydras are treated in much the same way farmers view a swarm
Abysium (aura, poison) The stargut of corn weevils. The Black Sovereign Kevoth Kul offers a substantial standing
hydra emits an aura of nauseating bounty for the deaths of these creatures, in addition to purchasing whatever
radiation from the abysium in its body. ore can be retrieved from their stomachs before it is digested.
Any creature that begins its turn
within 30 feet of the stargut hydra is STARGUT HYDRA CREATURE 9
sickened 1. LARGE BEAST
Djezet (magical) The stargut hydra
Perception +19; scent (imprecise) 60 feet
Skills Athletics +20, Stealth +18, Survival +18
gains a +2 status bonus to saves
Str +5, Dex +3, Con +6, Int –3, Wis +3, Cha –1
against magic.
Skymetal Metamorphosis (see sidebar on page 165)
(cont. next page)
AC 27 all-around vision; Fort +21, Ref +18, Will +14
HP (body) 150, hydra regeneration
HP (head) 22, head regrowth; Immunities area damage: Weaknesses slashing 10
Head Regrowth A stargut hydra ordinarily has five heads. A creature can attempt to
sever one of the hydra’s heads by specifically targeting it and dealing damage equal
to the head’s Hit Points. A head that is not completely severed returns to full Hit
Points at the end of any creature’s turn.
A hydra can regrow a severed head using hydra regeneration.
A creature can prevent this regrowth by dealing acid or fire
damage to the stump, cauterizing it. Single-target acid or
fire effects need to be targeted at a specific stump, but
effects that deal splash damage or affect areas covering
the hydra’s whole space cauterize all stumps if they deal
acid or fire damage. If the attack that severs a head
deals any acid or fire damage, the stump is cauterized
instantly. If all five heads are cauterized, the hydra dies.
Hydra Regeneration The stargut hydra has regeneration
equal to 3 × the number of heads it has. If a hydra’s
body is missing any heads and the remaining stumps
have not been cauterized, the hydra attempts a DC
29 Fortitude save after it regains Hit Points from
regeneration. On a success, one uncauterized
stump regrows two heads; on a critical success, two
uncauterized stumps regrow into two heads each. The
hydra can never grow more than double the number of
heads it ordinarily has. The hydra’s regeneration only fully
deactivates if all its heads are severed and all stumps are
cauterized, at which point it dies.
Reactive Heads A stargut hydra gains an extra reaction
STARGUT HYDRA per round for each of its heads beyond the first, which
it can use only to make Reactive Strikes. It can’t use
more than 1 reaction on the same triggering action, even

164
if a creature leaves several squares within its reach, and the hydra must use a Inubrix The stargut hydra’s Strikes
different head for each Reactive Strike it makes. Whenever one of the hydra’s ignore resistance to damage from metal
heads is severed, the hydra loses 1 of its extra reactions per round. armor’s armor specialization effects and Foreword: My
Reactive Strike [reaction] do not trigger the Shield Block reaction Quest for the
Speed 25 feet, burrow 25 feet or reactions from armor property runes. Wardens
Melee [one-action] jaw +21 (reach 15 feet), Damage 2d8+8 piercing Noqual The stargut hydra’s Strikes
Vomit Meteorites [two-actions] The stargut hydra lurches its entire body, spewing forth and abilities gain a +2 status bonus The Zoetrope
chunks of meteorite in a 30-foot cone that deal 5d6 bludgeoning damage to all to damage against creatures with the and its Crew
creatures in the area (basic Reflex DC 25). The area becomes difficult terrain for ability to Cast a Spell. Techniques and
1 minute, though a creature can use an Interact action to clear one square of the Orichalcum When the stargut hydra Tricks
rubble. The stargut hydra can’t Vomit Meteorites for 1d4 rounds. has only two heads remaining, it is Services and
quickened. It can use the extra action Supplies
Tyrafdir only to Stride or Strike.
The process of sapient species finding kinship with those who are less self- Siccatite After the stargut hydra Golarion’s
aware can be observed easily throughout the natural world. Humanoids keep takes fire damage, it becomes Menagerie
dogs, kobolds care for reptiles, and so on. More terrifying, as it is on a grander superheated, gaining immunity to Creature
scale, linnorms with a strong attachment to the First World sometimes keep fire and weakness 10 to cold. While Adjustments
mutated hydras as pets and guards. Known to Ulfens as tyrafdirs, these beasts superheated, cold damage can be used A
have the unique ability to create illusory doubles from the ruined stumps to cauterize a stump. After the stargut B
of their necks. These serpentine guardians serve as strong protectors in the hydra takes cold damage, it becomes C
Land of the Linnorm Kings, where their fey-warped physiology deters many chilled, gaining immunity to cold and D
a would-be monarch from claiming their master’s head. The domestication weakness 10 to fire.
E
of tyrafdirs by especially powerful spellcasters to serve as guardians has been
known to take place, often combined with magical traps that attack the F
intruder’s mind. G
H
TYRAFDIR CREATURE 11 M
UNCOMMON HUGE BEAST FEY R
Perception +21; scent (imprecise) 60 feet
S
Skills Athletics +23, Deception +21, Survival +22
Str +6, Dex +4, Con +6, Int –3, Wis +3, Cha –1 T
AC 30 all-around vision; Fort +24, Ref +21, Will +18 U
HP (body) 190, hydra regeneration; Immunities mental; Weaknesses cold iron 10; V
HP (head) 30, deceptive regrowth; Immunities area damage; Weakness cold iron 10, W
slashing 10
The Wardens of
Deceptive Heads (illusion) A tyrafdir is cunning, if unintelligent, using illusions of
the Wild
regrown heads to confuse and harry opponents. When a tyrafdir fails, but does
not critically fail, its Fortitude save to regrow a head, a phantasm materializes to Epilogue: A
mimic the regrowth. This creates two deceptive heads that function differently Journey’s
than real heads. The tyrafdir gains a deceptive jaws Strike as long as it has at least Conclusion
one deceptive head. Any creature that attacks a deceptive head or uses the Seek Glossary & Index
action to examine it can attempt to disbelieve the illusion (DC 27 Will save).
Deceptive Regrowth A tyrafdir ordinarily has six heads. A creature can attempt to
sever one of the tyrafdir’s heads by specifically targeting it and dealing damage
equal to the head’s Hit Points. A head that is not completely severed returns to full
Hit Points at the end of any creature’s turn. A tyrafdir can regrow a severed head
using Hydra Regeneration. A creature can prevent this regrowth by dealing fire
damage to the stump, cauterizing it. Single-target fire effects need to be targeted
at a specific stump, but effects that deal splash damage or affect areas covering
the hydra’s whole space cauterize all stumps if they deal fire damage. If the attack
that severs a head deals any fire damage or is dealt by a cold-iron weapon, the
stump is cauterized instantly. If all six heads are cauterized, the hydra dies.
Hydra Regeneration As stargut hydra, except the Fortitude save is DC 31 and on a
failure the tyrafdir grows two illusory heads (see deceptive heads).
Reactive Heads As stargut hydra.
Reactive Strike [reaction]

165
Speed 25 feet
Melee [one-action] jaws +24 (reach 15 feet), Damage 2d10+9 piercing
Melee [one-action] deceptive jaws +24 (illusion, mental, nonlethal, reach 15 feet), Damage
2d10+9 mental
Noxious Exhalation [two-actions] (curse, primal) The tyrafdir breathes out a noxious mist
WILD WASTES from all of its mouths, spreading in a 20-foot emanation that deals 4d10 poison
It was always clear that the Wardens of damage to creatures within the area (DC 24 basic Reflex save). Any creature that
the Wild would never select the Mana fails its save must attempt a DC 24 Will save or gain weakness to mental 10
Wastes as the site of their Migration — and a –1 status penalty to Will saves for 24 hours. The tyrafdir can’t use Noxious
the land is far too spoiled by pollution Exhalation again for 1d4 rounds.
and magic for most creatures to even
survive the journey. And yet, creatures Prismhydra
like the prismhydra show how nature Prismhydras, yet another inexplicable byproduct of the Mana Wastes’
is capable of adapting to even the tumultuous magical properties, wander the land between Nex and Geb
harshest conditions. I’m not sure I feasting on megafauna, mutants, and whatever else happens to cross their
would go so far as to call the Mana path. Their scales cascade in various colors, shifting in beautiful patterns that
Wastes a sort of evolutionary park or belie the threat of their powerful jaws. Only the most prepared adventurers
preserve, but I wonder what their fauna can slay a prismhydra, for the means of stopping its regeneration is like a
might be like an era, two from now. single card in an explosive deck

PRISMHYDRA CREATURE 16
RARE HUGE BEAST
Perception +28; scent (imprecise) 60 feet
Skills Athletics +33, Stealth +27, Survival +29
Str +9, Dex +6, Con +8, Int –3, Wis +2, Cha –1
AC 30 all-around vision; Fort +28, Ref +26, Will +24
HP (body) 290, hydra regeneration
HP (head) 36, prismatic head regrowth; Immunities area damage; Weaknesses
slashing 15
Hydra Regeneration As stargut hydra, but the Fortitude save is DC 39.
Prismatic Head Regrowth As stargut hydra’s Head Regrowth, except the
prismhydra ordinarily has eight heads. Each head requires a different type
of damage to cauterize; typically, two heads each are vulnerable to acid,
cold, electricity, and fire damage, but other combinations or more exotic
vulnerabilities are possible. When a prismhydra successfully regrows
heads, all the heads regrown have the same vulnerability, which
must be the same as the vulnerability of one of the prismhydra’s
unsevered heads.
Prismatic Backlash [reaction] Trigger A creature successfully cauterizes
one of the prismhydra’s stumps; Effect The unstable prismatic
energies in the prismhydra’s body surge forth. Each creature
adjacent to the prismhydra is exposed to its chromatic
explosion (see below).
Reactive Heads As stargut hydra.
Reactive Strike [reaction]
Speed 35 feet, swim 35 feet
Melee [one-action] fangs +31 (reach 15 feet), Damage 3d12+14
piercing plus chromatic explosion
Ranged [one-action] spittle +28 (acid, range increment 60 feet),
Damage 1d12 acid plus chromatic explosion
Chromatic Explosion A prismhydra’s heads are replete
with arcane energy. Whenever the prismhydra successfully Strikes an
opponent with its spittle, or when an opponent cauterizes one
TYRAFDIR of the prismhydra’s heads, the opponent takes 6d6 damage of
the type matching the head’s vulnerability (typically acid, cold,
fire, or electricity), with a DC 37 basic Reflex save.

166
Mocking Chorus
Among the many unique creatures of the Inner Sea, the hydras known as
mocking choruses that stalk the River Kingdoms may be one of the most Foreword: My
reviled. While as ferocious in direct combat as others of their kind, chorusus Quest for the
are a singular type of challenge for warriors that hunt them due not to their Wardens
sharp teeth, but instead a sharp and subtle tongue. Their strangely cunning TO STEAL A VOICE
tactics and power to turn longtime friends into bitter enemies brings doubt We merfolk believe the voice carries The Zoetrope
to even the closest of allies. the spirit with it—what is speech, and its Crew
Mocking choruses exhibit behavior that seem to indicate a more elevated after all, than me feeling a feeling in Techniques and
intelligence than other hydras. They do not appear to eat in large quantities, my heart, placing that feeling into my Tricks
leaving little sign they have passed by and spurring rumors that they prey on voice to let it ripple out through the Services and
settlements more for sport than sustenance. Every few years sees a new story water (or air, I suppose), and then that Supplies
of a whole village turning on itself. Neighbor against neighbor, the village same feeling arising in your heart once
tears itself apart; some go missing, and only the sounds of hissing laughter the ripples reach you? These mocking Golarion’s
precede the event. choruses chill me, to steal a voice so Menagerie
thoroughly and use it against friends Creature
MOCKING CHORUS CREATURE 18 and families. Adjustments
RARE HUGE BEAST A
Perception +30; scent (imprecise) 60 feet B
Languages all (see uncanny mimicry) C
Skills Athletics +35, Deception +36, Performance +35 D
Str +9, Dex +4, Con +6, Int –2, Wis +2, Cha +4
E
Uncanny Mimicry While unable to communicate for prolonged periods, a mocking
chorus can precisely imitate a humanoid voice. If a creature speaks within audible F
range of the mocking chorus, the mocking chorus can speak using the creature’s G
voice, even if it says different words than what were spoken. Creatures that hear H
the mocking chorus speak this way can attempt a DC 40 Will save to recognize the M
source. On a success, creatures gain a +1 circumstance bonus to all saving throws R
against the mocking chorus’ abilities for 1 minute.
S
AC 41 all-around vision; Fort +33, Ref +30, Will +30
HP (body) 340, hydra regeneration; Immunities auditory, sonic T
HP (head) 35, head regrowth; Immunities area damage; Weakness slashing 10 U
Head Regrowth As hydra, except a mocking chorus begins with ten heads. V
Hydra Regeneration As stargut hydra, but the Fortitude save is DC 43. W
Reactive Heads As stargut hydra.
The Wardens of
Reactive Strike [reaction]
the Wild
Speed 35 feet, swim 35 feet
Melee [one-action] jaws +37 (reach 15 feet), Damage 4d12+14 piercing Epilogue: A
Ranged [one-action] harsh laugh +35 (auditory, range increment 90 feet), Journey’s
Damage 4d10+14 sonic Conclusion
Petty Whispers [two-actions] (auditory, mental) The mocking chorus adopts the voices of its Glossary & Index
enemies, spreading lies and jeers among would-be allies and tearing apart trusted
friends. Creatures in a 60-foot emanation of the mocking chorus must attempt
a DC 37 Will save. The mocking chorus can’t use petty whispers again
for 1 minute.
Critical Success The creature is unaffected and is temporarily
immune for 1 day.
Success As failure, but the creature takes
half damage and is not confused.
Failure The creature takes 12d10 mental damage
and is confused for 1 minute. It can attempt a
new save at the end of each of its turns to end the
confusion.
Critical Failure The creature takes 15d10 damage
and is confused for 1 minute, with no save
PRISMHYDRA
to end early.

167
Magnegor
Magnegors roam the mountains of Golarion, grazing on wild berries, edible
roots, and other plants that favor iron-rich soil and high elevations. These
hulking, woolly bovines have four curved horns—two extending from
behind their ears, and two from below their jaws—that frame their skulls
MAGNEGOR CUD BOMBS in an X shape. Their bodies are covered in thick, stringy hair with a texture
Like cows, magnegors are ruminants, akin to copper wire, parted only by massive neural spines of dense, nearly
relying on foregut fermentation indestructible keratin.
and chewing to break down their Magnegors display a unique ability to manipulate magnetic fields through
food. Though they subsist on many their coats and spines and have a strange predilection for crushing metals
mountainous shrubs, the beasts and precious ores by wallowing over them back and forth. As a result,
seem to prefer alpine rhododendrons, unwary adventurers who accidentally wander into the middle of a magnegor
which often turn this cud a distinct herd rarely, if ever, make it out alive.
pinkish hue. They seem to rechew less
frequently than more conventional MAGNEGOR CREATURE 6
livestock; given reports of magnegors HUGE ANIMAL
consuming small stones (Mogodi et Perception +14; low-light vision
al.), this may be due to gastrolith-aided Skills Athletics +15, Intimidation +13, Survival +15
breakdown in the foregut as well. Str +5, Dex +2, Con +4, Int –4, Wis +2, Cha –2
AC 21; Fort +17, Ref +11, Will +14
HP 100; Weakness metal allergy; Resistance physical 5
Metal Allergy When a magnegor takes damage from a metal weapon or an effect
with the metal trait, it takes 5 additional damage and must succeed at a DC 5 flat
check or become sickened 1. The value of the sickened condition increases each
time the magnegor fails such a check, to a maximum of 3.
Speed 40 feet
Melee [one-action] horn +17 (reach 10 feet), Damage 2d8+5 piercing
Excavating Spines (earth) The magnegor inadvertently digs a 10-foot-deep continuous
trench in any square it Wallows through, as long as the ground in that space isn’t
made of stone, rock, or some other surface too hard to excavate. The trench
is greater difficult terrain. At the GM’s discretion, any excavated square
can reveal a deposit of sedimentary rock filled with metal ore that
has Hardness 7 and 28 Hit Points.
Magnetized Coat When a magnegor comes within 30
feet of a metal object or a deposit of metal ore,
its thousands of wiry hairs stand on end, pointing
towards the metal and creating a magnetic field.
Metal items of light or negligible Bulk that touch
the magnegor’s coat adhere to it magnetically,
requiring an Interact action to be pried free.
Creatures wearing or primarily composed of
metal treat all squares in a 10-foot radius around the
magnegor as difficult terrain, unless they are moving
directly towards it.
Wallow [three-actions] (move) Requirements The magnegor
is prone; Effect The magnegor rolls on its spine-
covered back, up to its Speed, furrowing the earth
and crushing any Large or smaller creatures in
its path. This deals 4d10 piercing damage with a DC 24
basic Reflex save; on a failed save, a creature wearing metal
armor or made of metal is restrained by the magnegor’s magnetized coat
(Escape DC 24). For each metal object or piece of equipment a restrained
creature chooses to leave stuck to the magnegor, it gains a +1 circumstance
bonus to its attempts to Escape. A creature that relinquishes all its metal Escapes
automatically. The magnegor can move at its full Speed while it has a creature
restrained in this way, bringing the creature along.

168
Mammoth Land Star
Mammoth land stars are unrelenting predators that move silently towards
their potential meals on hundreds of tubular feet. There are several Foreword: My
variations, but the most common have a diameter ranging from 8 to 12 Quest for the
feet and five total limbs. These mindless creatures weather any and all Wardens
challenges in their hunt to devour their prey, using their superior sense of A RARE TREAT
smell and keen observation of nearby movement to stalk prey from afar. I’d never eat a normal starfish. All grit. The Zoetrope
Their paralytic venom and rapid digestive process spell a quick end for But I’d never seen a LAND star. Turns and its Crew
unsuspecting creatures caught in their grasp. out they’re delicious. And huge! With Techniques and
Travelers who survive a mammoth land star’s assault must take care the outer shell removed, each limb is Tricks
to destroy the remains, as its regenerative ability will eventually revive about 20 pounds of meat. You have to Services and
it to continue its mission: feed. It is not uncommon for mammoth land cook them first, though. I recommend Supplies
star attacks to happen in succession one week after another, with greater steaming and serving with lemon.
numbers each time. This is often caused by leaving limbs to regrow and Golarion’s
resume their initial attack. Menagerie
Creature
MAMMOTH LAND STAR CREATURE 8 Adjustments
HUGE ANIMAL MINDLESS A
Perception +19; scent (precise) 100 feet, tremorsense (imprecise) 60 feet B
Skills Athletics +16, Stealth +15, Survival +18 (+19 to Track) C
Str +6, Dex +3, Con +6, Int –5, Wis +4, Cha –2 D
AC 26; Fort +19, Ref +13, Will +15
E
HP (body) 100, limb regrowth, regeneration 20 (reduced by 4 for each missing limb);
Immunities mental F
HP (limb) 25, regrowth; Immunities mental G
Limb Regrowth A healthy mammoth land star typically has five limbs. A creature H
can sever a limb by targeting it and dealing damage equal to the limb’s Hit Points. M
The mammoth land star can regrow a missing limb over the course of 24 hours. R
Regrowth Whenever a limb is severed, it must attempt a DC 5 flat check. On a
S
success, the limb will slowly begin to grow into a new mammoth land star over
the course of a week, unless it is doused in acid or fire. T
Speed 25 feet U
Melee [one-action] feet +20 (agile, reach 10 feet), Effect 1d4+6 bludgeoning plus Grab V
Melee [one-action] limb spines +20 (reach 10 feet), Damage 2d8+6 piercing plus spiny W
venom
The Wardens of
Detach [two-actions] (move) Requirements The mammoth land star falls below half
the Wild
its total Hit Points; Effect The mammoth land star severs one of its own
limbs as a distraction, then Strides three times. This movement doesn’t Epilogue: A
trigger reactions. Journey’s
Digest [one-action] Requirements The mammoth land star has a target grabbed; Conclusion
Effect The mammoth land star extrudes its stomach onto its prey Glossary & Index
and digests it alive. The target takes 2d12+6 acid damage and is
drained 1.
Glide [two-actions] (move) The land star blows air through its feet to hover
1 foot in the air and Strides twice with a +5-foot circumstance
bonus to Speed, ignoring uneven ground and difficult terrain
below it.
Pry [one-action] Requirements The mammoth land star has a target grabbed
that is wearing armor; Effect The mammoth land star makes a
feet Strike against a creature it has grabbed. If that Strike hits
and the creature is wearing armor with Hardness 12 or lower,
the armor is broken. This Strike doesn’t further damage armor
that’s already broken.
Spiny Venom (incapacitation, poison) Saving Throw DC 26 Fortitude; Maximum
Duration 6 rounds; Stage 1 1d6 poison and slowed 1; Stage 2 2d6 poison and
slowed 2; Stage 3 2d8 poison and paralyzed

169
The Cultural and Natural Phenomena
of Manticores

Manticores are perplexing creatures, carefully much smaller litters—including single pup births. Once
positioning themselves between settlements and the the pups that survive the inevitable infighting reach
trackless wilds in both location and temperament. There maturity, they leave their mother’s den. The strongest pup
are more species of manticore than I can list in this one often challenges their mother for her territory, sometimes
tome. Their stories cross continents and cultures, and even chasing off the larger and older manticore for an
surely the beasts themselves help to pass the tales along established hunting ground, while the others scatter with
the way. While most view manticores as murderous the winds. Such competition rarely leads to the death or
beasts with cruelty to match their ferocity, they are total submission of manticores. I suspect this is due to the
fully sapient, and I had the chance to speak with several pride of a manticore refusing to allow themselves to be
different types during our journey, though I must confess killed or controlled by another.
the conversations were interspersed with varying threats Over the course of our journey, we had many beasts
against my person. I have, however, found through these attempt to make meals of us. Among these encounters,
interactions that manticores have an overwhelming manticores seemed to take a particular glee in it, although
desire to exaggerate their power and show dominance perhaps only because they can make their feelings
over others. known more readily. Similarly, they bully the weak and
Manticores can be found across Golarion and, for bow before the strong, which passes without comment
the most part, have contentious interactions with in animals that cannot explain their motivations. Like
their neighbors. Manticores’ time with each other is so much with the manticore, their malice and power
substantially less well documented, however. Those I’ve plays exceed what is normally be seen in the wild, while
spoken with sought out partners rarely and generally their ferocity and uncontrolled hunger mark them as
for less than a year at a time. During this partnership, something from outside the gates of civilization. This
the mother gives birth to a litter of manticore pups; duality, while quite unappealing, is interesting. I wonder
once recovered, she chases the father away so she’s no how such a nature came to be so ubiquitous among all
longer burdened with providing him food and sharing manticores. While such behavior can be advantageous
her territory. Litters average between three and seven due to their evident prowess, it seems to work against
pups, with common manticores having larger litters and them just as often. I do long to meet a manticore who
rarer manticores, such as chimeric manticores, producing has overcome this seemingly natural instinct.

170
Manticore Variations Stories and Tall Tales
The most common species of manticore is the aptly My favorite tales about manticores come from Matanji
named common manticore. These manticores can be orcs. They tell of Lirac Jawcrusher, who was one of the Foreword: My
found in most areas of Golarion, frequently moving mighty founders of the fortress city Ukuja. Adolescent Quest for the
to prey on new settlements after clashes with local children often tell the stories during the preparation of Wardens
governments or mercenary adventurers. Despite the the evening meal, with each child present attempting
stories of how clever and witty manticores are, common to one-up the others on how clever Lirac and the The Zoetrope
manticores are the most straightforward of the species manticore Tanat were. The basic story rarely changes, and its Crew
I’ve met. Like the rumors that all manticores have however, and carefully records the traits of the barded Techniques and
poisonous tails, common manticores often encourage manticore. In the early days, Ukuja was beset on all sides Tricks
being confused for their more powerful kin. by all manner of beasts; the orcs were able to keep them Services and
The next most common appears to be the scorpion- back until the monsters were rallied by the manticore Supplies
tailed desert manticore. Desert manticores are a known Tanat, who was terribly cunning and had the ability
nuisance in northern Garund, with groups of the to cast lightning from her tail. She would terrorize the Golarion’s
creatures sometimes serving the powerful divs, dragons, village, crashing through homes and fields, demanding Menagerie
or sphinxes of the deep desert. However, individual worship and tribute. Lirac saw this destruction and Creature
specimens can be found far from their typical range, chose to end it, following the manticore back to her Adjustments
displacing common manticores from their territory. I had lair. The orc warrior waited until nightfall, when Tanat A
the opportunity to speak to one massive desert manticore was finally alone, and crept inside carefully, defeating B
in southern Rahadoum, near the city of Haldun. The the manticore’s own traps and setting one of her own. C
manticore Ghadrouz demands worship from the locals, In fact, it’s within the gleeful description of these traps D
seeming to think that the town dances in his paw. that the joy of the tale lies. With a ferocious battle cry,
E
However, speaking with the mayor, the manticore is seen Lirac slammed a rock on Tanat’s head, and when she
rather as something like a mascot, though one useful at awoke to defend herself, the trap was sprung and the F
preventing bandits and raiders from overwhelming the beast was defeated. The tale ends with Lirac taking G
area’s fortifications. She seemed more concerned that Tanat’s metal scales to forge weapons for the defenders H
some child might violate the nation’s laws while playing of Ukuja. M
along with Ghadrouz’s pretensions than with the actions The story of Mari the Whistler is perhaps a better R
of the beast himself. representation of an encounter with a common manticore
S
Barded manticores, another common variety, are than the aforementioned epic battle of wits. Over a
named as such because they appear to be armored in dozen small farming towns in Andoran claim Mari was T
scale mail. These creatures have strong enough teeth and born there, which—even though unlikely—does give U
jaws to be able to chew solid metal, which they rapidly some idea of the manticore’s prominence in their lives. V
digest. Through a wondrous natural process, young As the story goes, a manticore descended on Mari’s W
barded manticores exude the material from their skin town and tormented the populace, demanding that each
The Wardens of
to form defensive scales, like those of a fish but much family give him their finest and most treasured heirloom
the Wild
sturdier. Later in life, they seek out magic armor and as proof of their devotion. When he came upon Mari’s
armaments, or runestones, to consume, which grant home, the poor family presented him with their finest Epilogue: A
them innate magical abilities. Barded manticores are treasure: a sheaf of wheat and an old, polished religious Journey’s
cleverer than most manticores, although I’m aware that symbol of Erastil. The manticore roared in fury at the Conclusion
this is not the most impressive of comparisons. However family’s humble offering and demanded to know where Glossary & Index
faint that praise may be, it’s important to remember they kept their treasure. Finally, Mari stepped forward
when entering a barded manticore’s territory. They have and defiantly faced the manticore, telling him that the
been known to carefully lure educated wizards into family kept their treasure in the whistling well far down
obvious traps and trick cunning warriors into letting the path. When the manticore began to search the area,
their guard down just in time for a calculated attack. Mari raced out to the ground well, covering the top of it
These manticores have the pick of territories due to their in moss and sticks before hiding in a nearby bush. That
strength and settle anywhere enough shaped metal can be evening, she led him to the well from her hiding spot
found for them to gnaw upon. A substantial population by whistling continuously, getting louder as he came
roosts near the Sarkoris Scar, picking over metal-rich closer. Once on the false lid, the trap gave way, and the
battlefields. Reports from other areas are harder to manticore fell into the deep well water and drowned,
substantiate since some manticores are provided with and thus Mari saved her town. Each town seems to have
metal feasts by allies in places like Oprak. Manticores its own idea of why the manticore couldn’t get out of
scaled in dawnsilver and cold iron have been reported the well, whether the well itself was too narrow, Mari
in the Mwangi Expanse, while other stories come from threw down rocks, or a net rigged below tangled the
Arcadia and Tian Xia. manticore’s wings.

171
Manticore
These variant manticores bring more than just their tails to the fray, presenting
a range of venemous or magical abilities.

Desert Manticore
SEARED INTO MEMORY Desert manticores are far more dangerous than their common cousins and
Though I know I should avoid overly only marginally cleverer. Instead of the usually spiked tail reminiscent of
editorializing in my sketches, I find it a porcupine, desert manticores have large scorpion tails, requiring them
difficult when portraying a manticore’s to adopt closer approaches and cunning ambushes. Desert manticores are
face. Something about it sears itself known for their egos and constant attempts to outmatch sphinxes within
into my memory, and it always comes their chosen territories. No accounts of such attempts have ever proved
out in the sketch. I hope Baranthet fruitful for the desert manticore.
will forgive my focusing on their spine
arrangement in this batch of sketches. DESERT MANTICORE CREATURE 12
UNCOMMON LARGE BEAST
Perception +22; darkvision, scent (imprecise) 60 feet
Languages Common, Kelish, Osiriani
Skills Acrobatics +22, Athletics +25, Deception
+22, Intimidation +26, Stealth +22
Str +7, Dex +2, Con +5, Int –2, Wis +2, Cha +4
AC 33; Fort +25, Ref +22, Will +22
HP 270; Immunities poison
Indomitable Beast [reaction] Frequency once per day; Trigger
The desert manticore is reduced to 0 HP; Effect The
desert manticore avoids being knocked out and remains
at 1 HP, then can make a stinger Strike against a creature
in its reach.
Speed 30 feet, fly 40 feet
Melee [one-action] jaws +25, Damage 4d8+10 piercing plus
Grab
Melee [one-action] claw +25 (agile), Damage 4d6+10
slashing
Melee [one-action] stinger +25 (reach 10 feet), Damage 3d6+10 piercing plus
manticore venom
Manticore Venom (poison); Saving Throw Fortitude DC 32; Maximum
Duration 6 rounds; Stage 1 3d8 poison damage and drained 1 (1 round); Stage
2 4d8 poison damage and drained 2 (1 round); Stage 3 5d8 poison damage and
drained 3 (1 round)
Scorpion Sting [two-actions] The desert manticore Strikes an off-guard creature with its
stinger. The attack injects venom deeply, dealing an additional 4d8 poison
damage and giving the target a –2 circumstance penalty to their initial save
against the poison.
Venomous Flight [two-actions] The desert manticore Flies twice, dripping venom from its
stinger. It chooses a creature it flew directly above during the flight, which is
exposed to manticore venom. The desert manticore cannot fly further than 60
feet above the target or the venom becomes too dispersed in fall to take effect.

Barded Manticore
DESERT MANTICORE Barded manticores are treacherous and dangerous beasts, and the only known
member of the manticore species with the innate ability to cast spells. Luckily,
these creatures are incredibly rare, mostly found near battlefields and other
sources of worked metal, though stories tell of a particularly clever barded
manticore attempting to make herself a home deep under the Magaambya.
Unlike the other members of the species, a barded manticore has a face that
resembles a human’s and a torso coated in scales of varying metals, the exact
composition depending on their diet. Thanks to these materials, most barded

172
manticores are able to fend off just about any being attempting to encroach upon INGOT SALVAGE
their territories, especially fiends and other creatures with weaknesses to specific The scales of a deceased barded
metals. Barded manticores sift through metals obtained from their victims, whether manticore can be salvaged, granting Foreword: My
that be local villagers coerced into giving them tribute or unlucky travelers, and several metal ingots (typically 1 Quest for the
seek the rarest, most valuable types to make part of their next meals. adamantine ingot, 5 cold iron ingots, 1 Wardens
This also includes armor and weapons inscribed with runes that grant a dawnsilver ingot, and 5 silver ingots).
barded manticore the ability to cast spells, though these spells vary depending Its innate spells are etched onto The Zoetrope
on the region the beast inhabits and what type of runes they consume. In rare the metal covering its tail, usually and its Crew
areas where magic is suppressed, a barded manticore will be unable to grow their dawnsilver, which can be used as Techniques and
runed scales, rendering them less powerful than others of their kind. Pointing magical writing to Learn a Spell for Tricks
this out to such a barded manticore often ends in one’s untimely demise at the those spells. Services and
manticore’s claws and spines, no less sharp for the lack of enchantments. Supplies

BARDED MANTICORE CREATURE 18 Golarion’s


Menagerie
RARE LARGE BEAST
Perception +33; darkvision, scent (imprecise) 60 feet Creature
Languages Common, Mwangi Adjustments
Skills Acrobatics +31, Athletics +35, Crafting +29, Deception +32, Intimidation +32, A
Nature +31 B
Str +9, Dex +5, Con +6, Int +1, Wis +5, Cha +6 C
AC 42; Fort +32, Ref +30, Will +29 D
HP 440; Weaknesses electricity 15
E
Spell Reflection [reaction] Trigger An opponent casts a spell that targets the manticore
and requires a saving throw; Effect The manticore gains a +4 circumstance F
bonus to the saving throw. If they critically succeed at the save, they can choose G
a creature within 30 feet that was not originally targeted by the spell. That H
creature becomes a new target of the spell, who must attempt its own save M
against the same DC. R
Speed 40 feet, fly 45 feet
S
Melee [one-action] tail +33 (magical, reach 10 feet), Damage 3d10+15 piercing plus 1d12
electricity T
Melee [one-action] claw +33 (agile, magical), Damage 3d8+15 slashing plus 1d12 electricity U
Ranged [one-action] spike +31 (magical, range increment 40 feet), Damage 3d8+15 piercing V
Primal Innate Spells DC 40, attack +35; 9th wrathful storm; 8th chain lightning; W
6th field of razors ROE, tangling creepers; 5th impaling spike (at will), lightning
The Wardens of
bolt (at will); 3rd one with stone (at will); Cantrips (9th) detect metal ROE, needle
the Wild
darts ROE, tangle vine
Arrange Scales [one-action] The barded manticore flexes the muscles under their scales Epilogue: A
to temporarily gain better protection. The manticore gains a +2 circumstance Journey’s
bonus to AC and resistance 15 to their choice of bludgeoning, piercing, or Conclusion
slashing damage. These benefits last until the beginning of the manticore’s Glossary & Index
next turn or they use Arrange Scales again.
Metallic Coating A barded manticore’s unarmed attacks (including spikes) count
as adamantine, cold iron, dawnsilver, and silver.
Paired Spikes [one-action] The barded manticore flings two spikes from their
tail, targeting up to two creatures within 20 feet of each other.
They make a separate ranged Strike against each creature,
which counts as a single Strike for the barded
manticore’s multiple attack penalty, and the
penalty doesn’t increase until they’ve made
both Strikes. If the manticore targeted
only one creature and hits, that creature
BARDED MANTICORE
takes normal damage for a single
spike, but also gains weakness 15
to electricity damage until the spikes
are removed with an Interact action.

173
Marp
While many creatures hunger after gold, the blue-furred marp literally eats
this precious metal as a vital part of their diet. Although a few marp families
live near natural gold deposits, most sources of gold are already under some
other creature’s control. Therefore, marps generally survive by ingratiating
WASTE OF GOLD themselves to those creatures. Once they have inured themselves with such a
Gold. I don’t get the fuss when you try group, they will gather all the gold they can get.
to eat it. I guess I once saw a visiting Even hungry marps ask first, a display that varies by region but is rarely
dignitary present our matriarch with more complex than gripping their hands in the air and asking “gold?” in
some sort of gold-dusted dumpling. But a plaintive voice. Marp cultures consider this process of asking first to be
why wouldn’t you just use it to buy virtuous, but they fundamentally think of gold as a food, not a trade good.
something tastier or more filling, like a As such, they will steal gold if refused, considering it justified the same way
turnip? Could get a lot of turnips for a one might steal bread if starving. That being said, marps generally attempt to
bottle of gold flakes. earn their keep by assisting in roles like prospectors or counterfeit detectors,
for which their acute sense for gold makes them well suited.
Marps rarely engage in direct combat, preferring to run away if attacked.
On the rare occasions they meet other creatures that also eat minerals,
they’re generally willing to reach an equitable trade agreement.
The scent and feel of lead disgust marps. If a marp is given lead, they no
longer approach that creature and leave them alone. Even a single lead coin
in a bag of gold is enough to protect the bag from theft, making such coins
an effective deterrent in regions frequented by marps.

MARP CREATURE 4
SMALL BEAST
Perception +12; darkvision, goldsense (imprecise) 60 feet
Languages Common, Fey
Skills Acrobatics +12, Athletics +10, Deception +13, Thievery +12
Str +4, Dex +4, Con +2, Int –2, Wis +2, Cha +5
Goldsense Marps can sense any accumulation of gold within range. They also can
precisely measure the purity of gold by touch.
AC 20; Fort +10, Ref +14, Will +10
HP 48
Panicked Withdrawal [reaction] Trigger The marp takes damage from a melee Strike; Effect
The marp drops any items held in their hands, then Climbs or Strides up to 15 feet.
Speed 25 feet, climb 15 feet
Melee [one-action] jaws +12, Damage 2d6+6 piercing
Gold? (auditory, emotion, linguistic, mental) [one-action] The marp asks for gold from all
creatures in a 30-foot emanation. Each target must attempt a DC 22 Will save or
retrieve and drop gold valuables as a free action.
Critical Success The target can refuse the request, though they can also choose
to willingly hand over any amount of gold. If they do so, they gain a +1 status
bonus to the next saving throw they attempt within 1 minute, and they’re
temporarily immune to Scampering Theft for 1 minute.
Success The target can refuse the request.
Failure The target must drop coins, gold jewelry, or other objects worth 20 gp.
Critical Failure As failure, but 40 gp.
Scampering Theft (manipulate, move) [two-actions] The marp runs and attempts to snatch a
purse, pendant, or other such object. The marp Strides up to their Speed, and they
can move through enemy spaces during this movement. They then attempt to
steal valuables from the target, who must attempt a DC 22 Reflex save.
Success The marp fails to steal anything from the target.
Failure The marp steals one object from the target’s possession that is made of or
contains gold. They can’t steal objects held by or permanently attached to the
creature. If the object contains lead, the marp drops it at the target’s feet. After
stealing the object (or dropping it), the marp then Strides up to their Speed.

174
Mjolgat
Over the millennium that they mined the rich mineral deposits of the
Shattered Range, the dwarves of Dongun Hold discovered the stalwart Foreword: My
mjolgat, a beast that exhibits the uncanny ability to sniff out ore deposits Quest for the
with its incredible sense of smell. To this day, dwarves across Golarion Wardens
rear mjolgats as companions and draft animals, training them to locate SHRIEKING SHEPHERDS
precious metals hidden deep beneath the surface. Some dauntless dwarves Though mjolgats are excellent at The Zoetrope
even turn mjolgats into mounts, though those brave enough to do so often locating ore, their stubby hooves are and its Crew
require ample ear protection, as the creatures release horrifying shrieks terrible at excavating it. As a result, Techniques and
when threatened. mjolgats tend to feed only upon ore Tricks
Exhibiting a temperament that rivals even a dwarf’s surliness, mjolgats deposits in loose rock on the surface. Services and
have large, cranial crests of bone as broad and heavy as the head of a However, many mjolgat handlers claim Supplies
giant’s warhammer. While the rest of their face resembles a cross between that in the wild, the beasts exhibit
an elephant and a yak—with elongated snouts, rodentlike muzzles, and a a strange tendency to drive digging Golarion’s
two sets of horns—their bodies resemble those of squat boars. A straggly creatures such as Taldan cave squirrels Menagerie
mane of thick brown fur covers their massive necks, which develop and and magnegors toward ore deposits Creature
strengthen over their life spans to support the massive columns of bone they’ve already sniffed out, then shriek Adjustments
atop their heads. Adolescent mjolgats often lack such athleticism, walking to scare the creatures into unearthing A
backward and dragging their heads behind them until they can hold their more food. I’ve witnessed several B
necks upright. A dwarf down on their luck is often compared to a young savvy mjolgat trainers leverage this C
mjolgat unable to lift their head off the ground. instinct, unearthing significant wealth— D
and sometimes, grave danger—in the
E
MJOLGAT CREATURE 4 process.
F
SMALL BEAST
Perception +15; darkvision, orescent (precise) 60 feet G
Skills Athletics +10, Intimidation +12, Survival +10 H
Str +5, Dex +2, Con +4, Int –3, Wis +2, Cha –2 M
Orescent A mjolgat can detect the ores of unrefined precious metals with its powerful R
nose. Common earth and stone do not impede the mjolgat from smelling ores deep
S
within the ground.
AC 21; Fort +14, Ref +8, Will +8 T
HP 60 U
Head On [reaction] Trigger A creature the mjolgat can see targets the mjolgat with an V
attack; Effect The mjolgat swings its crest in the direction of the danger, gaining a W
+2 circumstance bonus to AC against the triggering attack.
The Wardens of
Speed 20 feet
the Wild
Melee [one-action] bone crest +10, Damage 2d10+7 bludgeoning
Melee [one-action] hoof +12, Damage 2d6+4 bludgeoning Epilogue: A
Hammerhead [two-actions] (attack) The mjolgat rears upon its hind leg to crush an Journey’s
enemy with its jagged crest of bone. The mjolgat makes a bone crest Conclusion
Strike; on a hit, the mjolgat deals an extra die of damage. This counts as Glossary & Index
two attacks when calculating the mjolgat’s multiple attack penalty.
Punch-Drunk If the mjolgat critically fails a bone crest Strike, it becomes
stunned 1 and stupefied 1 for 1 round.
Rockbreaker When the mjolgat deals damage to an object (such as a
shield or an ore deposit), it deals double damage.
Shrieking Slam [two-actions] (auditory, emotion, fear, mental) The mjolgat
lets out a terrifying screech before bashing its head into the
ground. Creatures within 30 feet of the mjolgat must attempt a
DC 21 Will save. Regardless of the result of the save, they
are then immune to Shrieking Slam.
Critical Success The target is unaffected.
Success The target is frightened 1.
Failure The target is frightened 2.
Critical Failure The target is frightened 3 and
fleeing for 1 round.

175
Rumindrol
The elusive rumindrol, an apex predator of the Darklands, lives deep below
the surface of Golarion. Capable of emitting siren-like calls that reverberate
far and wide through the tunnel systems surrounding its lair, a rumindrol
feasts on the giant subterranean worms drawn to its call—as well as shulns
RUMINDROL EXHUMED and other creatures that feed in the worms’ wake—by building up sickening
I’d never heard of a rumindrol before subsonic vibrations within its targets until they are unable to move.
the expedition, but Ten told me
they come through surki burrows RUMINDROL CREATURE 15
sometimes. They said rumindrols RARE GARGANTUAN BEAST
usually come up after earthquakes, that Perception +28; motion sense 120 feet, no vision
kinda thing. As if it wasn’t bad enough Skills Athletics +30, Deception +27, Survival +25
to deal with an earthquake when you Str +9, Dex +6, Con +7, Int –1, Wis +5, Cha –1
live underground, now you have this Motion Sense A rumindrol can sense nearby motion through vibration and air
hum spreading through the tunnels. No movement.
wonder Ten came up surface-side. AC 37; Fort +30, Ref +26, Will +23
HP 295; Weaknesses cold 10; Resistances poison 15, sonic 15
Dreadful Resonance (auditory, aura, incapacitation) 60 feet. Each creature that
enters or starts its turn in the emanation must succeed at a DC 36 Fortitude
save or become enfeebled 1 (enfeebled 2 on a critical failure) and take 3d8
sonic damage.
Enthralling Call (auditory, aura, emotion, mental) 1 mile. Each non-rumindrol
creature that enters or starts its turn within the emanation must succeed at a
DC 26 Will save or become fascinated. The creature then becomes temporarily
immune to this effect for 1 day (1 hour on a critical failure). Any creature
fascinated in this way will attempt to find the source of the rumindrol’s cry,
mindlessly wandering towards it.
Speed 20 feet, burrow 60 feet
Melee [one-action] jaws +30 (reach 15 feet), Damage 3d12+15 piercing plus Improved Grab
Melee [one-action] leg +30 (agile, reach 15 feet), Damage 3d8+15 slashing
Ranged [one-action] focused resonance +30 (range increment 120 feet), Damage 3d10+15 sonic
Entropic Cry [one-action] (auditory, incapacitation) The rumindrol focuses its sonic emanations
on a creature it’s aware of within the area of its enthralling call aura. The target
must attempt a DC 31 Fortitude save.
Critical Success The creature becomes temporarily immune to Entropic Cry for 1 hour.
Success The target is sickened 1.
Failure The target is sickened 2.
Critical Failure The target is sickened 2, enfeebled
1, and stupefied 1.
Fast Swallow [reaction] Trigger The rumindrol Grabs
a creature; Effect The rumindrol uses Swallow
Whole.
Inexorable The rumindrol recovers from the
paralyzed, slowed, and stunned conditions
at the end of its turn. It’s also immune to
penalties to its Speeds and the immobilized
condition, and it ignores difficult terrain and
greater difficult terrain.
Swallow Whole [one-action] (attack) Huge, 3d10+9
bludgeoning, Rupture 30
Thrash [two-actions] (attack) The rumindrol attempts individual
Strikes against each creature in its reach. It can attempt
up to one jaws Strike and any number of leg Strikes. Each
attack counts toward the rumindrol’s multiple attack penalty,
but the penalty doesn’t increase until after it makes all the attacks.
Trample [three-actions] Huge or smaller, leg, DC 36

176
Scroungefeather
The large scavenger birds known as scroungefeathers make their homes near
the sites of large battles. These birds feast on blood and carrion and have Foreword: My
quickly learned that battlefields provide both in abundance. In spite of this Quest for the
grisly diet, they’re best known for another strange adaptation: they build Wardens
their nests from pieces of armor, weapons, and magic items scavenged on the JUNK PILE HAZARDS
battlefields. This leaves young scroungefeathers remarkably well protected, That Grefu, you think he’d realized The Zoetrope
allowing both parents to leave the nest to search for food. he’s not a hunter anymore. A and its Crew
Alarmingly, scroungefeathers have learned how to use the items scroungefeather made off with his Techniques and
they scavenge for their nests to fend off attackers, flinging arrowheads, precious cleaver the other day, and Tricks
thrashing about with knives, and even activating the occasional wand. A the gifted fool went wading into the Services and
scroungefeather nest makes a tempting target for adventurers and thieves, as creature’s junk pile trying to get it back. Supplies
the treasures tucked within can be quite valuable, but the birds defend their Not only did the pest fling some sort of
nests fiercely, particularly when there are eggs or chicks inside. acid bottle at him, but he cut his tail on Golarion’s
While the feathers of scroungefeathers don’t have any magical properties, some old armor, and I had to use half Menagerie
they’re popular among thieves. Insignia for thieves’ guilds often include the our supply of astrinaria root to make Creature
image of a black feather with two crimson stripes, and such organizations sure he didn’t get rust sickness! Adjustments
often send new recruits to raid a scroungefeather nest as part of their training. A
B
SCROUNGEFEATHER CREATURE 5 C
SMALL ANIMAL D
Perception +13; low-light vision
E
Skills Acrobatics +12, Stealth +12, Thievery +14
Str +3, Dex +5, Con +2, Int –4, Wis +1, Cha +2 F
AC 21; Fort +14, Ref +16, Will +8 G
HP 76 H
Speed 20 feet; fly 40 feet M
Melee [one-action] beak +12 (finesse), Damage 2d8+3 piercing R
Melee [one-action] talon +12 (agile, finesse), Damage 2d6+3 slashing
S
Grab Debris [one-action] Requirements The scroungefeather is in its nest or another environment
rich with debris; Effect The scroungefeather uses an Interact action to grab an item T
with its beak, selected randomly; roll 1d4 to determine the type of debris. The U
scroungefeather gains access to the listed abilities until it uses Tossed Scraps V
to discard the debris or until it Releases the debris. The scroungefeather W
can’t use its beak attack while it is using its beak to Grab Debris.
The Wardens of
d4 Item Effect
the Wild
1 Armor scrap The scroungefeather gains a +2 circumstance bonus
to its AC. Epilogue: A
2 Shattered blade The scroungefeather gains a broken blade melee Journey’s
Strike with a +12 attack modifier that deals 2d10+6 Conclusion
slashing damage. Glossary & Index
3 Unexploded bomb When the scroungefeather throws this with
Tossed Scraps, all the damage is fire
damage, and the bomb also deals 3 fire
splash damage.
4 Faulty wand The scroungefeather gains a magic bolt ranged Strike with
a +14 attack modifier that deals 2d6+6 force damage.
Junk Nest The scroungefeather’s nest of sharp metallic junk covers a 15-foot-by-
15-foot area. The area is difficult terrain and hazardous terrain to any non-
scroungefeather creatures. A creature that moves on the ground through the
nest takes 3 piercing damage for each square of the area it moves into.
Scroungefeathers can Take Cover at any point in the nest.
Tossed Scraps [one-action] Requirements The scroungefeather has Grabbed
Debris; Effect The scroungefeather flings the debris at a target
within 20 feet, making an attack roll with a +12 modifier. On a
success, the target takes 2d10+5 bludgeoning damage.

177
Seal
Seals are semi-aquatic carnivorous mammals found on beaches across
Golarion. They’re known for their extraordinary hunting skills, using their
sensitive whiskers to detect the movement and the size of fish they’re hunting,
even allowing them to locate hidden prey.
THE FEROCIOUS SEAL
You might see seals lounging about Harbor Seal
on the surface and think they’re lazy, Harbor seals are the most common seals found in Golarion and famous for
but they really are some of the most their soft, furry bodies. They’re vicious hunters underwater, but typically shy
marvelous hunters in the ocean. of humanoids on the surface, preferring to hide among the waves rather than
Sometimes when I see their tails from face down what seems to be a terrifying land predator.
far away through murky waters, I
forget they aren’t merfolk themselves! HARBOR SEAL CREATURE 2
MEDIUM ANIMAL
Perception +9; darkvision, scent (imprecise) 20 feet, whisker sense 30 feet
Skills Acrobatics +6, Athletics +10, Stealth +8
Str +4, Dex +3, Con +3, Int –4, Wis +1, Cha +3
Deep Breath A harbor seal can hold its breath for 30 minutes.
Whisker Sense A harbor seal can use its whiskers to sense vibrations as a precise
sense at the listed range, but only underwater.
AC 17; Fort +9, Ref +11, Will +5
HP 30
Speed 15 feet, swim 30 feet
Melee [one-action] jaws +9, Damage 1d8+4 piercing plus Grab (page 213)
Aquatic Ambush [one-action] 40 feet (page 212)
Aquatic Feast [one-action] Requirements The harbor seal has a Medium or smaller creature
grabbed in its jaws; Effect The harbor seal Swims up to 10 feet, carrying its grabbed
creature along with it dealing 1d8 slashing damage (DC 18 basic Fortitude save).

Leopard Seal
Leopard seals are a large species of seals, often growing up to ten feet long.
They’re the only species of seal known to pursue humanoids.

LEOPARD SEAL CREATURE 4


LARGE ANIMAL
Perception +13; darkvision, scent (imprecise) 40 feet, whisker sense 60 feet
Skills Acrobatics +8, Athletics +14, Stealth +10
Str +6, Dex +4, Con +3, Int –4, Wis +1, Cha +2
Deep Breath A leopard seal can hold its breath for 30 minutes.
Protective Blubber A leopard seal treats environmental cold effects as if they were
one step less extreme (incredible cold becomes extreme, extreme cold becomes
severe, and so on).
Whisker Sense As harbor seal.
AC 20; Fort +12, Ref +14, Will +8
HP 65
Speed 15 feet, swim 40 feet
Melee [one-action] jaws +12, Damage 2d8+6 piercing plus Grab (page 213)
Melee [one-action] tail +12 (agile), Damage 2d6+6 bludgeoning
Aquatic Ambush [one-action] 50 feet. (page 212)
Predatory Slam [two-actions] Requirements The leopard
seal is in water; Effect The leopard seal travels
up to 40 feet, ending its movement on land.
Enemies adjacent to the leopard seal when it
ends its movement take 2d10 bludgeoning
LEOPARD SEAL damage (DC 21 basic Reflex save) and are
knocked prone on a failure.

178
Shark
Numerous species of sharks make their homes in the ocean’s depths, rarely
encountered by land-dwellers. Foreword: My
Quest for the
Goblin Shark Wardens
Goblin sharks are deep-sea hunters, dwelling near the ocean floor. They SHARK DENTITION
make up for their slow swimming speed with stealthy ambushes, allowing Though shark teeth are commonly The Zoetrope
prey to get within reach before lashing out with their extending jaws. thought of as serrated, the type of and its Crew
teeth a shark possesses depends Techniques and
GOBLIN SHARK CREATURE 5 on its diet. As Karlonn famously Tricks
LARGE ANIMAL AQUATIC detailed, flattened teeth help sharks Services and
Perception +15; blood scent, electrolocation 20 feet, scent (imprecise) 100 feet crush crustaceans, while sharks with Supplies
Skills Athletics +13, Stealth +15, Survival +10 needle‑like teeth feed on small prey,
Str +6, Dex +4, Con +5, Int –4, Wis +3, Cha –3 such as squid. I’m unsure what the Golarion’s
Blood Scent The shark can smell blood in the water from up to 1 mile away. whorled jaw of the helicoprion could be Menagerie
Camouflage The goblin shark’s coloration blends in with the water. It doesn’t need used for, though. Perhaps to prevent Creature
cover to attempt to Hide with a Stealth check while underwater. prey from escaping its jaws, similar to Adjustments
Electrolocation A goblin shark can sense minute electrical charges in living creatures, eels? More research is necessary. A
which it can use as a precise sense at a range of 20 feet. B
AC 21; Fort +16, Ref +11, Will +10 C
HP 85 D
Grasping Jaws Creatures that successfully Escape from the goblin shark’s jaws take
E
1d6 persistent bleed as the shark’s hold tears flesh away.
Speed swim 20 feet F
Melee [one-action] jaws +13, Damage 2d8+6 piercing plus Grab (page 213) G
Lunging Bite [two-actions] The goblin shark dashes forward and extends its jaws bite a H
creature. It swims up to 10 feet in a straight line and makes a jaws Strike with a M
reach of 10 feet. R
S
Helicoprion
Though not a true shark, the helicoprion belongs to a similar lineage of T
cartilaginous fishes. The predator’s most striking feature is its tooth whorls, U
which spiral outward in its lower jaw. V
W
HELICOPRION CREATURE 10
The Wardens of
UNCOMMON GARGANTUAN ANIMAL AQUATIC
the Wild
Perception +21; blood scent, scent
(imprecise) 100 feet Epilogue: A
Skills Athletics +24, Stealth +17, Journey’s
Survival +15 Conclusion
Str +8, Dex +3, Con +6, Int –4, Wis +3, Glossary & Index
Cha –1
Blood Scent As goblin shark.
AC 28; Fort +22, Ref +19, Will +16
HP 230
Speed swim 60 feet
Melee [one-action] jaws +22 (reach 10 feet),
Damage 2d10+12 slashing plus 1d8
persistent bleed and Improved Grab
(page 213)
Deshell [one-action] (attack) Requirement A creature is
grabbed or restrained in the helicoprion’s jaws;
Effect The shark rips into the creature dealing
3d10 slashing damage (DC 26 basic Reflex save). HELICOPRION
Swallow Whole [one-action] Huge, 2d10+10 bludgeoning, Rupture 22
(page 213)

179
Shotalashu
These reptilian beasts of burden are primarily known for their telepathic
nature and close bond with their riders. Shotalashus are native to the planet
Castrovel, where they are the traditional mounts of lashunta warriors, though
some have appeared on Golarion thanks to travel between the two worlds.
ANOTHER WORLD Both elves and lashuntas have brought shotalashus to Golarion, though elves
I’ve seen creatures introduced from are somewhat more likely to sell or give them away.
one region to another, of course, Mounted combatants covet these alien creatures, though taming one is not as
but the shotalashu is from another simple as buying a horse or camel. A shotalashu must form a telepathic bond
planet entirely. I’ve devoted my life to with their rider before any riding is permitted, and once the creature forms such
exploring the creatures of Golarion, a bond, they will not permit any other rider. While telepaths have the easiest
and I would say that I’ve accomplished time forming this bond, others have found ways to prove their worth.
some measure of success in my studies. Any shotalashus encountered in the wilds of Golarion most likely escaped
But for all that we’ve learned, there from captivity—a notable wild pack exists on the Isle of Kortos, descended from
are entire other worlds out there as such runaways. Would-be riders are most likely to find available shotalashus
well. While I know precious little of in Absalom, Kyonin, and southern Garund. Shotalashus are extravagantly
Castrovel, it must be quite lushly expensive to raise on Golarion, resulting in corresponding prices when they
forested, given the shotalashu’s ability appear on the market. However, the friends of riders who’ve passed will often
to stride through undergrowth, but I’m help the surviving shotalashus find a new rider once they’re ready.
unsure how much more of the planet’s
characteristics I can extrapolate from a SHOTALASHU CREATURE 2
single creature. UNCOMMON LARGE BEAST
Perception +9; darkvision
Languages Elven, Lashunta (can’t speak any language); empathic communication
Skills Acrobatics +8, Athletics +8, Stealth +8, Survival +7
Str +2, Dex +4, Con +2, Int –3, Wis +3, Cha +2
Empathic Communication While a shotalashu can’t speak, even telepathically, it
understands simple commands in the languages it knows. It returns telepathic
sensations of emotion to creatures touching it or the partner of its telepathic link
at any distance.
Telepathic Link (mental, occult) A rider who would tame a shotalashu for a mount
must first form a telepathic link with it. Establishing this link require spending a
week with the desired mount and succeeding at a DC 21 Occultism check. Any
creature with telepathic capabilities, such as telepathy, touch telepathy, empathic
sense, or the ability to cast spells such as telepathy, gains a +4 circumstance
bonus to this check. This link remains and neither can form a new
link until one member dies. The shock of a partner dying leaves the
survivor stupefied 2 for 24 hours and prevents forming a new link
for at least a month.
AC 18; Fort +8, Ref +10, Will +11
HP 35
Speed 40 feet, jungle stride
Melee [one-action] claws +10 (agile, finesse), Damage 1d6+2 slashing plus
1d4 mental
Jungle Stride The shotalashu ignores difficult terrain due to
vegetation.
Telepathic Pounce [two-actions] (mental, occult) The shotalashu hunts by
pinning its foes with its mind. One creature within 30 feet must
attempt a DC 18 Will save.
Critical Success The creature is unaffected.
Success The creature takes a –5 foot status penalty to its Speeds
for one round.
Failure The creature takes a –10 foot status penalty to its Speeds
for one round. The shotalashu can then Leap.
Critical Failure The creature is off-guard and immobilized for one
round. The shotalashu can Leap.

180
Sky Fisher
The sky fisher is an unusual aerial predator, mostly found in tropical jungle
regions but occasionally seen as far north as Varisia. Naturalists believe Foreword: My
it’s a distant relative of the jellyfish that has evolved into a new ecological Quest for the
niche through prolonged exposure to elemental energies from the Plane of Wardens
Air. That the biggest, most aggressive sky fishers are found (and thought to INVISIBLE OBSTACLES
have originated) near powerful loci of elemental air, such as in Garund’s We almost flew into a sky fisher the The Zoetrope
Terwa Uplands or around the Eye of Abendego, lends further credence to other day—I couldn’t see the fisher and its Crew
this theory. itself, but I managed to spot this big Techniques and
In appearance, a sky fisher resembles an enormous jellyfish, its many balloon-like patch where the clouds Tricks
dangling tendrils hanging beneath a clear bulbous body. Although its were getting pushed out of the way. Services and
appearance is quite difficult to accurately determine, as its natural Unfortunately, the Professor was at the Supplies
transparent form is almost completely invisible, its inside contain a complex helm instead of Lythea (or me), and he
chemical factory that produces lighter-than-air gases, paralyzing toxins, and was talking with Chari, and I couldn’t Golarion’s
flesh-eating enzymes. These enzymes are highly potent and often desired by get him to pay attention. Eventually, I Menagerie
toxicologists due to their unique properties. The creature hunts by hovering grabbed the helm and swerved the ship Creature
just above the forest canopy, using eye-like clusters on the ends of its tentacles out of its path. Some thanks I got! Adjustments
as a kind of inverted periscope. When it spots prey, it floats close and waits A
for an opportune moment to sting. Then, as paralysis takes hold, the sky B
fisher hoists its meal into the sky to slowly consume it. Inside, enzymes C
break down the dead or paralyzed victims into a bloody slurry. D
A recently fed sky fisher can always be quickly identified by the
E
looping coils of blood that circulate through its body—a beautiful,
if terrible, sight. F
G
SKY FISHER CREATURE 11 H
HUGE ANIMAL M
Perception +18; darkvision R
Skills Acrobatics +21, Athletics +21, Stealth +23
S
Str +5, Dex +7, Con +7, Int –4, Wis +0, Cha –3
AC 30; Fort +22, Ref +22, Will +15 T
HP 200; Immunities precision; Resistances bludgeoning 14, poison U
14; Weaknesses piercing 7, slashing 7 V
Transparency Unless it has fed recently, the sky fisher is naturally W
invisible. Using non-hostile actions does not cause the sky fisher to
The Wardens of
become hidden. When it takes a hostile action of any kind, the sky fisher
the Wild
is hidden instead of undetected until the start of its next turn, as the
vague outline of its many tendrils temporarily becomes faintly visible. Epilogue: A
Speed fly 20 feet Journey’s
Melee [one-action] stinging tentacle +24 (agile, reach 30 feet), Damage 2d8+8 bludgeoning Conclusion
plus sky fisher venom and Grab (page 213) Glossary & Index
Abduct [one-action] (attack) The sky fisher reels in a target grabbed by its tentacles,
pulling them into an adjacent space, and then attempts to Swallow them Whole
(Large, 3d8+12 acid, Rupture 25). The sky fisher can only use Swallow Whole
when using Abduct.
Enzymic Vent [two-actions] (poison) The sky fisher vents flesh-eating enzymes into the
air, dealing 3d6 persistent acid damage and 3d6 persistent bleed damage in a
20‑foot emanation (DC 25 basic Reflex save). It can’t use Enzymic Vent again
for 1d4 rounds.
Jet [two-actions] (move) The sky fisher quickly expels some of its gases to move swiftly
through the air, Flying up to 100 feet in a straight line; this movement doesn’t
trigger reactions.
Sky Fisher Venom (poison) Saving Throw DC 25 Fortitude; Maximum Duration 6
rounds; Stage 1 3d6 poison damage, clumsy 1, and can’t speak above a whisper (1
round); Stage 2 3d8 poison damage, clumsy 2, and can’t speak (1 round); Stage 3
3d10 poison damage and paralyzed (1 round)

181
Spirit Guide
Many of Sarkoris’s fiercest defenders among the land’s spirit guides died
in the early throes of conflict against the demons spilling forth from the
Worldwound. The mighty sunscale serpents from the family of guardian
guides used to shed their light across the land, but their wings were among
THE DEVOURING SUN the first lights blackened by the hordes of the demon lord of locusts. The swift
Remnants of the demonic hordes guides were first to the fray, and first to fall. With the Worldwound closed
still scattered about Sarkoris share and the demons in retreat, some of these guides have returned once more,
terrified stories of The Sun That Lurks, helping secure the borders of the Sarkoris Scar against demonic resurgence.
an immense sunscale serpent who
seems to show up out of nowhere, Guardian Guide
decimating demonic foot soldiers then Guardian guides take any size or shape, from quiet mouse spirits that protect
disappearing as quickly as it appeared. families from pestilence and locusts to mighty sunscale serpents who embody
Many of these stories also speak of the watchful wrath of the sun itself.
The Sun That Lurks having a mortal
rider mounted upon it, who wields a SUNSCALE SERPENT CREATURE 14
fearsome bow with arrows that cause UNCOMMON HUGE BEAST INCORPOREAL SPIRIT
demonic flesh to desiccate almost Perception +25; low-light vision, tremorsense (imprecise) 100 feet
instantly. Languages Common, Draconic; truespeech
Skills Acrobatics +25, Athletics +25, Stealth +33, Survival +28
Str +8, Dex +4, Con +3, Int +1, Wis +6, Cha –1
AC 36; Fort +25, Ref +26, Will +28
HP 251; Immunities disease, paralyzed, poison, precision; Resistances all damage 14
(except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Reactive Strike [reaction] tail only
Speed 40 feet, fly 40 feet
Melee [one-action] jaws +28 (magical, reach 10 feet), Damage 3d8+11 force plus Improved
Grab (page 213)
Melee [one-action] tail +28 (agile, magical, reach 15 feet), Damage 3d6+11 force plus Push
Primal Innate Spells DC 31; Constant (5th) truespeech
Bond with Mortal (mental, primal) Frequency once per day; Effect The spirit guide
spends 10 minutes to form a bond with a mortal creature. While the bond exists,
the spirit guide increases their current and maximum Hit Points by 28, gains a +2
status bonus to their attack and damage rolls, and can communicate telepathically
with the bonded mortal as long as the two beings are on the
same plane. The spirit guide can only be bonded with one
mortal at a time, and they can take this action again to
end the bond or to form a new bond (which also ends
the old bond). The bond also ends if the spirit guide or
the mortal dies.
This bond strengthens the spirit guide’s connection
to the Universe. While bonded, the spirit guide loses
the incorporeal and spirit traits, loses their immunity
to disease, paralysis, and poison, along with their
resistance to all damage, and changes their Strikes to
deal the appropriate amount of physical damage (typically
piercing or slashing) instead of force damage.
Bonded Strike [two-actions] Requirements The sunscale serpent is currently
Bonded with a Mortal; Effect The sunscale serpent makes a jaws Strike. If
this attack hits, the bonded mortal can spend their reaction to Strike the
same target.
Sun’s Heat [two-actions] The sunscale serpent Flies up to its fly Speed. All creatures
directly below the spaces it moves through must succeed at a DC 31
Fortitude save or be exposed to sun’s touch poison. The serpent cannot fly
SUNSCALE SERPENT
further than 60 feet above the target or the poison becomes too dispersed
in the fall to take effect.

182
Sun’s Touch (poison) Saving Throw Fortitude DC 34; Maximum Duration 6 rounds;
Stage 1 6d8 poison damage and clumsy 1 (1 round); Stage 2 8d6 poison damage
and clumsy 2 (1 round); Stage 3 6d10 poison damage and fatigued (1 round) Foreword: My
Swallow Whole [one-action] Large, 2d10+9 force and 2d10 fire, Rupture 32 (page 213) Quest for the
Unleash the Sun [three-actions] Requirement The sunscale serpent is flying; Effect The Wardens
sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a THE WOLF AND THE KNIGHT
wave of heat dealing 5d10 fire damage to all creatures within a 60-foot burst and Sarkorians and their Reclaimer allies The Zoetrope
searing their eyes with the erupting glory of its scales. Each creature in the area who live near the Shudderwood share and its Crew
must attempt a DC 31 Reflex save. stories of a mirror wolf bonded to a Techniques and
Critical Success The creature is unaffected. young Mendevian swordsman. The Tricks
Success The creature takes half damage. duo have frequently appeared in Services and
Failure The creature takes full damage and is dazzled for 1 round. response to attacks against caravans Supplies
Critical Failure The creature takes full damage, is blinded for 1 round, and dazzled of merchants and pilgrims supporting
for 1 minute. the Sarkorian reclamation efforts, Golarion’s
fighting with unbridled ferocity. After Menagerie
Swift Guide their victories, boy and wolf stay only Creature
Swift guides are often among the first spirit guides to respond to threats, and long enough to share news of other Adjustments
they’re said to move with such incredible speed that it’s impossible to tell potential threats and perhaps a bite of A
whether they’re one or many until the battle is resolved. food and sip of water, before retreating B
to the woods once more. C
MIRROR WOLF CREATURE 7 D
MEDIUM BEAST INCORPOREAL SPIRIT
E
Perception +18; low-light vision, scent (imprecise) 30 feet
Languages Common; truespeech F
Skills Acrobatics +15, Athletics +12, Intimidation +11, Stealth +19, Survival +17 G
Str +3, Dex +6, Con +2, Int +1, Wis +3, Cha –2 H
AC 24; Fort +14, Ref +19, Will +15 M
HP 117; Immunities disease, paralyzed, poison, precision; Resistances all damage 7 R
(except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
S
Visage Strike [reaction] Trigger A creature adjacent to the mirror wolf’s visages damages
mirror wolf’s ally; Effect The mirror wolf teleports to the visage’s spot, destroying T
the visage, and makes a jaws Strike. U
Speed 35 feet V
Melee [one-action] jaws +17 (magical), Damage 2d8+8 force plus Knockdown W
Primal Innate Spells DC 22; 3rd revealing light; Constant (5th) truespeech
The Wardens of
Bond with Mortal (mental, primal) Frequency once per day; Effect As sunscale
the Wild
serpent, except the mirror wolf’s Hit Points are increased by only 14.
Strafing Strike [two-actions] The mirror wolf makes a jaws Strike against a creature within Epilogue: A
range. The mirror wolf can then Stride and make a second jaws Strike against the Journey’s
same creature. Conclusion
Bonded Strike [two-actions] As sunscale Glossary & Index
serpent.
Lingering Assailant (illusion,
visual) The mirror wolf
attacks with such speed
it leaves a visage of itself
behind. When the mirror
wolf Strikes, they leave behind
a visage in an adjacent square.
The visage is treated as an ally for
effects such as flanking and pack
attack. A visage has AC 10 and 1 HP
and lasts for 1 round.
Pack Attack The mirror wolf’s Strikes deal
MIRROR WOLF
1d8 extra damage to creatures within reach
of at least two of the mirror wolf’s allies.

183
Stony Goat
Stony goats diverge from their common cousins via their rock-like horns
and unique appetites. These meek creatures love to eat mineral ores,
using teeth tougher than diamonds to grind down rocks and metals. The
indigestible components, such as refined chunks of metal and precious
STONY SOLVENTS stones, coagulate into a cud the goat regurgitates to further ruminate on.
many try to raise stony goats to In emergency situations, stony goats can even drain nutrition from their
harvest the minerals in their cud before cud. These properties might make stony goats excellent companions for
the creatures can petrify themselves miners and metalworkers; however, the beasts are quite rare and famously
but their saliva itself is excellent for difficult to train.
cleaning machinery Stony goats are jumpy creatures with a prey animal’s wide field of
view and a strong survival instinct. They also have a unique defense
its one of the ways we descale our mechanism: when startled, stony goats temporarily petrify into solid
ships wings though i think if i told stone, dissuading predators through inedibility. This combination of weak
charikleia what the cleaning solvent nerves and tremendous climbing ability often leads to travelers discovering
was she might stop volunteering to what appears to be a lone statue of a goat in an otherwise unoccupied
help with maintenance duty mountainous area.
Keen observers can discern a stony goat’s recent diet via the mineral
flakes that form in the goat’s horns, such as light silver streaks indicating
a meal of dawnsilver ore. Collectors often hunt stony goats and display
horns with rare properties. If a stony goat destroys its cud for emergency
nutrition, its horns appear as solid chunks of the minerals it consumed for
about an hour before reverting to their rock-like norm.

STONY GOAT CREATURE 2


RARE SMALL ANIMAL
Perception +11; all-around vision
Skills Acrobatics +8 (+10 to Escape), Athletics +8 (+11 to Climb), Survival +6
Str +3, Dex +4, Con +3, Int –4, Wis +2, Cha +1
Cliff Climber A stony goat can trot across the steepest cliffs. It doesn’t need to
attempt Climb checks to scale inclines, and it isn’t off-guard while Climbing an
incline. It ignores difficult terrain caused by rocks, rubble, and uneven ground
made of earth and stone.
Items cud worth 28 gp
AC 17; Fort +8, Ref +11, Will +5
HP 28
Self-Petrify [reaction] (polymorph) Trigger The stony goat gains the frightened
condition or takes more than 8 damage in a single hit; Effect The
stony goat turns to stone in self-defense. It gains the petrified
condition for 1d4 rounds. If the goat is damaged while it’s
petrified, it immediately heals by that amount by absorbing
minerals from its cud, causing its cud to lose value equal
to the amount of Hit Points restored (for instance, losing 5
gp worth of value to restore 5 Hit Points); if the goat’s cud is
reduced to 0 gp, it has the minerals fully drained from it, and the
goat won’t form more cud until it has eaten a sufficient quantity
of rock and slept.
Speed 40 feet
Melee [one-action] head +8, Damage 1d8+3 bludgeoning
Overhead Leap [one-action] (move) The stony goat Leaps up to 12 feet vertically and
20 feet horizontally; this movement doesn’t trigger reactions.
Shove and Run [one-action] The stony goat attempts to Shove the nearest creature
and then Strides with a +20-foot circumstance bonus to Speed.
Stone Bolt [reaction] Trigger The stony goat loses the petrified condition; Effect The
stony goat’s first instinct is to escape. It Strides with a +20 circumstance
bonus to its Speed.

184
Storm Snake
Storm snakes are reclusive creatures only seen in the wild during intense
storms. The metallic scales that cover their bodies attract and absorb Foreword: My
nearby lightning strikes, suffusing the creatures with a halo of blue or Quest for the
white light. Because storm snakes are most often sighted in solitude and Wardens
disappear without a trace as soon as a storm recedes, a lot of folklore STORM GREENS
across Golarion considers them to be the emissaries of storm deities and Some centaurs living in particularly The Zoetrope
harbingers of disaster. stormy regions have managed to tame and its Crew
Before live clutches of storm snake young were first discovered, it was storm snakes. You have to give them Techniques and
hypothesized that the creatures were made of mist and vapor; many assumed a bunch of greens, but in return, the Tricks
them to be illusory shapes within the clouds themselves or fleeting dragon snakes can direct lightning away from Services and
sightings. New zoological research has found, however, that storm snakes are your crops. The crops taste a bit sharp Supplies
actually a distant cousin of dragons. Raised on mountaintops in small broods, for a few days after a storm, though. I
storm snakes have underdeveloped limbs and lack any form of wing. Instead, wonder why that is? Golarion’s
they expand and contract their metallic scales to capture the static electricity Menagerie
in wind currents, which keeps them aloft during high winds and storms. Creature
Research has also shed light on the diet of these naturally shy creatures. Adjustments
Rather than consuming electricity, as many who’d observed them in storms A
believed, storm snakes are herbivorous, enjoying most varieties of grasses, B
plants, or tree leaves. This diet, considered alongside their flight patterns C
during thunderstorms, has been theorized to be a form of symbiosis; after D
all, any lightning strikes absorbed by a storm snake during a storm can’t
E
damage the plant growth below. Additionally, safely discharged electricity
from a storm snake has been observed to stimulate growth in a wide variety F
of flora, all while having no adverse affects on the plants’ palatability or G
nutritional benefits. Many farmers have tried in vain to capture, tame, or H
otherwise attract storm snakes to their fields to invigorate their crops during M
tough times, though few have succeeded. R
S
STORM SNAKE CREATURE 5
T
MEDIUM BEAST DRAGON ELECTRICITY
Perception +12; low-light vision U
Skills Acrobatics +11 (+13 to Fly), Stealth +10 V
Str +3, Dex +5, Con +2, Int –1, Wis +3, Cha +0 W
AC 21; Fort +12, Ref +15, Will +9
The Wardens of
HP 70; Resistances electricity 8
the Wild
Static Shock [reaction] Trigger A creature touches the storm snake or damages it with an
unarmed melee attack or non-reach melee weapon; Effect The triggering enemy Epilogue: A
is shocked for 2d8 electricity damage (DC 19 basic Fortitude save). On a failed Journey’s
save, the target is stunned 1. Conclusion
Speed 30 feet, fly 30 feet Glossary & Index
Melee [one-action] tail +12, Damage 2d4+5 slashing plus 1d4 electricity
Lightning Strike [one-action] The storm snake redirects the lightning it has
absorbed from storms, dealing 2d10 electricity damage to a
single target within 20 feet (DC 19 basic Reflex save). On a
failure, the target is dazzled until the end of its next turn.
Static Field [two-actions] The storm snake gathers all static electricity
in the area before releasing it in a 30-foot emanation that
deals 3d12 electricity damage to all non-plant creatures
(DC 19 Reflex save) and grants plant creatures 5 temporary
Hit Points that last for 1 minute. Plant life in the area
begins to grow significantly faster than the average for
plants of their genus; in forests, fields, or otherwise floral
locations, this immediately transforms the area into non-
magical difficult terrain. The storm snake can’t use Static
field again for 1d4 rounds.

185
Taldan Cave Squirrel
Taldan cave squirrels, also known as tauhotis, are a curious cousin of the
much smaller common ground squirrel, found anywhere with large, grassy
flatlands. The creatures burrow underground, forming cave systems tall
enough for giants in astonishingly little time. Once the caves are excavated,
OPPARA’S SQUIRREL PROBLEM the squirrels turn their attention toward the largest quantities of gems or
Though named for Taldor, cave metals they can find—including those in the ground floors and vaults of
squirrels aren’t indigenous to the area. nearby buildings. Nothing is off-limits, and no effort is too large when
I remember when they were just a rare these squirrels go gem hunting.
and fashionable pet for young Opparan Cave squirrels’ desire for these precious stones and ores arises not from
socialites, who would lead the animals greed, but rather productivity. After returning to the cave system, cheek
around on fancy leashes and take them pouches full of treasure, the males deposit the stolen goods before the
to parties. This is almost certainly why females, who lick and spit on the piles of gems and metals to form them into
they continue to infest the ground structural pillars. Given the cave squirrels’ tireless work habits, these pillars
below the city. The squirrels have can solidify in a matter of hours, easily displacing existing stone and soil.
begun to impact the city’s commerce Many an Opparan groundskeeper has stepped outside after a lovely teatime
by building upward where the ground to find months of work undone in a scene of utter, glittering chaos. Architects
is pliable and easy to mold, such as on throughout history have attempted to recreate or imitate these gleaming
popular roads and wagon trails. pillars; however, they rarely succeeded, for they often lacked a certain
unpredictable pragmatism the cave squirrels seem to effortlessly achieve.
When threatened, cave squirrels will let out a high-pitched scream to warn
their colony. They can spit out any food or building materials in their cheek
pouches with deadly speeds at attackers.

TALDAN CAVE SQUIRREL CREATURE 5


MEDIUM ANIMAL
Perception +15; low-light vision, scent (imprecise) 60 feet, tremorsense (imprecise)
40 feet
Skills Acrobatics +11, Athletics +12, Survival +13
Str +4, Dex +4, Con +5, Int –4, Wis +1, Cha +2
Studded Cheeks The cave squirrel can store up to six gems in its cheeks. It typically
begins combat with all six, and it loses a gem each time it uses gem spit.
AC 21; Fort +13, Ref +15, Will +9
HP 95
Defensive Scream [reaction] (auditory) Trigger The cave squirrel rolls initiative or
has taken damage before initiative; Effect The cave squirrel lets out an ear-
piercing shriek, alerting any other cave squirrels in the area to its plight. It
uses Screaming Force.
Speed 30 feet, burrow 40 feet
Melee [one-action] jaws +15 (agile), Damage 2d6+4 piercing plus Grab
Melee [one-action] claw +13 (agile), Damage 2d8+4 slashing
Ranged [one-action] gem spit +15 (range 20 feet), Damage 2d8+6 bludgeoning plus
concussive gem
Concussive Gem On a critical hit on a gem spit Strike, the target must succeed at a
DC 22 Fortitude save or become stunned 1.
Forage for Gems [two-actions] The cave squirrel dives underground in search of gems. The
cave squirrel Burrows up to its Speed. It must end its movement back on the
surface. During its burrow, it happens upon 1d4 cheap gems (such as salt or
quartz), which it stuffs in its cheeks, up to its maximum of 6.
Natural Speed A cave squirrel isn’t affected by difficult terrain from
earth or stone.
Screaming Force [one-action] (auditory, sonic) The cave squirrel lets out a
terrible scream. Non–cave squirrel creatures within 30 feet must
succeed at a DC 22 Fortitude save or take 2d10 sonic damage. On a
critical failure, a creature is deafened for 1 minute. The cave squirrel can’t use
Screaming Force again for 1d4 rounds.

186
Tardigrade
Tardigrades grow no larger than the width of a hair, but when their riverside
environments are exposed to heightened levels of magic, these eight-legged Foreword: My
omnivores can grow to tremendous sizes. Quest for the
Wardens
GIANT TARDIGRADE CREATURE 9 SPEAKING TO THE SMALLEST SEA
Some merfolk can speak with fish The Zoetrope
HUGE AMPHIBIOUS ANIMAL
Perception +16; tremorsense (imprecise) 30 ft or other creatures, but I once saw a and its Crew
Skills Athletics +19, Stealth +14, Survival +18 priestess who claimed to be able to Techniques and
Str +4, Dex +3, Con +6, Int –5, Wis +3, Cha +1 speak with creatures smaller than a Tricks
Eyespots A giant tardigrade can’t see anything beyond 30 feet. drop of water, claiming that rather Services and
AC 23; Fort +23, Ref +16, Will +16 than commanding the water with Supplies
HP 120; Resistances all damage 10 magic, as most merfolk do, she merely
Tun State [free-action] Trigger The tardigrade would be reduced to 0 Hit Points or would die asked the creatures in the water to Golarion’s
due to starvation, suffocation, or similar environmental causes; Frequency once move it for her. I never thought much Menagerie
per week; Requirements The tardigrade isn’t already in tun state; Effect The giant of it, but upon encountering these Creature
tardigrade doesn’t die but instead remains at 1 Hit Point and curls into a dry ball, “tardigrades,” I find myself reflecting Adjustments
called a tun. While in this tun state, the giant tardigrade is unconscious, doesn’t back to that moment. A
need to eat, drink, or breathe, and doubles its resistance to 20. It remains in tun B
state indefinitely until covered in significant amounts of water, at which point C
it begins to rehydrate, gaining regeneration 5. The regeneration persists until it D
reaches maximum Hit Points. The giant tardigrade then exits its tun state.
E
Speed 25 feet, climb 25 feet
Melee [one-action] stylet +19, Damage 3d8+6 piercing plus 1d8 persistent bleed F
Melee [one-action] claws +19 (agile, reach 10 feet), Damage 3d6+6 slashing plus Grab G
Vacuum Mouth [two-actions] Requirements The giant tardigrade doesn’t have a target H
grabbed; Effect The giant tardigrade draws in air with its mouth. All creatures M
in a 20-foot cone must succeed at a DC 25 Reflex save or be pulled adjacent R
to the giant tardigrade. The tardigrade chooses one creature that failed its save,
S
Grabbing the target in its claws and making a stylet Strike.
T
TARDIGRADE SWARM CREATURE 12 U
LARGE AMPHIBIOUS ANIMAL V
Perception +21; tremorsense (imprecise) 30 ft W
Skills Athletics +19, Survival +21
The Wardens of
Str +2, Dex +4, Con +6, Int –5, Wis +3, Cha +1
the Wild
Eyespots A tardigrade swarm can’t see
anything beyond 30 feet. Epilogue: A
AC 28; Fort +26, Ref +21, Will +19 Journey’s
HP 140; Immunities precision, swarm Conclusion
mind Resistances all damage 10 Glossary & Index
(except area and splash)
Tun Marbles As the tardigrade
swarm is damaged, the bodies
of those that enter a tun state
make the ground treacherous.
When the tardigrade swarm
drops below 70 Hit Points, the
space they occupy is considered
difficult terrain.
Speed 25 feet, climb 25 feet
Stylets [one-action] Each enemy in the swarm’s
space takes 4d8 piercing damage (DC 32
basic Reflex save). Creatures that fail their GIANT TARDIGRADE
save become drained 1 or increase their drained
condition by one, to a maximum of drained 4.

187
A Sanctuary for Unicorns
Unicorns are naturally elusive creatures, as intelligent An Auspicious Meeting
as iruxis and aware of even the slightest darkness that During our journey, we were lucky to stumble into the
clouds our hearts. Indeed, contrary to popular belief, Monkeros Sanctuary, a hidden forest doubling as both a
unicorns can recognize kind-hearted souls of any age nature reserve and home for a small herd of unicorns. Of
or gender. The misconception that such awareness course, I will not share its location—indeed, publicizing
is limited is understandable; the way that a unicorn the location of any unicorn poses a terrible danger
interacts with the pure of heart displays an obvious to them. With that in mind, many who support the
fondness in their demeanor, especially in their dealings sanctuary do so without ever seeing the unicorns they
with children. Unfortunately, such children are rarely protect. A rare few academic visitors are allowed along
equipped to provide rigorous scholarly accountings of with a handful of mercenaries, both vetted through the
their encounters with these magnificent creatures. churches associated with Monkeros and further by the
Even in most areas where unicorns reside, they appear unicorns themselves.
more often in rumor than in the flesh. When unicorns do Although unicorns have the capacity for speech far
reveal themselves, it is usually with a specific purpose of surpassing my own eloquence, their nervousness around
saving children or other pure individuals from danger. outsiders makes direct interviews difficult. It was only
Even so, their presence is usually silent and brief. Most by enlisting the aid of ten-year-old Theom, the son of a
detailed records about unicorns come from the rare few visiting scholar, that I was able to establish something
who volunteer as mounts when the pure of heart have of a dialogue with the most outgoing of the unicorns.
no alternative but to enter into battle. I’ve found that Theom knew the unicorn as “Periwinkle,” which she
applying the lessons from these tales to all unicorns is as seemed happy to accept—much like our own Ten has
inaccurate as expecting all humanoids you meet to reach adopted their moniker. Even in the oldest stories and
the heights of their ancestry’s most noble heroes. I hesitate tales, the true name of a unicorn is always missing. It
to suggest trusting my word over the tales of your own seems too much of a coincidence that this detail is so
people, but just consider whether those tales are meant persistently lacking; I’m left to believe that unicorns
to represent unicorns as a whole or single out specific must have a very good reason to protect the secrecy of
unicorn exemplars. their true name.

188
The day we were to meet Periwinkle, we rose shortly Periwinkle and their kin were safe from such
after the sun. Theom energetically consumed a full predations within this sanctuary, but they still needed
breakfast while Charikleia and I were still wiping the to deal with those who sought out their secret forest Foreword: My
sleep from our eyes. Seeing the boy focus so intently on to be granted magical boons for aid with troubles that Quest for the
eating so that we could more quickly begin our little the unicorns’ powers couldn’t solve. Perhaps sensing Wardens
journey, I wistfully recalled the vigor of my youth. Theom’s discomfort or my own, Periwinkle swiftly
Though we likely took too long for Theom’s liking, moved from that topic to happier tales, but I doubt the The Zoetrope
we eventually gathered our gear—me with my reading unicorn’s matter-of-fact descriptions of having to turn and its Crew
spectacles and notebook, and Chari with her sketching away those in need will ever leave me. Techniques and
paper and charcoals—and set out into the forest to meet Tricks
with the unicorn. Unicorns and Their Kin Services and
A bit of morning fog still hung in the air as we followed Over the course of the next few days, Theom and I were Supplies
a barely marked path through the trees. I could feel we able to speak with Periwinkle at great length. I took the
were being watched—and judged—by the unicorns and opportunity to ask about some of the more uncommon Golarion’s
other denizens of the forest, who remained just out of varieties of unicorns I’d come across in my studies. Menagerie
sight. Chari stopped several times to draw images of Theom was naturally drawn to stories of the alicorns, Creature
a few species of interesting insects, which, of course, rare unicorns infused with a titanic cascade of magic Adjustments
caused Theom to grow ever more impatient. With through accident or artifice. Or perhaps they’re just the A
each of his exasperated sighs, I deflated the tensions by result of unicorn dalliances with wild pegasi; as with B
asking him to further describe another detail of his first the best stories, it varies somewhat in the telling. In any C
encounter with Periwinkle. case, Periwinkle spoke of horned equines with a natural D
We presently came to a small glade surrounded by mastery of the arcane arts and, more importantly to
E
flowering shrubs. Theom called out gently, though I’m Theom, great colorful wings that allowed them to
certain the unicorns already knew we were there. The explore the endless sky. In his eyes I saw the same spark F
sun peeked out from behind the clouds, and the most I felt so long ago, and I hope his quest brings him to G
graceful equine creature I have ever seen stepped from meet as good of friends as mine. H
between the far line of trees into the resulting beam of Periwinkle also revealed to us that a species many M
light. Their coat was as white as sun-bleached bone in the thought were unrelated to unicorns is actually kin. R
desert sands. The slight tinge of bluish-purple at the ends Karkadanns—mighty one-horned ungulates who roam
S
of their mane’s white hair made it clear how Theom had certain deserts and steppes—can speak as fluently as
derived their name. Though they had powerful muscular unicorns, but they are generally unwilling to do so with T
haunches, they moved delicately across the glade toward humanoids. Due to this reticence, and their predilection U
us, their hooves barely making imprints in the grass. As toward goring intruders in their domains instead of fleeing V
they dipped their head in greeting, I got a closer look and hiding from these interlopers, the idea that they W
at their horn. It was at once both splendent, resembling might be related to gentle unicorns hadn’t been seriously
The Wardens of
spiraled mother-of-pearl, and a deadly natural weapon. considered by most naturalists. After all, just because
the Wild
“This is Periwinkle,” Theom said proudly. two species share some physical characteristics doesn’t
Periwinkle greeted us cordially but kept their necessarily mean they are related. Periwinkle educated Epilogue: A
distance. I did my best to reassure them that we were me that the two are distant cousins, though they warned I Journey’s
part of a scientific expedition and meant the inhabitants should refrain from bringing up that fact to a karkadann Conclusion
of the sanctuary no harm. I like to think Periwinkle should I ever chance to meet one. They also provided a Glossary & Index
believed me, though it was difficult to tell for certain detailed description for Charikleia’s sketchbook.
as we kept apart a few hundred feet. I could recognize The rest of our time at the sanctuary was spent
that attempting to get any closer could damage the observing the unicorns and its other inhabitants.
tenuous relationship. Luckily for our edification and that of our readers, the
As Charikleia drew her sketches, I chatted with unicorns allowed Dr. Pom to approach them and even
Periwinkle, their mellifluous voice barely rising above a provide medical care. Her notes were vital in increasing
whisper the whole time. Luckily, the rest of the forest our understanding of unicorn anatomy, particularly
seemed to lapse into silence out of respect, and the concerning their horns.
unicorn’s words carried easily across the intervening As we left Monkeros Sanctuary and made the short
space. It was during this conversation that I learned trek back to where the Zoetrope was moored, I caught
unicorns’ nervousness was even more justified than I a glimpse of Periwinkle at the forest’s edge. They lightly
had understood. I was aware of the black market for stomped one of their hooves and shook their mane as a
unicorn horns, but it was a very different matter hearing gesture of farewell. I hope one day to return or, at least,
tales of harrowing escape from hunters—even sanitized find a similarly tranquil locale in which to rest once our
for a child’s ears. expedition is complete.

189
Unicorn
While the most commonly known unicorn is a silver horse with a single
horn, a wide variety of these creatures exist, some rarer than others.

Karkadann
FEELS WEIRD Karkadanns are a distant relation to unicorns, favoring more open terrain
i once was near a pale horse than their woodland kin. With the build of a buffalo, karkadanns have gray,
scaly bodies, thicker hooves, and no mane. Despite their territoriality and
and though i can usually feel the magic harsh temperament, many karkadanns can be befriended by those who truly
coming off of creatures like this hold respect for nature in their hearts.

something about the pale horse felt off KARKADANN CREATURE 7


LARGE BEAST FEY HOLY
like the inverse of how it normally does Perception +16; darkvision, scent (imprecise) 30 feet
Languages Common, Fey
wrong somehow Skills Athletics +17, Diplomacy +13, Intimidation +15, Medicine +14, Survival +14
Str +6, Dex +3, Con +6, Int +0, Wis +3, Cha +4
i hope i dont run into another one again AC 25; Fort +17, Ref +14, Will +14
HP 120; Immunities poison
Fearless Rush [reaction] Trigger The karkadann becomes frightened; Effect The karkadann
reduces their frightened value by 1 (to a minimum of 0). The karkadann then
Strides toward an enemy.
Speed 45 feet
Melee [one-action] horn +17 (holy, magical), Damage 2d10+8 piercing and ghost touch
Melee [one-action] hoof +17 (holy, magical), Damage 2d6+8 bludgeoning and ghost touch
Primal Innate Spells DC 25; 3rd cleanse affliction (×2); 1st cleanse cuisine (×3);
Cantrips (4th) light
Ghost Touch A karkadann’s Strikes have the effects of a ghost touch property rune.
Impaling Charge [two-actions] The karkadann Strides
twice, then Strikes with their horn. If the
Strike hits, it also deals 1d10 persistent
bleed damage.
Trample [three-actions] Medium or smaller, hoof,
DC 25

Pale Horse
The death of a unicorn in a
particularly cruel manner leads to the
creation of a pale horse—a symbol of
hope and purity transformed into one
of hopelessness and despair.

PALE HORSE CREATURE 11


UNCOMMON LARGE INCORPOREAL UNDEAD UNHOLY
Perception +21; darkvision, lifesense 90 feet
Languages Common, Fey, Necril; can’t speak any
language
Skills Acrobatics +26, Intimidation +20, Stealth +23
Spectral Mount A pale horse can accept a corporeal
rider, but such a rider is left behind if the pale horse
passes through a creature or object.
Str –5, Dex +8, Con +3, Int –2, Wis +4, Cha +3
KARKADANN AC 30; Fort +20, Ref +24, Will +21
HP 180, void healing; Immunities death effects, disease, mental, paralyzed, poison,
unconscious; Resistances all damage 10 (except force, ghost touch, or vitality;
double resistance vs. non-magical)

190
Aura of Despair (aura, emotion, mental) 30 feet. A living creature that begins its turn
in the aura must succeed at a DC 27 Will save or become slowed 1. A creature is
temporarily immune to the aura for 1 hour if it critically succeeds. Foreword: My
Speed fly 45 feet Quest for the
Melee [one-action] spectral horn +24 (finesse, magical), Damage 3d10+10 void Wardens
Melee [one-action] hoof +24 (agile, finesse, magical), Damage 3d8+10 void SKY RIDER
Occult Innate Spells DC 27; 5th toxic cloud, translocate; 4th harm (×3); 2nd darkness It’d be nice to ride an alicorn someday. The Zoetrope
(at will) and its Crew
Spectral Charge [two-actions] The pale horse Flies twice and then makes a horn Strike. The Techniques and
pale horse can move through creatures. Tricks
Services and
Alicorn Supplies
Alicorns are a creation of arcane intervention, a rare transformation that
occurs when a unicorn is exposed to large sources of magic. Massive in size, Golarion’s
their strong bodies are matched with two large wings on their back, a long Menagerie
spiraling horn, and a mane that continually ripples in an unseen wind. Creature
Adjustments
ALICORN CREATURE 15 A
RARE HUGE BEAST FEY HOLY B
Perception +27; darkvision, scent (imprecise) 30 feet C
Languages Common, Empyreal, Fey D
Skills Acrobatics +27, Arcana +27, Athletics +27, Diplomacy +30,
E
Stealth +25
Str +8, Dex +7, Con +4, Int +6, Wis +4, Cha +6 F
Wild Empathy The alicorn has an empathic connection G
to the creatures of the natural world that. H
The alicorn can use Diplomacy to Make an M
Impression on animals and to make R
very simple Requests of them.
S
AC 36; Fort +26, Ref +26, Will
+29 T
HP 320; Immunities poison U
Draw in Magic [reaction] (arcane, concentrate) Trigger A creature within 30 V
feet of the alicorn Casts a Spell; Effect The alicorn attempts to counteract W
ALICORN
the triggering spell (counteract modifier +28, counteract rank 8th). If successful,
The Wardens of
the alicorn can choose to gain the effects of the triggering spell as its sole target.
the Wild
Speed 40 feet, fly 80 feet
Melee [one-action] horn +29 (holy, magical), Damage 4d10+10 piercing plus 2d6 spirit and Epilogue: A
ghost touch Journey’s
Melee [one-action] hoof +29 (holy, magical, reach 10 feet), Damage 4d6+10 piercing plus 2d6 Conclusion
spirit and ghost touch Glossary & Index
Melee [one-action] wing +29 (agile, magical, reach 10 feet), Damage 4d8+10 bludgeoning and
ghost touch
Arcane Innate Spells DC 36; 8th wall of force; 6th telepathy; 5th banishment; 1st
gentle landing (at will); Cantrips (8th) light
Aerial Attack [two-actions] The alicorn Flies and Strikes twice with their wings at any points
during their movement. Each attack counts toward the alicorn’s multiple attack
penalty, but the penalty doesn’t increase until after they make all the attacks.
Beam of Light [two-actions] (arcane, concentrate, fire, holy, light) The alicorn harnesses a
powerful burning ray of light from their horn. Creatures in a 120-foot line take
16d6 fire damage (DC 36 basic Fortitude save). An unholy creature in the area
takes an additional 8d6 spirit damage. If the light passes through an area of
magical darkness or targets a creature affected by magical darkness, the beam
attempts to counteract the darkness (counteract modifier +28, counteract rank
8th). The alicorn can’t use its Beam of Light again for 1d4 rounds.
Ghost Touch An alicorn’s Strikes have the effects of a ghost touch property rune.

191
Vibrant Pup Swarm
These tenacious little rodents travel in massive swarms across the desert,
using the sun both as shield and sword during their long marches. Unlike
other rodents, vibrant pups are eusocial, causing them to behave more like
insects than other rodents. Only the queen can reproduce, and is fiercely
VIBRANT PUP HIVES protected for that reason. This social structure enables them to viciously
A hive can easily grow as large as an attack and act as a single unit. Each of the pups also have specific roles
acre within the first month a swarm within the family and the swarm. The worker pups gather and dig while
arrives. The hive consists of hundreds in a den, but will act as a shield to protect the more valuable fighter pups
of tunnels only a few inches in width while swarming.
and several large chambers for Vibrant pups spend most of their lives underground, digging out elaborate
sleeping, storing food, and protecting tunnels in search for food. However, in the harsh deserts of Thuvia, food
the queen and her litter. Tiny holes can be scarce. A family of vibrant pups will abandon their dens and set out
littering the tunnels near the surface on harsh multiday journeys in search of land that can sustain the queen
allow beams of sunlight to leak within, long enough to have another litter of pups. These journeys can happen up
and vibrant pups can reflect this light to three times a year, following seasonal changes in resources. Outside of
into the eyes of burrowing predators. these local migrations, swarms will leave their dens only to repel a massive
threat to the queen.
Vibrant pups have unusual and beautiful anatomical features. Their
skin, while soft, is extremely reflective, which serves a dual purpose for the
rodents since it can both reflect the harsh sun away to better thermoregulate
as well as focus those rays toward threats, especially when multiple pups
work in unison. The glinting of a pup swarm in migration can be seen from
afar—rather than inviting challenges, this obvious display signals would-be
predators to steer clear.
As of late, their reflective, soft skin has become quite fashionable in
wealthy circles. While hunting such small creatures for their pelts is extremely
impractical and dangerous, the high price tag has led to more frequent hunts.
While these rodents do serve a unique ecological niche, many farmers are
more than happy to rid their fields of these voracious eaters and will often
point out nearby hives to local hunters.

VIBRANT PUP SWARM CREATURE 11


HUGE ANIMAL SWARM
Perception +22; tremorsense (precise) 60 feet
Skills Athletics +16
Str–2, Dex +7, Con +5, Int –5, Wis +5, Cha –4
AC 29; Fort +24, Ref +21, Will +18
HP 140; Immunities precision, swarm mind; Resistances bludgeoning 5, piercing 10,
slashing 10; Weaknesses area damage 5, splash damage 5
Reflective Skin (aura, light, visual) 10 feet. Other creatures in the aura are
dazzled. The aura automatically activates when the swarm is in bright light
and deactivates in dim light or darkness.
Feel No Pain [reaction] Trigger The vibrant pup swarm is critically hit by a Strike;
Effect The worker pups become insensitive to pain and leap to the
front. The swarm gains 10 temporary Hit Points that last for 1 round.
Speed 30 feet, burrow 30
Swarming Bites [one-action] Each enemy in the swarm’s space takes 2d6
piercing damage (DC 30 basic Reflex save).
Focused Reflection [two-actions] (fire, light) Requirements The vibrant
pup swarm is in bright light; Effect The swarm simultaneously
turns to focus the light in an arcing beam, dealing 6d12 fire
damage to all creatures in a 30-foot cone (DC 30 basic
Reflex save). A creature that fails its save is also blinded
for 1 round (or 1 minute on a critical failure). The swarm
can’t use Focused Reflection again for 1d4 rounds.

192
Virtuosic Lyrebird
Virtuosic lyrebirds present an excellent case study in how specialty-bred
animals can escape captivity and become pests. A small team of apprentice Foreword: My
mages established the original virtuosic lyrebirds as part of their graduation Quest for the
thesis, in an attempt to create a familiar that could better aid in spellcasting. Wardens
The vocal mimicry of these birds did indeed allow them to harmonize PITCH CONTROL
with their bonded spellcaster; however, initial progress was slow, and the I had a chance to look at a lyrebird as it The Zoetrope
impatient students chose to hastily elevate the birds’ abilities before their cast a spell, and I noticed that while of and its Crew
thesis deadline using experimental magic. Unfortunately, the specimens’ course it can mimic incantations, that’s Techniques and
newfound vocal mimicry was so supreme that they could mimic spell not all it’s using. Most spellcasters need Tricks
incantations as easily as any other sound they heard. The virtuosic lyrebirds to gesture to cast their spells—a pinkie Services and
soon vaporized, teleported out of, or befuddled their keepers into opening extended here or a hooked flourish Supplies
their cages, escaping into the wild and flourishing. there, but these lyrebirds instead use
Virtuosic lyrebirds use their spellcasting abilities mostly to play pranks and a secondary trill to construct these Golarion’s
alleviate boredom. They tend to travel in pairs, but when these pairs congregate elements of their spells! I wonder if Menagerie
into larger flocks, their mischief and fun can quickly turn dangerous. there’s anything from them I could Creature
learn to improve my wave magic. Adjustments
VIRTUOSIC LYREBIRD CREATURE 6 A
TINY BEAST B
Perception +14 C
Skills Acrobatics +15, Arcana +14, Performance +16, Stealth +12 D
Str +4, Dex +5, Con +2, Int +3, Wis +2, Cha +4
E
AC 24; Fort +9, Ref +17, Will +14
HP 65 F
Counter-Melody [reaction] (auditory, magic) Trigger An G
opponent within 60 feet Casts a Spell; Effect H
The virtuosic lyrebird makes a counteract check M
against the triggering spell (+14 counteract modifier). R
Speed 15 feet, fly 60 feet
S
Melee [one-action] beak +12 (finesse), Damage 2d8+4 piercing
Melee [one-action] talon +12 (agile, finesse), Damage 2d6+4 piercing T
Arcane Spontaneous Spells DC 24, attack +16; 3rd force barrage, hypnotize; U
2nd breathe fire, shatter; 1st command, fear, gust of wind; Cantrips (3rd) V
bullhorn SoM, daze, figment, ignition, telekinetic projectile W
Arcane Harmony [one-action] (arcane, auditory) Effect The
The Wardens of
virtuosic lyrebird sings a subtle trill that others
the Wild
can use to embellish their magic. The next
virtuosic lyrebird to Cast a Spell within 60 feet Epilogue: A
of the first lyrebird that used Arcane Harmony Journey’s
chooses one of the following two benefits, after Conclusion
which the Arcane Harmony ends. Glossary & Index
• The spell gains a +2 status bonus to damage per
spell rank.
• One target of the spell takes a –2 status penalty to saves
against the spell.
Spell Mimicry [free-action] Frequency once per day; Requirements
A creature Casts a Spell of 3rd rank or lower since the end of the virtuosic
lyrebird’s last turn, and the virtuosic lyrebird heard the incantation for the spell;
Effect The virtuosic lyrebird learns the spell enough to mimic and cast it this
turn, using as many actions as the original spell took.
Spellsong Casting The virtuosic lyrebird’s exquisite vocal control lets it cast spells
purely through its song. While it must be able to vocalize to Cast a Spell, it
doesn’t need to gesture, removing the manipulate trait from any spell that it
casts. If it Casts a Spell with the linguistic trait (usually with its Spell Mimicry),
it can Cast that Spell in Common, even though the bird doesn’t truly understand
the language.

193
Werecreatures: A Menagerie of Forms
It’s said the howl of a werewolf or the scrabble of a temperate and cold regions of the northern hemisphere,
wererat’s claws can chill the blood. With mine already and wererats in the squalor of sewers and alleyways.
cold, I can’t speak to that particular, though I can attest Anything existing in smaller localities is necessarily
to the sheer sense of fear. Werecreatures—particularly smaller in number. Compounding this trend, it appears—
human ones, I’m obliged to note—often prey upon iruxi though no true study has been undertaken—that warm-
communities, counting on human settlements to ignore blooded creatures succumb to the curse passed on by
the plight of our rural enclaves. Sadly, this is true in most warm-blooded werecreatures more readily.
cases. We tell stories of these beasts. Feral forms lashed Similarly, among my people, werecrocodiles take
by rays of moonlight, compelled by a wolf’s hunger precedence. I’ve heard stories of other reptilian
compounded by human greed. A clutch of eggs made werecreatures, but the tales are so vague and scant
a messy meal in the dead of night, our future devoured. I can’t take them to be true. Our stories also warn us
The notoriety of werewolves looms so large that to be vigilant for weresnakes, with a few mentions of
the word “lycanthrope” is treated as a synonym for weresharks. Our homes, many built in water but with
werecreature. We can speculate as to why (the most interiors aboveground, make tempting targets for them.
numerous? most vicious?), but the term undercuts the The conclusions to such legends have a predictable
incredible variety of werekind. Rats, crocodiles, boars, outcome. A brave defender, or occasionally an important
tigers... it’s unclear whether a limit exists. Also unclear is leader or priest, succumbs to the curse after the initial
the path they took to these many forms. It could be the danger is gone. This hero departs the enclave to die alone.
curse exists on its own, to be filtered through any type This is grim, but must be read with an understanding
of beast. Or it began as a curse for one animal, and some of our values. This hero has served the community,
influence of other animal magic caused the malady to defended it. Their voluntary exile also defends it and
splinter to other species. prevents the final memories of them from being untrue
From what we understand, wererats and werewolves to their selves. It’s hoped that a death before the curse
possess the greatest numbers, with werebears, wereboars, takes over also allows the hero to return as a revered
and weretigers close behind. Werecreatures typically ancestor. Our elder priestess Shushk refused to contact
live in the same habitats where their animal forms do: those who died in this way. The memory, to her, wasn’t
weremoose in cold lands to the north, werewolves in vast worth risking for a confirmed truth.

194
When One Curse is Two Though common wisdom says a werecreature
Rarely does one see a magical curse with dyadic becomes its most dangerous toward people during this
structure. Far more prevalent is the curse the originator time, it’s all about context. They become ravenous, Foreword: My
inflicts upon others while being personally immune, but cunning, and swift to kill, though not necessarily hungry Quest for the
we observe that a werecreature is cursed regardless of for humanoid flesh in particular. If in the hinterlands, Wardens
their origin and merely inured to some of the curse’s they might devastate populations of wild animals in a
adversities. Any werecreature can transmit their curse moon frenzy, but do not become more likely to approach The Zoetrope
and forcibly transforms with the rise of a full moon; settlements above other targets. Hence the trend of and its Crew
beyond that, the experience is quite different for those afflicted werecreatures seeking solitude, particularly Techniques and
born to the curse or those unhappily afflicted by the around the full moon’s rise. Tricks
violent bite of a werecreature. Services and
Born werecreatures, or “true” werecreatures in The Touch of Silver Supplies
common language, can instigate the change on command From the moon we move to a metal mystically associated
and maintain full sentience. Firsthand writings, like with its power. Enchanted skin that deflects blow after Golarion’s
the account of one Bramthose Bishonne I acquired in blow from an iron axe carves clean at the edge of a silver Menagerie
Ustalav, make the case that nothing about the curse feels dagger. The renowned toughness of a werecreature can’t Creature
“unnatural” to the born werecreature. Transforming, to account for this material, and magic that calls on the Adjustments
them, holds all the terror that taking a deep breath does power of moonlight seems to have similar properties. A
for me. Though metalwork is far from my people’s favorite art, B
Those cursed by a werecreature’s bite can’t control— even our communities acquire enough silver to arm C
nor even remember—their transformations. No “benefit” ourselves. Astromages versed in the heavenly bodies D
encourages them to keep the curse, and those with and their magical application can achieve much with
E
means search for ways to counter the curse as soon as magical moonbeams, but not every enclave possesses
they realize what afflicts them. This one area shows the such talents. F
only way in which an afflicted creature comes out ahead, From what I’ve read, apparently a cut made with G
as true werecreatures’ curses are bound inextricably to silver causes a werecreature’s flesh to recoil or melt away, H
their biology. like ordinary skin would if exposed to acid. Hitting or M
struggling against a silver fetter or solid object makes R
On Transformation the werecreature physically ill. Many of these findings,
S
A werecreature can never be purely human, nor purely oddly enough, come from the diaries of scientists
a wild animal. In all their three forms, at least some afflicted with the curse themselves, attempting to better T
fragments of both the bestial self and the sapient self understand and possibly cure their ailment. U
remain. Anatomical studies of captured predators V
conducted at Lepidstadt University have shown that Persistence of Memory and Sense W
the body of a wererat in giant rat form exhibits distinct Obvious, and well known to the educated, is the fact that
The Wardens of
differences from the bodies of ordinary giant rats. More werecreatures struck by moon frenzy don’t recall what
the Wild
often, a transformed werecreature is detected by its happens while transformed. An afflicted werecreature
movements, behavior, and an unnatural intelligence. could indefinitely remain unaware of their curse—or Epilogue: A
The transformation of a werecreature, despite its think the curse is one of memory loss. Journey’s
magical nature, causes intense pain and stress. True Stories from true werecreature societies that have Conclusion
werecreatures can weather the change more successfully; made their way into the wider world indicate there may Glossary & Index
their bodies are naturally built to absorb the changes, be more twists in the memory of werecreatures. There’s
and they quickly become inured to the pain. a curious mental discrepancy or inconsistency across the
three forms, made evident mostly through fables, but also
Lunar Influence in assumptions made in certain religious rites and even
The time before a full moon presents a different kind jokes! Many of these hinge on a loss of a superior sense,
of torture for a werecreature. Many of them attempt to like a wererat forgetting about a stash of meat because they
find a way to retain control, but the only method that can’t smell it in human form. Another depicts (in crude but
provides modest success is installing strong shackles— alluring terms) the story of a werewolf’s nighttime tryst
preferably coated in silver—to keep them restrained in hybrid form and how the memory of their partner’s
during their nighttime frenzy. appearance faded away when they returned to human
The full moon makes for a perfect opportunity for form and lost their superior night vision. Upon the lovers’
hunters or authorities to expose werecreatures. Wise and reunion, this lapse in memory leads to an embarrassing
experienced slayers put the suspect in the town’s pillory social faux pas! If true, this suggests memories may be
through the night. Then, they inflict their sentence upon somewhat tied to their different forms, linked with each
the dawn. one’s unique physical experiences.

195
CREATING WERECREATURES Werecreatures
Werecreatures are complex monsters Werecreatures are humanoids who transform into animals and animal-humanoid
capable of shifting between three hybrids under the light of the full moon. The fate of these shapechanging
different forms and inflicting their creatures derives from an ancient primal curse that they can, in turn, transmit
condition upon other humanoids. Full through their own bites. The stat blocks in this section reflect werecreatures in
rules for building werecreatures, along their hybrid forms.
with how to apply the werecreature’s
curse, appear on pages 344–347 of Werecreature Abilities
Monster Core. The following abilities are shared among all werecreatures. A werecreature also
gains several other abilities, as explained in Monster Core, but additional rules
for those abilities aren’t necessary unless you create your own werecreature.
Animal Empathy (primal) A werecreature can communicate with animals of the
same general kind.
Change Shape [one-action] (concentrate, polymorph, primal) The werecreature changes into
their humanoid, hybrid, or animal shape. Each shape has a specific, persistent
appearance. A true werecreature’s natural form is their hybrid shape. In humanoid
shape, the werecreature uses their original humanoid size, loses their jaws and
claw Strikes, and gains a melee fist Strike that deals bludgeoning damage equal
to the slashing damage dealt by their claw. In animal shape, their Speed and size
change to that of the animal, they gain any special Strike effects of the animal
that they didn’t already have (such as Grab), and they lose their weapon Strikes.
Curse of the Werecreature (curse, primal) This curse affects only humanoids;
Saving Throw Fortitude DC is the standard DC for the werecreature’s level –
1. On each full moon, the cursed creature must succeed at another Fortitude
save or turn into the same kind of werecreature until dawn. The creature is
under the GM’s control and goes on a rampage for half the night before falling
unconscious until dawn.
Moon Frenzy (polymorph, primal) When a full moon appears in the night sky, the
werecreature must enter hybrid form, can’t Change Shape thereafter, becomes
one size larger, increases their reach by 5 feet, and increases the damage of
their jaws Strike (or a similar Strike) by 2. When the moon sets or the
sun rises, the werecreature returns to humanoid form and is fatigued
for 2d4 hours.

Weremoose
A weremoose’s tendencies toward stubbornness and a
grumpy attitude make it difficult for them to get along
with others. Most often, they live as hunters or hermits,
taking in the peace of their natural surroundings. If
their territory is invaded, they don’t hide or retreat but
are unlikely to attack. If someone else starts the fight,
though, a weremoose retaliates without mercy.

WEREMOOSE CREATURE 3
LARGE BEAST HUMAN HUMANOID WERECREATURE
Perception +6; low-light vision, scent (imprecise) 60 feet
Languages Common; deer empathy
Skills Athletics +9 (+11 to Swim), Intimidation +8
Str +4, Dex +1, Con +4, Int –1, Wis +1, Cha +1
Items greataxe, hatchet (2), scale mail
Deer Empathy (primal) A weremoose can
communicate with deer, including moose.
WEREMOOSE AC 19; Fort +11, Ref +8, Will +6
HP 60; Weaknesses silver 5
Cold Adaptation The weremoose treats environmental
cold effects as if they were one step less extreme.

196
Speed 30 feet
Melee [one-action] greataxe +11 (sweep), Damage 1d12+6 slashing
Melee [one-action] antler +11, Damage 1d8+6 piercing plus curse of the weremoose Foreword: My
Melee [one-action] hatchet +11 (agile, sweep), Damage 1d6+6 slashing Quest for the
Ranged [one-action] hatchet +8 (agile, thrown 10 feet), Damage 1d6+6 slashing Wardens
Change Shape [one-action] (concentrate, polymorph, primal) Medium human with fist TIDAL TRANSFORMATION
+11 for 1d4+6 bludgeoning, or Large moose with antler and hoof +11 for 1d8+6 The magic of the moon possesses The Zoetrope
bludgeoning. weresharks and other oceanic and its Crew
Curse of the Weremoose (curse, primal) Saving Throw DC 17 Fortitude werecreatures even more strongly. An Techniques and
Moon Frenzy (polymorph, primal) Increases antler damage instead of jaws. urge to transform into their hybrid Tricks
Thundering Charge [two-actions] The weremoose Strides twice and then makes an antler form grows stronger during high tides, Services and
Strike. A Medium or smaller creature damaged by this attack must succeed at a so much so that some weresharks Supplies
DC 17 Fortitude save or be stunned 1. relocate to places with diurnal tides
to avoid this aggravation. Weresharks Golarion’s
Wereshark also feel a greater sensitivity to tidal Menagerie
The curse of the wereshark instills a crude and bloodthirsty attitude, along patterns, often able to extrapolate Creature
with an urge to travel the sea. They often become pirates or military sailors the broader tidal patterns in a coastal Adjustments
who quickly gain a reputation for capricious violence. The shark within locale after a short swim. A
makes weresharks born survivors. They will swiftly retreat if they’re truly in B
danger and consider obeying a sense of honor utterly ridiculous. C
D
WERESHARK CREATURE 4
E
LARGE AMPHIBIOUS BEAST HUMAN HUMANOID WERECREATURE
Perception +10; blood scent, scent (imprecise) 100 feet F
Languages Common; shark empathy G
Skills Athletics +12, Stealth +9 (+11 in water), Survival +8 H
Str +4, Dex +3, Con +4, Int –1, Wis +2, Cha –1 M
Items studded leather, trident R
Blood Scent The wereshark can smell blood in the water from up to 1 mile away.
S
Shark Empathy (primal) A wereshark can communicate with sharks.
AC 21; Fort +12, Ref +11, Will +8 T
HP 75; Weaknesses silver 5 U
Reactive Strike [reaction] V
Speed 25 feet, swim 25 feet W
Melee [one-action] jaws +14, Damage 1d12+7 piercing plus curse of the wereshark
The Wardens of
Melee [one-action] trident +14, Damage 1d8+7 piercing plus fish fork
the Wild
Ranged [one-action] trident +13 (thrown 20 feet), Damage 1d8+7 piercing
Change Shape [one-action] (concentrate, polymorph, primal) Medium human Epilogue: A
with fist +14 for 1d4+7 bludgeoning, or Large shark with jaws +14 for Journey’s
1d12+7 piercing, no land Speed, and swim Speed 40 feet. Conclusion
The wereshark doesn’t have the amphibious trait Glossary & Index
in human or shark form and has the aquatic trait
in shark form.
Curse of the Wereshark (curse, primal) Saving Throw
DC 18 Fortitude
Fish Fork [one-action] Requirements The wereshark critically hit with a
trident Strike on their most recent action this turn; Effect The
wereshark digs their trident deep within their target, skewering it
before taking a massive bite. The target of the Strike becomes
grabbed (Escape DC 18) and takes 1d4 persistent bleed
damage, and the wereshark attempts a jaws Strike
against it. The wereshark can’t use their
trident while they have a creature grabbed
with it, but they can pull the trident free with WERESHARK
a single action that has the manipulate trait.
Moon Frenzy (polymorph, primal)

197
T he Dark Night
They say the true gift is the journey, not the destination— sounds as though it could encompass most anywhere on
and what a journey we’d had. Still, despite my attempts the world, we knew we could narrow it further: it must
to remain optimistic, the flame of my childhood dream be large enough for a wide variety of creatures to gather,
flickered as weeks passed with no further sign of sufficiently distant from settlements or trade routes, and
the Wardens of the Wild. unbiased toward any one warden’s realm. (I confess my
Two days before the equinox, I leaned on the gratitude that we could rule out searching the vast seas,
Zoetrope’s rail and watched as the sun slipped below at the very least.) We’d spent weeks exploring secluded
the horizon a little earlier than the day prior, marveling lakes in ancient forests, sparkling desert oases, and—in
at the incredible beauty of the land below us. Our an attempt to better include subterranean creatures in
search had taken us to many wondrous places, and I our search—one memorable sinkhole in Arcadia’s lush
regretted none, though as we began to explore, even we jungles, the dense foliage of which very nearly spelled
were surprised at the number of regions that met our disaster for our trusty vessel. I was not tired in the
search criteria. slightest of witnessing the world’s vibrant flora and
Multiple legends suggest that the Migration is not tied fauna, and indeed had already filled several journals with
to one location, but that it shifts each time. We reasoned new notes and sketches, but while I remained resolute in
that to accommodate the gathering, it must be a site that my conviction that the wardens existed, I could not help
includes earth, water, and sky; that might be accessed questioning, especially as I lay awake at night, whether
from both the sea and from below the earth; and that they wanted to be found.
is not of such extreme climate as to exclude the many A week earlier, Chari had burst into the galley, where
animals who would gather for the ceremony. While that I chatted with Grefu and Lythea. She beamed and waved

198
a scroll I had discarded earlier in frustration. “The site of As my non-iruxi readers may know, iruxis have an
the next Migration! I think I’ve found it!” affinity for the stars. Though I preferred to focus on
We promptly abandoned our tea as we rushed to earthly flora and fauna rather than celestial bodies, I Foreword: My
examine the map. Chari pointed proudly at a remote had still grown up learning the constellations and their Quest for the
archipelago off the northwestern coast of Avistan, stories. We settled onto blankets near Lythea and Telero Wardens
toward islands whose sheer cliffs and rocky waters had and passed the thermos around the circle as I shifted my
prevented any exploration by sea. gaze from the horizon to the skies, sharing names and The Zoetrope
“Water, cliffs, land,” said Lythea, holding up a finger ancestral tales. I’m no Terwa star-reader, but I hope I did and its Crew
for each. “What about caverns?” my elders proud. Techniques and
Chari grinned. “The islands are volcanic.” Telero and Chari playfully argued over a small cluster Tricks
We had a lead! of stars at the tip of one constellation, Telero insisting Services and
Now, though, as dusk settled like a cloak around my it was the Archer’s Quiver while Chari maintained Supplies
shoulders, my spirits sank with it. Both the equinox that it was Shyka’s Hourglass. “What is it in your
and the archipelago drew near; even the mist-shrouded tradition, Baranthet?” Golarion’s
peaks ahead could not console me with their majesty. At once, I was back around the fire of my youth, Menagerie
This journey had surpassed all my wildest dreams—all listening to Grandmother as she painted the sky with The Wardens of
but one, I suppose. I both hoped for and feared its end. her tales. This constellation had always been one of the Wild
Despite the Zoetrope’s speed, the winds were gentle, her favorites. “We know it as the Double Crescent,” I The Dark Night
and the echoes of Lythea’s singing drifted up from replied. “We say that firebugs bearing its design usher in Warden of
the lower deck as she plotted a course. I adjusted my new cycles and transformations.” Caverns and
spectacles and smiled at Charikleia as she joined me “Oh, like this little dear over here,” Dr. Pom Burrows
at the rail. “Thank you for accompanying me on this said absentmindedly. Warden of
voyage, Chari. Regardless of how it ends, you all have On the nearby rail perched a velvety insect with Forests and
made one hopeful scholar very happy.” fern-like antennae, two pale crescents mirrored across its Meadows
The light was fading fast as twilight enveloped us, but enormous, indigo wings. A soft orange light shone from Warden of
I could hear the smile in her words. “You know that its abdomen as the firebug took off from the railing. Oceans and
none of us would have missed it for all the riches of “Look,” exclaimed Grefu, with uncharacteristic Rivers
Kalistrade. But you speak as if it’s over. There is always enthusiasm, “another one!” And sure enough, Warden of
another dawn.” unmistakable in the starlight, the silhouettes of several Peaks and
Skies
I do not know how I became so lucky to have such more insects fluttered around the prow of our ship. Ten
stalwart friends and fellow adventurers, but—if you’ll quickly extinguished the Zoetrope’s lanterns, and as my Epilogue: A
allow this author his sentiments for a moment—I dearly eyes adjusted, I saw the lights of the insects forming a Journey’s
hope each of you is so fortunate as to be joined by such river in the night sky that disappeared into a passage in Conclusion
companions on your own journeys. There truly is no the nearby cliff face—one we had somehow missed. Glossary & Index
greater gift in life, as this voyage taught me every day. Telero pointed out a wide ledge on the cliffs beside us,
But I digress. Suffice it to say that, on a quiet night when the first landing we had seen where we might be able to
hope seemed a distant melody, I was grateful indeed for dock our faithful ship. “Shall we?”
friends who could carry a tune. We left tea and cookies behind as we hastened to
Charikleia and I stood in companionable silence as the gather our supplies and disembark, narrowly avoiding
stars emerged above us, cascading across the heavens. colliding with each other as we stumbled onto a faint
My heart tightened as the Zoetrope sailed deftly among trail and followed the glowing firebugs down into a
the cliffs that formed the rocky channel. There was hidden cove. The gray light of dawn brightened with
no sign of the wardens, or indeed of any animals at agonizing torpor.
all. I knew that staring harder at the shadowed peaks The crunch of Lythea’s wheels and Chari’s hooves on
wouldn’t make them appear, but I couldn’t bring myself the scree came to an abrupt stop as Telero held up a
to turn away, willing the shadow of a wing or the splash hand. “Listen!”
of a flipper to materialize in the mists. We crept forward. The path opened onto a plateau
Footsteps on the deck finally pulled my gaze. Grefu overlooking a secluded caldera cove, the faint murmur of
stood there with a thermos of tea and a small platter of wings and rushing water growing to a rumble as I caught
cookies, Dr. Pom and Ten behind him, their arms full of my first glimpse of an immense waterfall thundering over
blankets. “Figured we’d all keep watch tonight,” Dr. Pom the far cliffs, illuminated in the glow of sunrise. The valley
said cheerfully. “How about some stargazing?” Telero before it held the largest gathering of animals that I had
and Lythea soon emerged as well, chatting amiably and ever seen: birds alighting on every branch, mammals
reassuring us that the route ahead was clear enough we pacing under every tree, and so much marine life crowding
could leave the Zoetrope to carry us forward by itself, at the waves that we could hardly see the shoreline.
least for a little while. After an impossibly long journey, dear readers...

199
…we found
t he m at l ast.
WARDEN OF CAVERNS AND BURROWS
A veritable choir preceded the selection of the new Warden of
Caverns and Burrows. Creatures of the depths came before the
retiring warden with their offering: a meerkat gave a complex
series of vocalizations; a snake rattled their tail; a pale bat
opened their mouth to convey a song much too high for these
old ears, though it clearly impressed many of the gathered
beasts. But one creature, a humble cave cricket, chittered
and trilled with such passion that they seemed to glow, and
the audience grew still to appreciate their song. The glow grew
brighter as power streamed into them from the old warden,
melting the rock beneath them, and as they emerged from the
pool, it was clear we were in the presence of the new Warden of
Caverns and Burrows.
The lava clung to the cricket, cooling rapidly and merging with
their body. They moved their legs as a violinist would a bowstring, quickly enough
that the excess stone flew off and shattered on the ground. The black stone seemed
glossy and raw, much like it had just emerged cleansed from a steaming bath. I
gently collected a specimen for further examination.
They met my gaze (their eye now wider than Telero is tall!) and greeted me with a
screech, then sprang forward toward the cave’s mouth. I waited, intent on watching
them, until they looked back at me and chirped like a parent calling for a child.
I hastily followed them with a fair share of awkward scrambling, not wanting to
get lost or left behind. By the time they stopped leaping forward, I was deep
underground and out of breath. A red-hot glow from the chamber before us was the
only illumination in the depths. The air was hot around me, and I could feel my scales
drying out rapidly.
The entrance to this next chamber was large enough for a cart to pass through, but
the warden had stopped, their new mass preventing them from moving ahead. However,
they quickly set to work, their mandibles chewing through the porous stone with
impressive precision. Clearly, this great beast knew where their strength should be
applied. Barely a moment passed before the final barrier fell. The warden chirped
joyfully as a trickle of lava flowed forward, and I scrambled backward in surprise.
Their chirps seemed to invite me closer to celebrate with them, but I dared not
move nearer for fear I would be incinerated! If only I was inured to such hostile
environments. I sensed that they wanted to show me what they found beautiful, this
awesome essence of their new realm, but I had to appreciate it from afar.
From my initial observations, it is clear the cave cricket’s transformation into a
warden didn’t just increase their size; the legends of a warden’s bond with their
environment are truer than we realized. The warden is one with the earth’s pulse itself.
The obsidian that they shed matches that of the volcano like a fingerprint. My best
supposition since initial contact is that they might sleep in the magma chamber for
much of the year, as they once spent dormant seasons buried in the soil. While they
rest, their exoskeleton renews, replacing the normal growth process.
Much like the legends state, the warden is truly in command of the subterranean
environment, their control over stone unbounded. They build up rock around themself
through a primal power over magma, often with a spray of lava that solidifies into
obsidian. Their chirps contain enough power to break apart stone. Watching them move
is a treat; they snap their legs (each one larger than me!) to propel their house-
sized body through the air, and they seem to delight in creating sinkholes dozens of
yards deep and building up stalagmites as platforms to jump up out of the depths.
They act with a clear passion, springing from one action to the next. Once they
have decided on a course of action, they see it through to completion, be it chewing
through chunks of quartz with their mandibles or redirecting intruders from their
home with flows of lava. Though they cannot speak to me of their interests, they
expose metallic ores that are pleasingly symmetrical in their caverns, and I know
they’re showing me their art. The swell of my heart upon seeing their actions is
all the proof I need of that. But oh, what I would give to discuss art with the
warden over a steaming cup of tea!

202
WARDEN OF CAVERNS AND BURROWS CREATURE 22 THE CONNECTED DEPTHS
UNIQUE GARGANTUAN BEAST EARTH As much as air currents flow through the skies, and the
Perception +36; darkvision, tremorsense (imprecise) 60 feet oceans connect the waters of world, the caverns and Foreword: My
Languages voice of nature depths connect to each other as well, via several means. Quest for the
Skills Athletics +42 (+45 to High Jump or Long Jump), Underground flows of lava create tunnels and passages. Wardens
Intimidation +37, Stealth +37, Subterranean Lore +35 Water’s erosion also forms cave systems out of the stone.
Str +12, Dex +8, Con +10, Int 6, Wis +8, Cha +9 The Zoetrope
Voice of Nature page 214 and its Crew
Warden’s Crown page 214 as it cools. The warden Leaps up to twice their Speed. When Techniques and
AC 45; Fort +39, Ref +36, Will +33; +1 to all saves vs. primal they land, the force of the impact deals 6d12 bludgeoning Tricks
HP 500; Immunities fire; Weaknesses cold 20; Resistances damage to all creatures within a 15-foot emanation with a Services and
physical 10 (except adamantine), sonic 20 DC 42 basic Fortitude save. On a critical failure, the creature Supplies
Magmatic Reflex [reaction] Trigger The warden is targeted with an is also pushed 10 feet away from the warden.
attack; Effect The warden issues a spray of magma as they Obsidian Cage Rapidly cooling obsidian clings to the target’s Golarion’s
jump away from danger. This spray deals 6d12 fire damage body and stiffens around their limbs. The target must attempt Menagerie
to all adjacent creatures (DC 42 basic Reflex save). They a DC 42 Reflex save. On a failure, the target is immobilized The Wardens of
then Leap or Step away, gaining a +2 circumstance bonus to until they Escape (DC 42). On a critical failure, the target is the Wild
their AC against the triggering attack. off-guard for as long as they remain immobilized. The Dark Night
Speed 40 feet, burrow 40 feet Vibratory Excavation [two-actions] (manipulate, primal) The warden Warden of
Melee [one-action] horned crown +41 (magical, reach 10 feet), Damage screeches with a resonant call that tears apart earth and Caverns and
4d12+22 piercing stone. They create a 10-foot-square, 50-foot-deep pit in Burrows
Melee [one-action] mandible +41 (agile, magical, reach 15 feet), Damage earthen material or stone within 60 feet. Warden of
4d10+22 bludgeoning plus Improved Grab Wall Cling The Warden of Caverns and Burrows clings to Forests and
Ranged [one-action] chirp +33 (magical, range 60 feet), Damage surfaces with their segmented feet. They do not need to use Meadows
4d10+18 sonic a hand to hold on to walls or ceilings. Warden of
Ranged [one-action] magma jet +33 (magical, range increment 60 Oceans and
feet), Damage 4d8+13 fire plus 2d6 persistent fire plus Rivers
Obsidian Cage Warden of
Bury Beneath Stone [one-action] (attack, primal) Requirements The Peaks and
Skies
warden has a creature grabbed; Effect The warden
attempts to wedge a creature they have grabbed in Epilogue: A
their mandibles within a crack in the earth that Journey’s
opens beneath them. The warden attempts an Conclusion
Athletics check against the grabbed creature’s Glossary & Index
Reflex DC. If they succeed, they bury the
creature in the ground. The creature
takes 10d10 bludgeoning damage. It
is also restrained, slowed 1, and has to
hold its breath or start suffocating
until it Escapes (DC 42). If the
creature is still buried at the
end of its turn, it takes 5d10
bludgeoning damage.
Called to Depths The depths call to
the warden, especially as they move
through the air. When they Long Jump,
they can use any unused movement from
the Long Jump to Burrow. Additionally,
the warden can Burrow through any
earthen matter, including rock.
When they do so, they move at
their full burrow Speed.
Erupting Jump [two-actions] (primal) The
warden draws out a stream
of lava, then jumps off
the solidifying mass

203
WARDEN OF FORESTS AND MEADOWS
My hopes for the Migration, high as they had been, swelled
greater as the mind-boggling variety of participants streamed
in to compete to be crowned one of the next Wardens of the
Wild. I allowed myself to imagine races to outpace the wind,
dances in dresses of radiant feathers, and displays of might
to crack the earth and sunder trees from their roots.
Never could I have imagined the deception, trickery, and
controversy we saw! Nor, so it would seem, could the other
creatures in attendance.
As the retiring Warden of Forests and Meadows gathered
the candidates to choose their successor, I saw a creature
of incredible scale and age, akin to an elephant so large and
imposing that they could have flattened a fellow candidate
under a single footpad. Watching the reactions to them from their
competition, I perceived raised hackles and cruel stares. Many of the other beasts
immediately retreated, choosing to spectate rather than take up the seemingly
hopeless competition against a creature of such majesty.
As the swarming animals departed for their contest, I was sadly unable to
spectate directly, as they vanished into a primeval forest so thick and so tangled
that I could scarcely see through its outskirts (Telero had no better view through
the canopy from his shuttle). Yet when the competitors returned, many injured or
tired and limping with small cuts or scrapes, the majestic one was nowhere to be
seen. A hubbub arose in growls, chitters, and song, before a small fox strode forth
from the forest, holding in his mouth a delicate blue flower so rare I thought it
extinct. He placed it in the clearing as he assumed the mantle of victor and thus
became the new Warden of Forests and Meadows.
After the ceremony was complete, I tried to piece together what had happened to
the majestic creature I and the assembled animals expected to win. In the last few
moments I could steal before we needed to make our exit, I surveyed the site of
the trials and found what was left of the creature. Its body lay across a meadow
in pieces, split apart like a wicker vessel. Brittle shards of wooden skin scatted
the meadow. Inside the body was a machine-like framework. Hollow. This was not
a creature at all, but a lie, and leading away from the broken shell were a set of
small fox prints.
The imposing creature, the tiny fox, and the new warden were one and the same,
but wise to something more. I am unable to tell how he secured his deceptive shell
or how he escaped to victory, but the likeliest possibility, to me, is that he used
this fake beast as a distraction so he could slip away to accomplish the goal
needed for victory.
Upon returning to the ship, I found several small paw prints, clearly those
of a fox, leading directly up the bow of the ship, across the deck, and into
my quarters. Within, I found countless scattered leaves and petals, as well
as my journals in disarray, with various tomes opened and dog-eared by small,
muddied paws. It seemed to me that this was clearly the work of the warden,
letting me know he was aware of all that I had witnessed. I still can not
say with any certainty whether this message was a gift, a warning, or a
simple acknowledgment, but it is one I will never forget.
Now the forests and meadows have a warden who stands apart from society, but
is wise to its ways. Who can, I do not doubt, discern our truest intentions for the
wild, acting with a cleverness that many humanoids believe to be the sole purview
of those who dwell in “civilized” realms. The beasts have a powerful and competent
warden to be sure, as much as they might dislike their situation. I say with
some regret that I think the warden is right in this. His cleverness is a greater
strength than any simple bestial might. If such a humble explorer as I can find
my way to this Migration, imagine if we had come to hunt them rather than merely
observe. Whether the fox’s goal was to keep his kin on guard against trickery or
to secure power for himself, he has succeeded, and woe to those who mistake the
new Warden of Forests and Meadows’s guile for weakness.

204
WARDEN OF FORESTS AND MEADOWS CREATURE 22 can have only one wager granted at a time. The wager ends
UNIQUE GARGANTUAN BEAST WOOD if the target is captured or dies.
Perception +36; greater darkvision, scent (imprecise) 1 mile Idyllic Panorama [one-action] (concentrate, primal) Frequency once per Foreword: My
Languages voice of nature hour; Effect The warden creates an area of peaceful calm. Quest for the
Skills Acrobatics +40 (+44 to Escape), Deception +44, This is identical to a 5th-rank mirage depicting a peaceful Wardens
Diplomacy +40, Intimidation +42, Nature +36, Society +39, meadow or forest, except the area is a 200-foot burst.
Stealth +42, Survival +36, Thievery +40 While within the area of an Idyllic Panorama, the warden The Zoetrope
Str +7, Dex +10, Con +8, Int +11, Wis +8, Cha +12 has significant control over the senses of creatures within and its Crew
Voice of Nature page 214 the area and can cast mislead and 2nd-rank silence at will. Techniques and
Warden’s Crown page 214 Magical Pounce [one-action] The warden Strides up to his Speed, Leaps Tricks
AC 48; Fort +34, Ref +42, Will +36; +1 to all saves vs. primal up to his Speed, or casts translocate; at the end of that Services and
HP 435 movement, the warden Strikes. If the warden began this Supplies
Wild Trickery [reaction] (mental, primal) Trigger An enemy within action hidden, he remains hidden until after this ability’s
60 feet targets the warden with an attack, spell, or other Strike. Golarion’s
ability; Effect The triggering creature must attempt a DC 45 Sneak Attack The warden deals an additional 3d6 precision Menagerie
Will save. If it fails, the warden redirects the ability to target damage to off-guard creatures. The Wardens of
a different creature in range with a burst of mental laughter; the Wild
this has no effect if there are no other eligible targets. The The Dark Night
triggering creature is then temporarily immune for 24 hours Warden of
unless it critically failed. Caverns and
Speed 60 feet, climb 30 feet; forest passage Burrows
Melee [one-action] jaws +38 (finesse, magical, reach 15 feet), Damage Warden of
4d10+15 piercing Forests and
Melee [one-action] horned crown +40 (finesse, magical, reach 10 feet), Meadows
Damage 4d8+15 piercing plus 2d6 persistent poison Warden of
Melee [one-action] claw +40 (agile, finesse, magical, reach 15 feet), Oceans and
Damage 4d6+15 slashing Rivers
Ranged [one-action] fox’s laughter +40 (magical, range 120 feet), Warden of
Damage 4d10 sonic plus 3d6 mental Peaks and
Skies
Primal Innate Spells DC 45, attack +41; 10th manifestation,
petal storm SoM; 4th translocate (at will); Cantrips (10th) Epilogue: A
figment, light; Constant (7th) truespeech, veil of Journey’s
privacy Conclusion
Change Shape [one-action] (concentrate, polymorph, primal) The Glossary & Index
warden transforms his size to Tiny, Small, Medium, or
Huge (changing his reach to 0 feet for Tiny, 5 feet for
Medium or Large, and 10 feet for Huge). The warden
retains his shape but can change his color to any
seasonal array.
Forest Passage The Warden of Forests
and Meadows ignores difficult terrain
and greater difficult terrain from
non-magical foliage.
Fox’s Wager [one-action] (concentrate, mental,
primal) The warden grants a boon
to a willing creature he can see
other than himself, requesting that the creature
promise to use the granted power to destroy
or undermine the creations of civilization.
The target gains a +1 status bonus to
attack rolls and a +5 status bonus to
damage against constructs, objects,
and structures constructed by
humanoids. It also gains a +2
status bonus to Stealth checks
against humanoids. The warden

205
WARDEN OF OCEANS AND RIVERS
If only we could share stories with the oldest animals of the
sea, the ancient dragon turtles and the bowhead whales; if only
we could sit with the ancient creatures of the rivers, we could
ask them of the long-held traditions of dance in their realms.
Perhaps they would tell us of the grand celebration where
all the waterborne creatures of the world, from the leaping
salmon of the coasts to the brooding anglers of the deep,
gathered in revelry for the anointment of the Warden of
Oceans and Rivers.
So say the legends, though what I hadn’t realized until
now, in all my studies, is how similar the words for “dance”
and “battle” are in so many different languages. For when
the competition to select the newest warden came, the amassed
creatures of the water paired off and swayed rhythmically back
and forth, but these graceful flutters and nods were accompanied by the flaring of
fins, the sparking of electric organs, and the baring of teeth in the water.
The dance was brutal, yet beautiful. In the best of cases, each pair merely
threatened each other, swimming in a circle until the weaker creature yielded (as
is common in the animal world, most creatures preferred to agree upon a victor and
avoid the risk of wounds). But nature is not bound by best-case scenarios or logic,
and for every creature that exited with their fins intact, another’s blood filled the
water. In the middle of the dance, a small creature reigned supreme.
With the smallest touch, their competitors seized and froze, and no matter how
many of their tendrils were torn off, more sprouted to fill the water. They were
planktonic, moving with the water itself, unlike their competitors, who each danced
to a disparate rhythm as if divorced from the primordial tide that had once kept
count like a metronome. The jellyfish moved with the current, shining with a rippling
light similar to that which is left when you trail your tail through the tide on
a moonlit night. The steps of the dance they executed felt somehow ancient, more
so than those of the squid, or of the whale, or even of the nautilus, a long-time
observer who had always floated on the fringes, now reveling for the first time in
the spectacle that their compatriots’ movements could create.
As the jellyfish shifted and swayed about, dispatching their partners with
singular ferocity, it was clear that the whole dance was coming to center around
them. But with each creature they touched and each stinging wound they left,
an energy spread. A chilling performance, for soon all the creatures in attendance
became erratic, and as each began to swim with the same energy, the center of
the dance shifted from the old warden to the new one. The waves swelled as the
jellyfish released what the waters had bottled up, and they grew larger and larger,
becoming the new Warden of Oceans and Rivers.
The creature fills me with dread, I must admit. Their ferocity appears to be
directed at the landed folk who exploit Golarion; not long after their ascension,
their subjects ferried the wreck of a whaling ship, clearly long sunk, to the cove.
After regarding the vessel, the warden flared with bioluminescence before crushing
the hull with their tentacles and slicing it with conjured ice, as if to casually
test their new powers’ efficacy against the vessels that prey on the sea. Where
their predecessor may have allowed safe passage to fishers and transport ships, or
granted access to the sustaining bounty of the waters to any who sought it, this
new warden does not seem one to escort stranded travelers after a storm; rather,
this new warden is the storm itself.
Be warned, dear readers. While all animals must eat (whether by grazing, hunting,
or scavenging, it makes no difference), even those of us who feel we have left the
confines of nature behind with our cities and ships, it is clear that as we take
more from the wilds, their new warden may seek to right the scales and take more
from us in turn. If you are one who seeks to cross, or harvest from, the rivers or
the oceans, watch for the currents. Give thanks to the waters, to the creatures
within, to the lost lives and the bounty you take, and when you feel you have given
enough, give thanks twice over.

206
WARDEN OF OCEAN AND RIVERS CREATURE 22 A VENGEFUL PRESENT
UNIQUE GARGANTUAN AQUATIC BEAST WATER In past eras, the Warden of Oceans and Rivers was
Perception +39; darkvision, scent (imprecise) 200 feet once connected to the world of landed creatures and Foreword: My
Languages voice of nature deeply involved in their channels of commerce. Now the Quest for the
Skills Acrobatics +37, Athletics +40, Intimidation +36, Nature descendants of these creatures are unable to rely on the Wardens
+39, Stealth +42, Survival +42 bounty of the sea and feel that they must take what they
Str +10, Dex +9, Con +12, Int +6, Wis +8, Cha +6 can to survive. Fishing folk must be swift and deliberate now The Zoetrope
Voice of Nature page 214 that the oceans and rivers zealously protect their goods. It is and its Crew
Warden’s Crown page 214 for this reason not all agree with the new warden’s tactics… Techniques and
AC 47; Fort +39, Ref +36, Will +33; +1 to all saves vs. primal and some wish to see the old ways restored. Tricks
HP 540; Immunities controlled, emotion, mental, poison, Services and
precision; Weaknesses electricity 15; Resistances Supplies
bludgeoning 20, cold 20 bludgeoning damage (DC 45 basic Fortitude save). The
Bioluminescent Maelstrom (aura, primal, visual, water) 30 feet. warden can either push or pull, and all creatures that fail Golarion’s
The warden’s wrath conjures a dazzling storm around them this save move up to 40 feet in the direction chosen. The Menagerie
that makes the area difficult terrain. Creatures that enter warden can’t use I Am The Tide again for 1d4 rounds. The Wardens of
the storm must attempt a DC 45 Will save. A creature that What Lurks Beneath [three-actions] The warden attacks with their the Wild
succeeds at this save is temporarily immune to the luring tentacles six times. The Dark Night
visuals for 24 hours. Warden of
Success The creature is unaffected. Caverns and
Failure The creature is dazzled for 1 round, and for the first Burrows
action on its next turn, the creature must use a single Warden of
action to move as close to the warden Forests and
as possible. Meadows
Critical Failure The creature is Warden of
dazzled for as long as it remains Oceans and
in the aura. Whenever the Rivers
creature begins its turn within Warden of
the aura, the creature must use the Peaks and
Skies
first action of its turn to move as
close to the warden as possible. It can Epilogue: A
attempt a new save at the end of its turn, Journey’s
ending this effect on a success. Conclusion
Speed swim 100 feet Glossary & Index
Melee [one-action] horned crown +41 (magical, reach 10
feet), Damage 2d8+15 cold plus 2d8+15 poison
Melee [one-action] tentacle +43 (agile, reach 30 feet,
magical), Damage 4d10+16 bludgeoning plus
Grasp of the Deep
All Are One [one-action] Frequency once per turn; Effect
The warden attracts organisms that
extend their influence. The area of
bioluminescent maelstrom and the
reach of their tentacle Strike increase by
10 feet for 1 minute, to a maximum of
an additional 30 feet.
Arctic Embrace [two-actions] (cold) All creatures in
the warden’s bioluminescent maelstrom
take 10d6 cold damage (DC 45 basic Fortitude save).
On a failure, the creature is also slowed 1 for 1 round.
Grasp of the Deep Creatures struck by one of the warden’s
tentacles gain cold weakness 10 and take a –2
status penalty to Fortitude saves for 1 round.
I Am The Tide [two-actions] (primal, water) The warden creates
three lines of rushing water, each 10 feet wide
and 120 feet long. Creatures in the area take 18d8

207
WARDEN OF PEAKS AND SKIES
The air is thin and clear at the summit of a mountain, and absent
of cloud cover, one can see for miles. It’s a vantage point that
inspires self-reflection and humility, providing a unique view
of a unified landscape. Each Warden of Peaks and Sky has
watched over this biome since time immemorial, safeguarding
not only the skies, but also the mountains that rise to meet
them. This warden is therefore one of contrasts, who can
perceive two vital parts of a unified whole; a battering wind
can be unyielding, and given sufficient time, even mountains
move. The selection of the new Warden of Peaks and Skies
seemed to embody this unity.
In the skies above the cove, the new warden would be
selected by a race to a distant peak; a trial of endurance as
much as speed. Many creatures answered the call, from the nimble
hummingbirds and tireless albatrosses to the ancient pterosaurs and enormous
dragonflies as well. In their midst was a humble sparrow, and though the other
creatures seemed to doubt her presence, the sparrow was resolute: as a creature of
the air, she had every right to compete.
The creatures took wing in a great spiral I shall never see again. None paid
mind to the sparrow in their midst; she was neither as fast nor as strong as the
others, but, peering through my spyglass, it was clear her knowledge of the winds
was supreme, and she deftly flew where the currents aided her. The faster birds
of prey soon tired, allowing the migratory birds to catch up. Though the sparrow
faltered, she pressed on with singular relentlessness.
I watched as the skies grew darker, as if to challenge the contestants. Wind
and rain lashed down, and it was clear the sparrow was nearing the limits by
which technique can overcome strength. Yet a nearby eagle seemed to take pity on
her, covering the sparrow with a wing to shield her from the worst of the rain.
The sparrow turned toward the eagle, and it was almost as if I could see a look
pass between them, one to say, “You must turn back” and the other to respond, “I
cannot; a warden does not give up.”
As the two neared the peak, the sparrow looked forward. Though the eagle was
stronger, the sparrow was nimbler, and she surely could have darted out in front
of the eagle to reach the peak with her superior acceleration and smaller size.
And yet, she did not. I know I should not overlay my own feelings on the matter,
but perhaps it was some thought of fairness, or honor? Was she thinking that she
would not have even made it this far without the eagle, and that it would somehow
be against the honor of nature to steal this victory from them?
They grew nearer still, and the sparrow looked back. Behind her, many of the
creatures had been broken by the storm. A falcon nursed a broken wing, a tiny
cicada foundered in the hail, and so on. With incredible determination, the sparrow
left the shelter of the eagle’s wing and flew back into the storm. She grabbed
mightily on to the falcon, endeavoring to support them with her own strength of
spirit. Her body was dwarfed against theirs, yet still she flapped her wings in
an attempt to at least lessen the wounded bird’s strain as they fell. The sparrow
helped them settle down on the snowy peak of the mountain, then flew back to help
the next creature.
On and on it went, long after the eagle had won the race, long after every
creature well enough to fly had alit on the peak. Only after every creature injured
in the storm had limped their way up to the summit did the sparrow herself rest
upon the mountain, exhausted and dead last of every creature in the race.
At the top was the old warden. Every contestant parted before the sparrow to
offer her a path forward, and I realized the true contest had not one of speed,
but one of heart; though she had been fast and strong and clever, she was not the
fastest, the strongest, or the cleverest. But she had shown she understood the
connection between all the creatures of the air.
The new Warden of Peaks and Skies was crowned on the mountaintop, and her first
cry as wind and lightning and snow wreathed her form was one of joy.

208
WARDEN OF PEAKS AND SKIES CREATURE 22 WARDEN’S BLESSING
UNIQUE GARGANTUAN AIR BEAST Legend says that the Warden of Peaks and Sky invites
Perception +40; darkvision, scent (imprecise) 60 feet, those who particularly earn their favor into their home, a Foreword: My
stormsight nest within a hollow peak deep in the Kodar Mountains. Quest for the
Languages voice of nature There, the guest is treated to a grand feast, after which Wardens
Skills Acrobatics +42, Bird Lore +38, Diplomacy +34, Medicine the warden offers to turn them into a thunderbird so they
+38, Mountain Lore +38, Nature +40, Survival +38 might enjoy the sky for the rest of their days, though The Zoetrope
Str +8, Dex +12, Con +9, Int +6, Wis +10, Cha +8 they are not offended if anyone demurs. and its Crew
Stormsight Wind, precipitation, and clouds don’t impair the Techniques and
warden’s vision; she ignores the concealed condition from Tricks
storms, mist, precipitation, and the like. feet, and treat creatures on the ground as off-guard when Services and
Voice of Nature page 214 they are airborne. Supplies
Warden’s Crown page 214 Tempest Downdrafts [free-action] (air, primal) Trigger The warden Flies;
AC 48; Fort +36, Ref +40, Will +38; +1 to all saves vs primal Effects The warden’s flapping wings generate powerful Golarion’s
HP 445; Immunities electricity; Resistances fire 15, cold 15 gusts that blow smaller creatures off course. A 60-foot Menagerie
Speed 60 feet, fly 240 feet; unfettered movement emanation, centered on the warden, fills with lightning- The Wardens of
Melee [one-action] beak +41 (finesse, magical, reach 10 feet), Damage pierced winds until the beginning of the warden’s next turn. the Wild
4d12+16 piercing Creatures must succeed at a DC 42 Reflex save to take The Dark Night
Melee [one-action] horned crown +41 (agile, finesse, magical, any move action within the winds; flying creatures use the Warden of
reach 15 feet), Damage 4d8+16 piercing outcome one degree of success worse than what they roll. Caverns and
Ranged [one-action] gale blast +39 (air, magical, Creatures who critically fail are blown 30 feet away Burrows
range increment 90 feet), Damage 2d8+16 from the warden, knocked prone, and take 4d6 Warden of
bludgeoning plus 2d8 electricity electricity damage. Forests and
Primal Innate Spells DC 45; 10th revival, wrathful Meadows
storm; 9th soothing spring SoM; Constant (4th) Warden of
unfettered movement Oceans and
Crystal Exhalation [two-actions] (cold, primal) The warden Rivers
breathes, creating a storm of ice crystals. All creatures Warden of
in a 60-foot cone take 4d8 cold damage and 4d8 Peaks and
Skies
slashing damage (DC 44 basic Reflex save). On a
critical failure, a creature is immobilized by ice. The Epilogue: A
warden then can’t use Crystal Exhalation for 1d4 Journey’s
rounds. Conclusion
Orogenesis Dive [three-actions] (air, earth, move, primal) Glossary & Index
The warden flies 240 feet upward in a straight
line. As she does so, the ground in a 30-foot
burst from her starting point rises into a
120-foot-high rocky pillar topped with
a mountainous peak that becomes
greater difficult terrain. All other
creatures in that burst must succeed at
a DC 44 Fortitude save or be fatigued
by the sudden altitude shift. The
warden then flies straight downward to
the center of the pillar’s peak, driving
her horns into the stone. As she lands,
the newly formed mountains tremble. All
other creatures in the area must succeed
at a DC 42 Reflex save or plummet off the
peaks, falling 120 feet and landing in the
nearest square outside the area. The pillar
is permanent.
Song of the Skies [one-action] (air, auditory, primal) The warden trills
a cheerful birdsong, granting a boon to all allies within 60
feet and evoking the freedom of flight. For the next minute,
affected allies gain unfettered movement, a fly speed of 60

209
A Jou rne y’s Conclu sion
Dear reader, though this tale has been a delight to pen, was no malice in the air. Each being was here to witness
here is where I fear I might let you down—for how a sacred transition in a cycle that clearly has lasted
can I possibly express, through mere words on a page, centuries, if not millennia. All in attendance treated the
the miraculous event we witnessed and the emotions it occasion with the honor and gravity it was due.
stirred within us? I must simply do my best and trust Ah, perhaps these emotions are this old scholar’s
that if you picked up this book, it is because you share projections! I am no druid, to speak with the aspirants
my reverence for the natural world. Perhaps you already themselves; even if I were, I never would have dared to
understand the overwhelming swell of joy and sorrow intrude on the event any more than we already had. Even
that overcame us as we observed this wild ceremony, this so, humbly, I do not believe I’ve invented or misunderstood
rite of passage, in awe and utmost gratitude. the atmosphere. Long have I championed science, with its
Gathered in the secluded cove were creatures of measurable facts, but I have always known the wilds to
absolutely every kind. I wished I had a hundred more be bigger than data and diagrams; not everything can be
eyes to take them all in and a hundred more hands to quantified on paper, and not all answers can be found
sketch them. Birds swooped through the air and alit on in books or peer-reviewed studies. Sometimes, we must
every tree and mountain ledge, joined by nimble goats simply trust the truths in our hearts.
as well as salamanders and bats emerging from the caves Though we caught glimpses, the trials themselves were not
below. Woodland creatures from the lynx to the great for mortals such as us to take part in ourselves (oh, to take
bear gathered among the trees, alongside regal moose and flight and soar over the mountain peaks, or dive beneath the
caribou with their antlered crowns. Animals from vastly dark waters of the bay!). When the four new wardens had
different climes stood together in the grasses, jaguars and been chosen, each arrayed themself before their predecessor,
elephants beside crocodiles and marmosets. The glint of and just like that, the wardens-that-are became the wardens-
scales shone from fish of all kinds in the pool beneath the that-were. There was no flash of light, no crash of thunder;
tumbling waterfall, and the shadow of a great ray glided a hush fell over the assembly, and I barely breathed, such
under the surface where the lake’s waters met the sea. All was my anticipation. As one, the wardens-that-were raised
the while, otters and seals looked on from the shoreline. their voices in recognition, and every creature in attendance
With such a large gathering, there should have been joined them, offering a piercing tribute to their new wardens
chaos and cacophony, but the air was solemn and the in trills and croaks and screeches and howls and all the other
noise subdued. Predator and prey kept their distance, songs of wild things. I had never heard its like before and
but none showed fear or aggression. There seemed to be know I never will again. As the new wardens added their
an air of collaboration—a collective understanding that own calls, the mountains themselves reverberated, and I
the Migration was exempt from the hunt. No one had found myself so overcome with the ferocious beauty that
come to fight for dominance; every creature who wished tears of gratitude came to my eyes.
to represent their realm would give it their all, but there When the echoes faded, the former wardens seemed
to diminish, some unseen power slipping like a mantle
of sunlight and shadow from the old beasts to the new.
Primal The successors gained a glow of vibrance and vitality as
Fulgurite the light of dawn reached the cove at last. The Migration
was complete.
We watched as the congregants gradually withdrew,
returning to their homelands (though I shall always
wonder how; are there portals of some kind, for the
beasts from afar?). The wardens-that-were took their
leave as well, withdrawing to live out their remaining
seasons as mortal creatures once more. This may be the
cycle of all things, but I confess I felt deep sorrow at their
departure. Knowing that these titans of my youthful
bedtime stories, these miraculous legends come to life,
now neared the end of their own tales was almost too
much to bear. Dr. Pom put a gentle paw on my shoulder,
and I looked up and took comfort in the dear friends
arrayed around me; Grefu and Lythea had tears in their

210
eyes as I did, but Chari smiled softly, radiantly, as if to Epilogue
say, This is the way of things. Isn’t it beautiful? There is much more to tell about the crew of the
Oh, reader, it was. Zoetrope and our adventures together—it took us Foreword: My
I looked back to the shore beneath us and saw that several weeks to return home, and there was that brush Quest for the
the new wardens had turned to survey our party. My with pirates—but those anecdotes are a different tale, Wardens
breath caught in my throat; as mere observers, it had felt for perhaps another book.
almost as though we were in a dream, but now, I found Before the crew parted ways, we journeyed to the The Zoetrope
myself almost incapable of thought. The Wardens of the university to thank Niyena, whose proposal brought us and its Crew
Wild were acknowledging my existence. I had thought together. We thought it only right that she be the first to Techniques and
just seeing them was a dream come true, but being seen hear our story. Once I agreed to publish it, I threw myself Tricks
in return—well, that’s all any of us wants, isn’t it? To be wholeheartedly into documenting our expedition; Chari Services and
seen, accepted, understood. To be welcomed home. and I remained at the university for months, compiling Supplies
They held our gaze for a moment that felt like a our notes and sketches into the book you hold today. The
lifetime, and then they, too, returned to the wild. I cannot others dispersed—or so I thought. Golarion’s
imagine a greater honor, in this life or the next, than the Not two weeks after I returned home, as I was acquainting Menagerie
one they bestowed simply by recognizing us as reverent myself with the new filing system Okeva had implemented The Wardens of
witnesses to their story, and yet, as they left, they pushed at the library in my absence, the Zoetrope landed practically the Wild
forward a speck of sand that had been at the center of on my doorstep. The crew poured out, chattering excitedly, Epilogue: A
their circle, now fused by primal energy into a shape that, shouting greetings, and waving maps and scrolls in the air. Journey’s
if I held it to my ear, I would later find still echoed with Library decorum was abandoned as they flooded into the Conclusion
that collective howl of the wild. I shall treasure this gift building and spread their maps across my desk.
and its memory until the end of my days. “So, Professor,” Telero said with a wide smile, Glossary & Index
We were quiet as we returned to the Zoetrope, solemnly gesturing to the possibilities before us. “Where to next?”
retracing our hurried steps from the night before. The I blinked a tear from my eye as I surveyed these
atmosphere was pensive as we boarded the ship and set a wonderful souls who had become my family, my heart
course for home; even exuberant Telero was quiet when swelling at the prospect of a new adventure. Okeva clearly
I joined him at the prow. None of us had words for what had things well in hand; the library, I decided, could wait.
we’d experienced, and no one wanted to break the awed Good luck on your own adventures, dear reader.
silence and acknowledge that our journey, incredible Perhaps our paths will cross in the wild!
though it was, had come to an end. — Baranthet Zamendi, adventurer

211
ABILITY GLOSSARY
The following creature abilities are listed here because they transformed, and it gains a +4 status bonus to its Deception
are shared by many creatures or are highly complex. The DC to prevent others from seeing through its disguise.
statistics for individual creatures might alter the traits, the Change Shape abilities specify what shapes the monster
number of actions, or other rules of these abilities. Anything can adopt. The monster doesn’t gain any special abilities of
noted in a specific creature’s stat block overrides the general the new shape, only its physical form. For example, in each
rules for the ability below. In these abilities, “monster” is shape, it replaces its normal Speeds and Strikes, and might
used for the creature that has the ability, to differentiate it potentially change its senses or size. Any changes are listed
from any other creatures the ability might affect. in its stat block.
Constant Spells A constant spell affects the monster without the
All-Around Vision This monster can see in all directions monster needing to cast it, and its duration is unlimited. If a
simultaneously and therefore can’t be flanked. constant spell gets counteracted, the monster can reactivate it
Aquatic Ambush [one-action] Requirements The monster is hiding in by spending the normal spellcasting actions the spell requires.
water and a creature that hasn’t detected it is within the Constrict The monster deals the listed amount of damage to
listed number of feet; Effect The monster moves up to any number of creatures grabbed or restrained by it. Each
its swim Speed + 10 feet toward the triggering creature, of those creatures can attempt a basic Fortitude save with
traveling on water and on land. Once the creature is in the listed DC.
reach, the monster makes a Strike against it. The creature is Darkvision A monster with darkvision can see perfectly well
off-guard against this Strike. in areas of darkness and dim light, though such vision is in
At-Will Spells The monster can cast its at-will spells any black and white only. Some forms of magical darkness, such
number of times without using up spell slots. as a 4th-rank darkness spell, block normal darkvision. A
Aura A monster’s aura automatically affects everything within monster with greater darkvision, however, can see through
a specified emanation around that monster. The monster even these forms of magical darkness.
doesn’t need to spend actions on the aura; rather, the aura’s Disease When a creature is exposed to a monster’s disease, it
effects are applied at specific times, such as when a creature attempts a Fortitude save or succumbs to the disease. The
ends its turn within the aura or when creatures enter the level of a disease is the level of the monster inflicting the
aura. If an aura does nothing but deal damage, its entry lists disease. The disease follows the rules for afflictions.
only the radius, damage, and saving throw. Such auras deal Engulf [two-actions] The monster Strides up to double its Speed and can
this damage to a creature when the creature enters the aura move through the spaces of any creatures in its path. Any
and when a creature starts its turn in the aura. A creature creature of the monster’s size or smaller whose space the
can take damage from the aura only once per round. The monster moves through can attempt a Reflex save with the
GM might determine that a monster’s aura doesn’t affect its listed DC to avoid being engulfed. A creature unable to act
own allies. For example, a creature might be immune to a automatically critically fails this save. If a creature succeeds
monster’s frightful presence if they have been around each at its save, it can choose to be either pushed aside (out of the
other for a long time. monster’s path) or pushed in front of the monster to the end of
Buck [reaction] Most monsters that serve as mounts can attempt to the monster’s movement. The monster can attempt to Engulf
buck off unwanted or annoying riders, but most mounts the same creature only once in a single use of Engulf. The
won’t use this reaction against a trusted creature unless monster can contain as many creatures as can fit in its space.
they’re spooked or mistreated; Trigger A creature Mounts A creature that fails its save is pulled into the monster’s
or uses the Command an Animal action while riding the body. It is grabbed, slowed 1, and has to hold its breath
monster; Effect The triggering creature must succeed at or start suffocating. The creature takes the listed amount
a Reflex saving throw against the listed DC or fall off the of damage when first engulfed and at the end of each of
creature and land prone. If the save is a critical failure, the its turns while it’s engulfed. An engulfed creature can get
triggering creature also takes 1d6 bludgeoning damage in free by Escaping against the listed Escape DC. An engulfed
addition to the normal damage for the fall. creature can attack the monster engulfing it, but only with
Change Shape [one-action] (concentrate, magical tradition, polymorph) unarmed attacks or with weapons of light Bulk or less.
The monster changes its shape indefinitely. It can use this The engulfing creature is off-guard against the attack. If
action again to return to its natural shape or adopt a new the monster takes piercing or slashing damage equaling or
shape. Unless otherwise noted, a monster cannot use Change exceeding the listed Rupture value from a single attack or
Shape to appear as a specific individual. Using Change spell, the engulfed creature cuts itself free. A creature that
Shape counts as creating a disguise for the Impersonate use gets free by either method can immediately breathe and
of Deception. The monster’s transformation automatically exits the engulfing monster’s space.
defeats Perception DCs to determine whether the creature If the monster dies, all creatures it has engulfed are
is a member of the ancestry or creature type into which it automatically released as the monster’s form loses cohesion.

212
Fast Healing A monster with this ability regains the given Push [one-action] Requirements The monster’s last action was a
number of Hit Points each round at the beginning of its turn. successful Strike that lists Push in its damage entry; Effect
Ferocity [reaction] Trigger The monster is reduced to 0 HP; Effect The The monster attempts to Shove the creature. This attempt Foreword: My
monster avoids being knocked out and remains at 1 HP, but neither applies nor counts toward the monster’s multiple Quest for the
its wounded value increases by 1. When it is wounded 3, it attack penalty. If Push lists a distance, change the distance Wardens
can no longer use this ability. the creature is pushed on a success to that distance.
Frightful Presence (aura, emotion, fear, mental) A creature that Reactive Strike [reaction] Trigger A creature within the monster’s The Zoetrope
first enters the area must attempt a Will save. Regardless of reach uses a manipulate action or a move action, makes a and its Crew
the result of the saving throw, the creature is temporarily ranged attack, or leaves a square during a move action it’s Techniques and
immune to this monster’s frightful presence for 1 minute. using; Effect The monster attempts a melee Strike against Tricks
Critical Success The creature is unaffected by the presence. the triggering creature. If the attack is a critical hit and Services and
Success The creature is frightened 1. the trigger was a manipulate action, the monster disrupts Supplies
Failure The creature is frightened 2. that action. This Strike doesn’t count toward the monster’s
Critical Failure The creature is frightened 4. multiple attack penalty, and its multiple attack penalty Golarion’s
Grab [one-action] Requirements The monster’s last action was a successful doesn’t apply to this Strike. Menagerie
Strike that lists Grab in its damage entry, or the monster has Regeneration This monster regains the listed number of Hit The Wardens of
a creature grabbed or restrained; Effect If used after a Strike, Points each round at the beginning of its turn. Its dying the Wild
the monster attempts to Grapple the creature using the body condition never increases beyond dying 3 as long as its Epilogue: A
part it attacked with. This attempt neither applies nor counts regeneration is active. However, if it takes damage of a type Journey’s
toward the creature’s multiple attack penalty. listed in the regeneration entry, its regeneration deactivates Conclusion
The monster can instead use Grab and choose one until the end of its next turn. Deactivate the regeneration
creature it’s grabbing or restraining with an appendage that before applying any damage of a listed type, since that Glossary & Index
has Grab to automatically extend that condition to the end damage might kill the monster by bringing it to dying 4.
of the monster’s next turn. Rend [one-action] A Rend entry lists a Strike the monster has;
Greater Constrict [one-action] The monster deals the listed amount of Requirements The monster hit the same enemy with two
damage to any number of creatures grabbed or restrained consecutive Strikes of the listed type in the same round;
by it. Each of those creatures can attempt a basic Fortitude Effect The monster automatically deals that Strike’s damage
save with the listed DC. A creature that fails this save again to the enemy.
falls unconscious, and a creature that succeeds is then Scent Scent involves sensing creatures or objects by smell and
temporarily immune to falling unconscious from Greater is usually a vague sense. The range is listed in the ability,
Constrict for 1 minute. and it functions only if the creature or object being detected
Improved Grab, Improved Knockdown, or Improved Push [free-action] emits an aroma (for instance, incorporeal creatures usually
The monster can use Grab, Knockdown, or Push (as do not exude an aroma).
appropriate) as a free action triggered by a hit with its If a creature emits a heavy aroma or is upwind, the GM
initial attack. A monster with Improved Grab still needs can double or even triple the range of scent abilities used to
to spend an action to extend the duration for creatures it detect that creature, and the GM can reduce the range if a
already has grabbed. creature is downwind.
Knockdown [one-action] Requirements The monster’s last action was a Shield Block [reaction] Trigger The monster has its shield raised and
successful Strike that lists Knockdown in its damage entry; takes damage from a physical attack; Effect The monster
Effect The monster attempts to Trip the creature. This snaps its shield into place to deflect a blow. The shield
attempt neither applies nor counts toward the monster’s prevents the monster from taking an amount of damage
multiple attack penalty. up to the shield’s Hardness. The monster and the shield
Low-Light Vision The monster can see in dim light as though it each take any remaining damage, possibly breaking or
were bright light, so it ignores the concealed condition due destroying the shield.
to dim light. Swallow Whole [one-action] (attack) The monster attempts to swallow
Poison When a creature is exposed to a monster’s poison, it a creature of the listed size or smaller that it has grabbed
attempts a Fortitude save to avoid becoming poisoned. The or restrained in its jaws or mouth. If a swallowed creature is
level of a poison is the level of the monster inflicting the of the maximum size listed, the monster can’t use Swallow
poison. The poison follows the rules for afflictions. Whole again. If the creature is smaller than the maximum,
Pull [one-action] Requirements The monster’s last action was a success the monster can usually swallow more creatures; the
with a Strike that lists Pull in its damage entry; Effect GM determines the maximum. The monster attempts an
The monster attempts to Reposition the creature, moving Athletics check opposed by the target’s Reflex DC. If it
it closer to the monster. This attempt neither applies nor succeeds, it swallows the creature. The monster’s mouth or
counts toward the monster’s multiple attack penalty. If Pull jaws no longer clutch a creature it has swallowed, so the
lists a distance, change the distance the creature is pulled monster is free to use them to Strike or Grab once again.
on a success to that distance. The monster can’t attack creatures it has swallowed.

213
A swallowed creature is grabbed, is slowed 1, and has to Warden's Crown A Warden of the Wild’s horned crown commands
hold its breath or start suffocating. The swallowed creature respect from wild creatures. Wild creatures native to a warden's
takes the listed amount of damage when first swallowed and biome automatically improve their attitude toward it by one
at the end of each of its turns while it’s swallowed. If the victim step (up to friendly) and typically do not take hostile actions
Escapes this ability’s grabbed condition, it exits through the towards each other while in the warden's presence.
monster’s mouth. This frees any other creature captured in Wavesense This sense allows a monster to feel vibrations
the monster’s mouth or jaws. A swallowed creature can attack caused by movement through a liquid. It’s usually an
the monster that has swallowed it, but only with unarmed imprecise sense with a limited range (listed in the ability).
attacks or with weapons of light Bulk or less. The swallowing Wavesense functions only if the monster and the subject
creature is off-guard against the attack. If the monster takes are in the same body of liquid, and only if the subject is
piercing or slashing damage equaling or exceeding the listed moving through the liquid.
Rupture value from a single attack or spell, the swallowed
creature cuts itself free. A creature that gets free by either Basic Creature Traits
Escaping or cutting itself free can immediately breathe and Some of these traits appear in Pathfinder Player Core or
exits the swallowing monster’s space. GM Core.
If the monster dies, a swallowed creature can be freed by
creatures adjacent to the corpse if they spend a combined Rarity Traits
total of 3 actions cutting the monster open with a weapon Unless a creature is common, its trait list starts with a
or unarmed attack that deals piercing or slashing damage. rarity trait.
Swarm Mind This monster doesn’t have a single mind Common A creature of this rarity is generally known and can be
(typically because it’s a swarm of smaller creatures) and is summoned with the appropriate summon spell.
immune to mental effects that target only a specific number Uncommon Less is known about uncommon creatures than
of creatures. It is still subject to mental effects that affect all common creatures. They typically can’t be summoned. The
creatures in an area. DC of Recall Knowledge checks related to this creature is
Telepathy (aura, magical, mental) A monster with telepathy increased by 2.
can communicate mentally with any creatures within the Rare As the name suggests, these creatures are rare. They
listed radius, as long as they share a language. This doesn’t typically can’t be summoned. The DC of Recall Knowledge
give any special access to their thoughts and communicates checks related to this creature is increased by 5.
no more information than normal speech would. Unique A creature with this rarity is one of a kind. The DC of
Trample [three-actions] The monster Strides up to double its Speed and Recall Knowledge checks related to this creature is increased
can move through the spaces of creatures of the listed size, by 10.
Trampling each creature whose space it enters. The monster
can attempt to Trample the same creature only once in Size
a single use of Trample. The monster deals the damage of After any rarity trait, each creature has its size listed.
the listed Strike, but trampled creatures can attempt a basic Gargantuan This size of creature takes up a space of at least
Reflex save at the listed DC (no damage on a critical success, 20 feet by 20 feet (16 squares on the grid) but can be much
half damage on a success, double damage on a critical failure). larger. Gargantuan creatures typically have a reach of 20 feet
Tremorsense Tremorsense allows a monster to feel the if they’re tall, or 15 feet if they’re long, but larger ones could
vibrations through a solid surface caused by movement. It have a much longer reach.
is usually an imprecise sense with a limited range (listed in Huge A Huge creature takes up a 15-foot-by-15-foot space (9
the ability). Tremorsense functions only if the monster is on squares on the grid). It typically has a reach of 15 feet if the
the same surface as the subject, and only if the subject is creature is tall or 10 feet if the creature is long.
moving along (or burrowing through) the surface. Large A Large creature takes up a 10-foot-by-10-foot space (4
Voice of Nature Though the Wardens of the Wild do not squares on the grid). It typically has a reach of 10 feet if the
speak in words, they can communicate complex concepts creature is tall or 5 feet if the creature is long.
flawlessly and wordlessly with any animal, beast, plant, or Medium A Medium creature takes up a 5-foot-by-5-foot space (1
other creature of the natural world through prolonged eye square on the grid) and typically has a reach of 5 feet.
contact. Sapient creatures with strong ties to the natural Small A Small creature takes up a 5-foot-by-5-foot space (1
world, such as animal instinct barbarians or druids who square on the grid) and typically has a reach of 5 feet.
speak the Wildsong, can somewhat understand a Warden Tiny A creature of this size takes up less than a 5-foot-by-5-
of the Wild, though the meaning can be vague. foot space (1 square on the grid), and multiple Tiny creatures
Void Healing A creature with void healing draws health from can occupy the same square on the grid. At least four Tiny
void energy rather than vitality energy. It’s damaged by creatures can occupy the same square, and even more can
vitality damage and is not healed by healing vitality effects. occupy the same square, at the GM’s discretion. They can also
It does not take void damage, and it’s healed by void effects occupy the same space as larger creatures, and if their reach
that heal undead. is 0 feet, they must do so in order to attack.

214
CREATURES BY LEVEL
The following tables present every single creature stat block in Howl of the Wild, organized by level and listing the Foreword: My
page number where it appears. A superscript “U” indicates uncommon rarity, and “R” indicates rare. Quest for the
Wardens

Creature Level Page Therizinosaurus 9 138 The Zoetrope


Hardhead mole 0 158 Chaos falcon R 10 143 and its Crew
Stonefish 0 148 Helicoprion U 10 179 Techniques and
Magnetic gecko 1 152 Ascendant griffon R 11 157 Tricks
Troodon 1 136 Pale horse U 11 190 Services and
Harbor seal 2 178 Sky fisher 11 181 Supplies
Protoceratops 2 136 Tyrafdir U 11 165
Shotalashu U 2 180 Vibrant pup swarm 11 192 Golarion’s
Stonefish swarm 2 148 Desert manticore U 12 172 Menagerie
Stony goat R 2 184 Lightning turtle 12 153 The Wardens of
Crying cicada 3 134 Plated python U 12 155 the Wild
Fangtooth school 3 149 Tardigrade swarm 12 187 Epilogue: A
Flynkett 3 150 Greater chimera 13 133 Journey’s
Rift chameleon U 3 146 Royal basilisk R 13 127 Conclusion
Stony bat U 3 154 Sunscale serpent U 14 182
Swordfish 3 149 Alicorn R 15 191 Glossary & Index
Weremoose 3 196 Blooming guardian 15 128
Almiraj U 4 124 Rumindrol R 15 176
Ghost ape U 4 146 Prismhydra R 16 166
Giant fangtooth 4 149 Titanosaur 16 138
Hexworm 4 159 Thruneosaurus rex 17 139
Holdfast 4 160 Barded manticore R 18 173
Leopard seal 4 178 Mocking chorus R 18 167
Marp 4 174 Warden of Caverns and Burrows Unique 22 203
Mjolgat 4 175 Warden of Forests and Meadows Unique 22 205
Morthak 4 140 Warden of Oceans and Rivers Unique 22 207
Wereshark 4 197 Warden of Peaks and Skies Unique 22 209
Goblin shark 5 179
Hooplamander 5 161 Creature Adjustments
Scroungefeather 5 177 Adjustments used to modify existing creatures are listed
Sporeback frog 5 151 below, along with the page number where they appear.
Storm snake 5 185 Creature Adjustments Page
Taldan cave squirrel 5 186 Amphibious 122
Drthak 6 140 Broodpiercer host 129
Magnegor 6 168 Chimera heads 132
Majungasaurus 6 137 Elite 122
Virtuosic lyrebird 6 193 Frostbound 122
Apothecary bee 7 125 Miniature 122
Carnotaurus 7 137 Sandbound 123
Giant coppermouth 7 152 Twinned 123
Karkadann 7 190 Weak 123
Mirror wolf 7 183 Winged 123
Mist bear U 7 147
Concert frog 8 151
Decapod dinghy 8 135
Hexmoth 8 159
Mammoth land star 8 169
Giant tardigrade 9 187
Soniphak 9 141
Stargut hydra 9 164

215
GLOSSARY & INDEX
Absalom The largest city in the Inner Sea region, Absalom was auditory (trait) Auditory actions and effects rely on sound. An
founded by Aroden and is located on Starstone Isle. action with the auditory trait can be successfully performed
acid (trait) Effects with this trait deal acid damage. Creatures only if the creature using the action can speak or otherwise
with this trait have a connection to magical acid. produce the required sounds. A spell or effect with the
adamantine (material) GMC 253 auditory trait has its effect only if the target can hear it. This
agile (weapon trait) The multiple attack penalty you take with applies only to sound-based parts of the effect, as determined
this weapon on the second attack on your turn is –4 instead by the GM. This is different from a sonic effect, which still
of –5, and –8 instead of –10 on the third and subsequent affects targets who can’t hear it (such as deaf targets) as long
attacks in the turn. as the effect itself makes sound.
air (trait) Effects with the air trait either manipulate or conjure aura (trait) An aura is an emanation that continually ebbs out
air. Those that manipulate air have no effect in a vacuum or from you, affecting creatures within a certain radius. Aura
an area without air. Creatures with this trait consist primarily can also refer to the magical signature of an item.
of air or have a connection to magical air. awakened animal (trait) Awakened animals were once normal
alchemical (trait) Alchemical items are powered by reactions creatures before they gained sapience. 22–27
of alchemical reagents. Alchemical items aren’t magical backstabber (weapon trait) When you hit an off-guard creature,
and don’t radiate a magical aura. Alchemical creatures are this weapon deals 1 precision damage in addition to its normal
partially powered by alchemical reactions damage. The precision damage increases to 2 if the weapon
amphibious (trait) An amphibious creature can breathe in water is a +3 weapon.
and in air, even outside of its preferred environment, usually Baranthet An elderly iruxi naturalist organizing the expedition
indefinitely but at least for hours. These creatures often have to find the Wardens of the Wild. 5
a swim Speed. Their bludgeoning and slashing unarmed barbarian (trait) This indicates abilities from the barbarian class.
Strikes don’t take the usual –2 penalty for being underwater. 56–57
anathema Actions contrary to your point of view and violations bard (trait) This indicates abilities from the bard class.
of your personal code are called anathema. If you gain 64–65
anathema from a source of power, such as a deity, violating beast (trait) A creature similar to an animal but with an
the anathema can cause you to lose related abilities. Intelligence modifier of –3 or higher is usually a beast. Unlike
animal (trait) An animal is a creature with a relatively low an animal, a beast might be able to speak and reason.
intelligence. It typically doesn’t have an Intelligence attribute beastmaster (archetype) 66–67, PC2 188
modifier over –4, can’t speak languages, and can’t be trained bomb (trait) An alchemical bomb combines volatile alchemical
in Intelligence-based skills. components that explode when the bomb hits a creature or
animal companion An animal that fights alongside you. 90–95, object. Most alchemical bombs deal damage, though some
PC 206–211 produce other effects.
aquadynamic (trait) This armor is made for use underwater, cantrip (trait) A spell you can cast at will that is automatically
with streamlined design and buoyant materials used in heightened to half your level rounded up.
strategic places. You don’t apply the armor’s check penalty Casmaron One of Golarion’s continents. Located immediately
to Acrobatics or Athletics checks in water or similar liquids. east of the Inner Sea region.
aquatic (trait) Aquatic creatures are at home underwater. Their Castrovel Second planet from the sun; known as the Green Planet.
bludgeoning and slashing unarmed Strikes don’t take the catalyst (trait) Items with the catalyst trait are consumables
usual –2 penalty for being underwater. Aquatic creatures can that alter or magnify specific spells. Using a catalyst adds the
breathe water but not air. manipulate trait to the spell. 118–119
Arcadia One of Golarion’s continents, lying west of the Inner Sea catfolk (trait) A creature with this trait is a member of the
region past the ruins of Azlant. catfolk ancestry. Catfolk are humanoids with feline features.
Arcadian Ocean This ocean is between Arcadia and Avistan. An ability with this trait can be used or selected only by
arcane (trait) This magic comes from the arcane tradition, catfolk. An item with this trait is created and used by catfolk.
which is built on logic and rationality. Anything with this centaur (trait) Centaurs have humanoid upper bodies and
trait is magical. equine lower bodies. 28–33
archetype A special additional theme for your character that Charikleia A minotaur acquaintance of Baranthet from the Isle
you can choose using your class feats. of Kortos. She serves as the expedition’s scribe. 10
archetype (trait) This feat belongs to an archetype. clawdancer (archetype) 68–69
athamaru (trait) Athamarus are fish-like aquatic humanoids. 16–21 cold iron (material) Pure iron that’s dangerous to demons and
attack (trait) An ability with this trait involves an attack. For fey. PC 272, GMC 253
each attack you make beyond the first on your turn, you take comfort (trait) The armor is so comfortable that you can rest
a multiple attack penalty. normally while wearing it.

216
concentrate (trait) An action with this trait requires a degree of electricity (trait) Effects with this trait deal electricity damage. A
mental concentration and discipline. creature with this trait has a connection to magical electricity.
consumable (trait) An item with this trait can be used only elf (trait) A creature with this trait is a member of the elf Foreword: My
once. Unless stated otherwise, it’s destroyed after activation. ancestry. Elves are mysterious people with rich traditions of Quest for the
Consumable items include alchemical items and magical magic and scholarship who typically have low-light vision. An Wardens
consumables such as scrolls and talismans. When a character ability with this trait can be used or selected only by elves. An
creates consumable items, they can make them in batches of 4. item with this trait is created and used by elves. The Zoetrope
creature adjustments 122–123, 129 Embaral Ocean The smallest of Golarion’s oceans, located and its Crew
curse (trait) A curse is an effect that places some long-term between Casmaron and Tian Xia. Techniques and
affliction on a creature. Curses are always magical and are emotion (trait) This effect alters a creature’s emotions. Effects Tricks
typically the result of a spell or trap. Effects with this trait with this trait always have the mental trait as well. Creatures Services and
can be removed only by effects that specifically target curses. with special training or that have mechanical or artificial Supplies
Darklands The immense area of caverns, vaults, and passages intelligence are immune to emotion effects.
beneath the surface of Golarion. ethereal (trait) Ethereal creatures are natives of the Ethereal Golarion’s
darkness (trait) Darkness effects extinguish non-magical light Plane. They can survive the basic environmental effects of Menagerie
in the area and can counteract less powerful magical light. the Ethereal Plane. The Wardens of
You must usually target light magic with your darkness expandable (trait) An item with the expandable trait increases the Wild
magic directly to counteract it, but some darkness spells to a specific size when activated. Unless otherwise noted, Epilogue: A
automatically attempt to counteract light. this space must be adjacent to you and on the ground, and Journey’s
dawnsilver (material) A light and durable form of silver. GMC the item needs to have enough open space to expand into or Conclusion
253–254 else the activation has no effect. When the effect ends, the
deadly (weapon trait) On a critical hit, the weapon adds a expanded item disintegrates if it’s a consumable or shrinks Glossary & Index
weapon damage die of the listed size. Roll this after doubling back to its normal size if it’s not a consumable.
the weapon’s damage. This increases to two dice if the weapon exploration (trait) An activity with this trait takes more
has a greater striking rune and three dice if the weapon has than a turn to use and can usually be used only during
a major striking rune. exploration mode.
dedication (trait) You must select a feat with this trait to apply extradimensional (trait) This effect or item creates an
an archetype to your character. Once you take a dedication extradimensional space. An extradimensional effect placed
feat, you can’t select a different dedication feat until you inside another extradimensional space ceases to function
complete your dedication by taking two other feats from your until it is removed.
current archetype. fey (trait) Creatures of the First World are called fey.
devil (trait) A family of fiends from Hell, most devils fire (trait) Effects with the fire trait deal fire damage or either
are irredeemably unholy. They typically have greater conjure or manipulate fire. Those that manipulate fire have no
darkvision, immunity to fire, and telepathy. effect in an area without fire. Creatures with this trait consist
dinosaur (trait) These reptiles have survived from primarily of fire or have a connection to magical fire.
prehistoric times. firearm Firearms are a category of ranged weapons that
disease (trait) An effect with this trait applies one or more typically, but not always, use black powder ammunition.
diseases. A disease is typically an affliction. flourish (trait) Actions with the flourish trait are special techniques
divine (trait) This magic comes from the divine tradition, that require too much exertion for you to perform frequently.
drawing power from deities or similar sources. Anything with You can use only one action with the flourish trait per round.
this trait is magical. force (trait) Effects with this trait deal force damage or create
Dr. Gulnara Pom An absentminded awakened sand badger. She objects made of pure magical force.
is the ship’s doctor. 12 forceful (weapon trait) This weapon becomes more dangerous as
Droon A lizardfolk city in Garund. Baranthet’s hometown. you build momentum. When you attack with it more than once
druid (trait) This indicates abilities from the druid class. 56–57 on your turn, the second attack gains a circumstance bonus
duskwood (material) GMC 254 to damage equal to the number of weapon damage dice, and
dwarf (trait) A creature with this trait is a member of the dwarf each subsequent attack gains a circumstance bonus to damage
ancestry. Dwarves are stout folk who often live underground equal to double the number of weapon damage dice.
and typically have darkvision. An ability with this trait can be fortune (trait) A fortune effect beneficially alters how you roll
used or selected only by dwarves. An item with this trait is your dice. You can never have more than one fortune effect
created and used by dwarves. alter a single roll. If multiple fortune effects would apply, you
earth (trait) Effects with the earth trait either manipulate or have to pick which to use. If a fortune effect and a misfortune
conjure earth. Those that manipulate earth have no effect effect would apply to the same roll, the two cancel each other
in an area without earth. Creatures with this trait consist out, and you roll normally.
primarily of earth or have a connection to magical earth. Garund One of Golarion’s continents. Its northern portion makes
edict Behaviors your personal philosophy or code encourages. up the southern half of the Inner Sea region.

217
gear 112–113 holy (trait) Effects with the holy trait are tied to powerful
general (trait) A type of feat that any character can select, magical forces of benevolence and virtue. They often have
regardless of ancestry and class, as long as they meet the stronger effects on unholy creatures. Creatures with this trait
prerequisites. You can select a feat with this trait when your are strongly devoted to holy causes and often have weakness
class grants a general feat. to unholy. If a creature with weakness to holy uses a holy
gnome (trait) A creature with this trait is a member of the gnome item or effect, it takes damage from its weakness.
ancestry. Gnomes are small people skilled at magic who seek human (trait) A creature with this trait is a member of the
out new experiences and usually have low-light vision. An human ancestry. Humans are a diverse array of people known
ability with this trait can be used or selected only by gnomes. for their adaptability. An ability with this trait can be used or
A weapon with this trait is created and used by gnomes. selected only by humans.
goblin (trait) A creature with this trait is a small, frantic goblinoid. illusion (trait) Effects and magic items with this trait involve
Goblins tend to have darkvision. An ability with this trait can false sensory stimuli.
be used or chosen only by goblins. A weapon with this trait is incapacitation (trait) An ability with this trait can take a
created and used by goblins. character completely out of the fight or even kill them, and
graft (trait) An item that has the graft trait is a living tissue it’s harder to use on a more powerful character. If a spell
sample that has been implanted into a host. It’s permanently has the incapacitation trait, any creature of more than twice
a part of the subject’s body and reduces the number of the spell’s rank treats the result of their check to prevent
items that creature can invest per day by 1. Each graft has being incapacitated by the spell as one degree of success
the invested trait to indicate this limitation—a graft is like better, or the result of any check the spellcaster made to
an invested item that the host creature has no choice but incapacitate them as one degree of success worse. If any
to invest. If a creature gets a new graft when their limit on other effect has the incapacitation trait, a creature of higher
invested items has already been reduced to zero, the host level than the item, creature, or hazard generating the effect
body rejects the graft. Once fully implanted, a graft cannot gains the same benefits.
take damage separately. incarnate (trait) A spell with the incarnate trait is similar in
If a graft is ever severed from the host body, it can be theme to spells that summon creatures, but it doesn’t
reattached by any effect that can typically reattach limbs or conjure a minion with the summoned trait. Instead, when
organs, such as the regenerate spell. A grafter can remove a summoned, the incarnate creature takes its Arrive action
grant using the same process required to implant one, though when you finish Casting the Spell. At the end of your next
this does not necessarily restore any organs replaced by the turn, the incarnate creature can either Step, Stride, or take
graft initially. Grafts typically require specialized storage the action for another movement type it has (such as Climb
conditions, such as alchemical tanks, to remain viable outside or Burrow), and then takes its Depart action. The spell
of a host. Grafts can usually be upgraded into their greater then ends. The names of specific Arrive and Depart actions
versions by having a grafter apply additional surgeries, are listed in italics after the word “Arrive” or “Depart”
mutagenic development, or similar medical procedures. 96–99 respectively, along with any traits.
grapple (weapon trait) You can use this weapon to Grapple with A creature summoned by an incarnate spell acts in your
the Athletics skill even if you don’t have a free hand. This uses interests, directs its effects away from you and your allies
the weapon’s reach (if different from your own) and adds the as much as possible, and might listen to your requests, but
weapon’s item bonus to attack rolls as an item bonus to the ultimately makes its own decisions. If the spell indicates that
Athletics check. If you critically fail a check to Grapple using the incarnate makes a decision, the GM determines what the
the weapon, you can drop the weapon to take the effects of a incarnate would do. It might even become more inclined to do
failure instead of a critical failure. precisely as you wish over multiple summonings.
Grefu A middle-aged athamaru, formerly a hunter. He is the The incarnate is not fully a creature. It can’t take any
Zoetrope’s cook. 11 other actions, nor can it be targeted or harmed by Strikes,
halfling (trait) A creature with this trait is a member of the spells, or other effects unless they would be able to target
halfling ancestry. These small people are friendly wanderers, or end a spell effect (such as dispel magic). It has a size for
considered to be lucky. An ability with this trait can be used the purposes of determining its placement for effects, but it
or selected only by halflings. An item with this trait is created doesn’t block movement. If applicable, its effects use your
and used by halflings. spell DCs and spell attack modifier.
healing (trait) A healing effect restores a creature’s body, incorporeal (trait) An incorporeal creature or object has no
typically by restoring Hit Points, but sometimes by removing physical form. It can pass through solid objects, including
diseases or other debilitating effects. walls. When inside an object, an incorporeal creature can’t
hex (trait) A hex is a short-term effect generated on the fly from perceive, attack, or interact with anything outside the object,
your patron’s magic, requiring your familiar to draw from and if it starts its turn in an object, it is slowed 1 until the end
your patron. As such, you can cast only one spell with the of its turn. A corporeal and an incorporeal creature can pass
hex trait each turn; attempts to cast a second hex spell on the through one another, but they can’t end their movement in
same turn fail, and the spellcasting actions are lost. each other’s space.

218
An incorporeal creature can’t attempt Strength-based checks without a suitable appendage can’t perform actions with this
against physical creatures or objects—only against incorporeal trait. Manipulate actions often trigger reactions.
ones—unless those objects have the ghost touch property rune. mental (trait) A mental effect can alter the target’s mind. It has no Foreword: My
Likewise, a corporeal creature can’t attempt Strength-based effect on an object or a mindless creature. Quest for the
checks against incorporeal creatures or objects. merfolk (trait) These aquatic humanoids have an upper body Wardens
Incorporeal creatures usually have immunity to similar to a human and a lower body similar to a fish. 34–39
effects or conditions that require a physical body, like metal (trait) Effects with the metal trait conjure or manipulate The Zoetrope
disease, poison, and precision damage. They usually have metal. Those that manipulate metal have no effect in an area and its Crew
resistance against all damage (except force damage, spirit without metal. Creatures with this trait consist primarily of Techniques and
damage, and damage from Strikes with the ghost touch metal or have a connection to magical metal. Tricks
property rune), with double the resistance against non- minotaur (trait) Minotaurs are horned, bovine humanoids with a Services and
magical damage. mastery of mazes and puzzles. 40–45 Supplies
inhaled (trait) This poison is delivered when breathed in. misfortune (trait) A misfortune effect detrimentally alters how
invested (trait) A character can wear only 10 magical items you roll your dice. You can never have more than one misfortune Golarion’s
that have the invested trait. None of the magical effects of effect alter a single roll. If multiple misfortune effects would Menagerie
the item apply if the character hasn’t invested it, nor can apply, the GM decides which is worse and applies it. If a fortune The Wardens of
it be activated, though the character still gains any normal effect and a misfortune effect would apply to the same roll, the the Wild
benefits from wearing the physical item (like a hat keeping two cancel each other out, and you roll normally. Epilogue: A
rain off their head). morph (trait) Spells that slightly alter a creature’s form have the Journey’s
iruxi Another name for lizardfolk morph trait. Any Strikes specifically granted by a magical Conclusion
item An object you carry, hold, or use. Items sometimes grant an morph effect also gain the magical trait. You can be affected
item bonus or penalty to certain checks. by multiple morph spells at once, but if you morph the same Glossary & Index
alchemical items 108–111 body part more than once, the second morph effect attempts
beast armor 100 to counteract the first (as with two polymorph effects, as
beast gear 105–107 described below). Your morph effects might also end if you’re
beast weapons 101–105 polymorphed and the polymorph effect invalidates or overrides
elixirs 110–111 your morph effect. For instance, a morph that gave you wings
gear 112–113 would be dismissed if you polymorphed into a form that had
grafts 97–99 wings of its own (though if your new form lacked wings, you’d
poisons 111 keep the wings from your morph). The GM determines which
siege weapons 114–117 morph effects can be used together and which can’t.
spell catalysts 118–119 move (trait) An action with this trait involves moving from one
light (trait) Light effects overcome non-magical darkness in the space to another.
area, and can counteract magical darkness. You must usually Mwangi Expanse This area in northern central Garund consists of
target darkness magic with your light magic directly to most of the regions in and around the Mwangi Jungle, including
counteract the darkness, but some light spells automatically the nation of Vidrian.
attempt to counteract darkness. nonlethal (trait) An effect or weapon with this trait is nonlethal.
linguistic (trait) An effect with this trait depends on language Damage from a nonlethal effect or weapon knocks a creature
comprehension. A linguistic effect that targets a creature out rather than killing it. You can use a nonlethal weapon to
works only if the target understands the language you are make a lethal attack with a –2 circumstance penalty.
using. Obari Ocean One of Golarion’s oceans located between Casmaron
lizardfolk (trait) A creature with this trait is a member of and Garund.
the lizardfolk ancestry. Lizardfolk are a family of reptilian occult (trait) This magic comes from the occult tradition, calling
humanoids. An ability with this trait can be used or selected upon bizarre and ephemeral mysteries. Anything with this trait
only by lizardfolk. An item with this trait is created and used is magical.
by lizardfolk. oil (trait) Oils are magical gels, ointments, pastes, or salves that
Lythea A bubbly mermaid. She navigates and charts the are typically applied to an object and are used up in the process.
Zoetrope’s course. 13 Okaiyo Ocean One of Golarion’s oceans located between Arcadia
magical (trait) Something with the magical trait is imbued with and Tian Xia.
magical energies not tied to a specific tradition of magic. Some olfactory (trait) An olfactory effect can affect only creatures that
items or effects are closely tied to a particular tradition of can smell it. This applies only to olfactory parts of the effect, as
magic. In these cases, the item has the arcane, divine, occult, determined by the GM.
or primal trait instead of the magical trait. Any of these traits orc (trait) A creature with this trait is a member of the orc
indicate that the item is magical. ancestry. These green-skinned people tend to have darkvision.
manipulate (trait) You must physically manipulate an item or An ability with this trait can be used or selected only by orcs.
make gestures to use an action with this trait. Creatures An item with this trait is created and used by orcs.

219
Osirion A nation in northeastern Garund, Osirion boasts siege weapons 114–117
countless tombs and temples from the great empire of silver (material) Shiny metal dangerous to devils and
Ancient Osirion. werecreatures. GMC 254
ostilli host (archetype) 70–71 skill (trait) A general feat with the skill trait improves your skills
parry (weapon trait) This weapon can be used defensively to and their actions or gives you new actions for a skill. A feat
block attacks. While wielding this weapon, if your proficiency with this trait can be selected when a class grants a skill feat
with it is trained or better, you can spend an Interact action to or general feat. Archetype feats with the skill trait can be
position your weapon defensively, gaining a +1 circumstance selected in place of a skill feat if you have that archetype’s
bonus to AC until the start of your next turn. dedication feat.
persistent damage (condition) You keep taking damage every sonic (trait) An effect with the sonic trait functions only if it
round. PC 445 makes sound, meaning it has no effect in an area of silence
petrified (condition) You’ve been turned to stone. PC 445 or in a vacuum. This is different from an auditory spell, which
poison (trait) An effect with this trait delivers a poison or deals is effective only if the target can hear it. A sonic effect might
poison damage. An item with this trait is poisonous and might deal sonic damage.
cause an affliction. spell A magical effect created by performing mystical
polymorph (trait) These effects completely transform the target incantations and gestures known only to those with special
into a new form. A target can’t be under the effect of more training or inborn abilities. 84–87
than one polymorph at a time. If it comes under the effect of spellshape (trait) Actions with the spellshape trait tweak the
another, the second effect attempts to counteract the first. properties of your spells. These actions usually come from
If it succeeds, it takes effect, and if it fails, the spell has no spellshape feats. You must use a spellshape action directly
effect on that target. Any Strikes granted by a polymorph before Casting the Spell you want to alter. If you use any
effect are magical. Unless otherwise stated, polymorph spells action (including free actions and reactions) other than Cast a
don’t allow the target to take on the appearance of a specific Spell directly after, you waste the benefits of the spellshape
individual creature, but rather just a generic creature of a action. Any additional effects added by a spellshape action
general type or ancestry. are part of the spell’s effect, not of the spellshape action itself.
If you take on a battle form with a polymorph spell, the spirit (trait) Effects with this trait can affect creatures with
special statistics can be adjusted only by circumstance spiritual essence and might deal spirit damage. A creature
bonuses, status bonuses, and penalties. Unless otherwise with this trait is defined by its spiritual essence. Spirit
noted, the battle form prevents you from casting spells, creatures often lack a material form.
speaking, and using most manipulate actions that require splash (trait) When you use a thrown weapon with the splash
hands. (If there’s doubt about whether you can use an trait, you don’t add your Strength modifier to the damage
action, the GM decides.) Your gear is absorbed into you; the roll. If an attack with a splash weapon fails, succeeds, or
constant abilities of your gear still function, but you can’t critically succeeds, all creatures within 5 feet of the target
activate any items. If a polymorph effect causes you to (including the target) take the listed splash damage. On a
increase in size, you must have space to expand into or the failure (but not a critical failure), the target of the attack
effect is disrupted. still takes the splash damage. Add splash damage together
potion (trait) A potion is a magical liquid activated when you with the initial damage against the target before applying
drink it. the target’s weaknesses or resistances. You don’t multiply
primal (trait) This magic comes from the primal tradition, splash damage on a critical hit.
connecting to the natural world and instinct. Anything with stance (trait) A stance is a general combat strategy that you
this trait is magical. A creature with this trait is primarily enter by using an action with the stance trait, and that you
constituted of or has a strong connection to primal magic. remain in for some time. A stance lasts until you get knocked
rage (trait) You must be raging to use abilities with the rage out, until its requirements (if any) are violated, until the
trait, and they end automatically when you stop raging. encounter ends, or until you enter a new stance, whichever
ranger (trait) This indicates abilities from the ranger class. 59–60 comes first. After you use an action with the stance trait, you
rarity How often something is encountered in the game world. can’t use another one for 1 round. You can enter or be in a
The rarities are common, uncommon, rare, and unique. stance only in encounter mode.
Anything that doesn’t list a rarity is common. surki (trait) Surkis are a subterranean insectile ancestry that
razing (weapon trait) 57 absorb ambient magic and evolve unique adaptations. 46–51
reach (weapon trait) This weapon is long and can be used to swarm (trait) A swarm is a mass or cloud of creatures that
attack creatures up to 10 feet away instead of only adjacent functions as one monster. Its size entry gives the size of the
creatures. For creatures that already have reach with the limb entire mass, though for most swarms the individual creatures
or limbs that wield the weapon, the weapon increases their that make up that mass are Tiny. A swarm can occupy the
reach by 5 feet. same space as other creatures, and must do so in order to
regeneration PC 410 use its damaging action. A swarm typically has weakness to
Sarusan One of Golarion’s continents. Located south of Tian Xia. effects that deal damage over an area (like area spells and

220
splash weapons). Swarms are immune to the grappled, prone, to holy. If a creature with weakness to unholy uses an unholy
and restrained conditions. item or effect, it takes damage from its weakness.
swarmkeeper (archetype) 72–73 venomous (weapon trait) These weapons inject poison into Foreword: My
sweep (weapon trait) This weapon is used to make wide sweeping every hit. When you hit a creature with this weapon, it deals Quest for the
or spinning attacks, making it easier to attack multiple enemies. an additional 1 persistent poison damage. This increases to Wardens
When you attack with this weapon, you gain a +1 circumstance 2 persistent poison damage if the weapon has a greater
bonus to your attack roll if you already attempted to attack a striking rune. The Zoetrope
different target this turn using this weapon. versatile (weapon trait) A versatile weapon can be used to deal and its Crew
teleportation (trait) Teleportation effects allow you to a different type of damage than that listed in the Damage Techniques and
instantaneously move from one point in space to another. entry. This trait indicates the alternate damage type. For Tricks
Teleportation does not usually trigger reactions based on instance, a piercing weapon that is versatile S can be used Services and
movement. to deal piercing or slashing damage. You choose the damage Supplies
Telero A rash young centaur. He charges ahead of the expedition type each time you make an attack.
as the Zoetrope’s scout. 14 virulent (trait) Afflictions with the virulent trait are harder to Golarion’s
Ten An accident-prone surki, also known by their full name, remove. You must succeed at two consecutive saves to reduce Menagerie
Whose Antenna Is Askew. They keep the Zoetrope running a virulent affliction’s stage by 1. A critical success reduces a The Wardens of
as the ship’s mechanic. 15 virulent affliction’s stage by only 1 instead of by 2. the Wild
thlipit contestant (archetype) 74–75 visual (trait) A visual effect can affect only creatures that can Epilogue: A
thrown (weapon trait) You can throw this weapon as a ranged see it. This applies only to visible parts of the effect, as Journey’s
attack; it is a ranged weapon when thrown. You add your determined by the GM. Conclusion
Strength modifier to damage as you would for a melee vitality (trait) Effects with this trait heal living creatures with
weapon. When this trait appears on a melee weapon, it also energy from Creation’s Forge, deal vitality energy damage to Glossary & Index
includes the range increment. Ranged weapons with this trait undead, or manipulate vitality energy.
use the range increment in the weapon’s Range entry. void (trait) Effects with this trait heal undead creatures
Thuvia A nation located in north-central Garund, Thuvia is with void energy, deal void damage to living creatures, or
known for its production of the sun orchid elixir. manipulate void energy. Creatures with this trait are natives
Tian Xia One of Golarion’s continents. Located far to the east of of the Void. They can survive the basic environmental
the Inner Sea region, past Casmaron. effects of the Void.
trip (weapon trait) You can use this weapon to Trip with the Vudra A vast peninsula in southeastern Casmaron. It is home to
Athletics skill even if you don’t have a free hand. This uses the Vudrani people.
the weapon’s reach (if different from your own) and adds the Warden of the Wild One of four giant animals that steward
weapon’s item bonus to attack rolls as an item bonus to the the great biomes of Golarion. Each warden is a unique
Athletics check. If you critically fail a check to Trip using the gargantuan creature with the voice of nature and warden’s
weapon, you can drop the weapon to take the effects of a crown abilities. Finding the wardens is the goal of Baranthet
failure instead of a critical failure. and the crew’s expedition. 5, 202–209
tripkee (trait) A creature with this trait is a member of the tripkee water (trait) Effects with the water trait either manipulate or
ancestry. Tripkees are a family of frog-like humanoids. An conjure water. Those that manipulate water have no effect
ability with this trait can be used or selected only by tripkees. in an area without water. Creatures with this trait consist
An item with this trait is created and used by tripkees. primarily of water or have a connection to magical water.
unarmed (weapon trait) An unarmed attack uses your body werecreature (trait) These shape-changing creatures can shift
rather than a manufactured weapon. An unarmed attack isn’t between animal, humanoid, and hybrid forms.
a weapon, though it’s categorized with weapons for weapon werecreature (archetype) 76–79
groups, and it might have weapon traits. Since it’s part of your wild mimic (archetype) 80–81
body, an unarmed attack can’t be Disarmed. It also doesn’t winged warrior (archetype) 82–83
take up a hand, though a fist or other grasping appendage witch (trait) This trait indicates abilities from the witch class.
generally works like a free-hand weapon. 61–63
undead (trait) Once living, these creatures were infused after wood (trait) Effects with the wood trait conjure or manipulate
death with void energy and soul-corrupting unholy magic. wood. Those that manipulate wood have no effect in an area
When reduced to 0 Hit Points, an undead creature is without wood. Creatures with this trait consist primarily of
destroyed. Undead creatures are damaged by vitality energy wood or have a connection to magical wood.
and are healed by void energy, and don’t benefit from healing Worldwound An enormous rift that opened in the nation of
vitality effects. Sarkoris, allowing the demonic hordes of the Outer Rifts to spill
unholy (trait) Effects with the unholy trait are tied to powerful forth and destroy the region. It has since been closed, and the
magical forces of cruelty and sin. They often have stronger demon-blighted land is now known as the Sarkoris Scar.
effects on holy creatures. Creatures with this trait are Zoetrope The advanced airship that carries the crew of the
strongly devoted to unholy causes, and often have weakness expedition on their journey across Golarion. 6–7, 222

221
T he Zoetro pe DOWN

GALLEY •

DOWN MESS DECK

DARKROOM •
UP MENAGERIE

STORAGE

MENAGERIE DECK
• CHARIKLEIA & DR. POM’
POM’S ROOM

• TELERO & TEN’


TEN’S ROOM
BRIDGE • HEAD
UP
• SHUTTLE BAY
DOWN

LIVING DECK • BARANTHET’


BARANTHET’S ROOM

BRIDGE
DOWN ENGINE ROOM
UP

FLIGHT DECK

AQUARIUM • GREFU & LYTHEA’


LYTHEA’S ROOM

UP/DOWN

AQUATIC DECK

UP

RESEARCH STATION
222
PAIZO INC.
Creative Directors • James Jacobs and Luis Loza Vice President of Technology • Rei Ko
Director of Game Design • Jason Bulmahn Controller • William Jorenby
Director of Visual Design • Sonja Morris Bookkeeper • Emma Swan Foreword: My
Director of Game Development • Adam Daigle Director of Sales • Cosmo Eisele Quest for the
Managing Creative Director (Starfinder) • Thurston Hillman Sales & E-Commerce Assistant • Mika Hawkins Wardens
Senior Developers • John Compton, Eleanor Ferron, Director of Licensing • John Feil The Zoetrope
Jenny Jarzabski, and Jason Keeley Director of Marketing • Aaron Shanks and its Crew
Developers • Bill Fischer, Michelle Y. Kim, Mike Kimmel, Marketing and Licensing Coordinator • Raychael Allor Techniques and
Dustin Knight, and Landon Winkler Marketing and Media Specialist • Rue Dickey Tricks
Lead Designer (Games) • Joe Pasini Community and Social Media Specialist • Jonathan Morgantini
Services and
Organized Play Line Developers • Jessica Catalan, Josh Foster, Organized Play Coordinator • Alex Speidel
Supplies
and Shay Snow Director of Project Management • Glenn Elliott
Design Manager • Michael Sayre Project Manager • Lee Aula Golarion’s
Pathfinder Lead Designer • Logan Bonner Finance Operations Specialist • B. Scott Keim Menagerie
Senior Designer • James Case Digital Products Lead • Andrew White The Wardens of
Designer • Joshua Birdsong Senior Software Developer • Gary Teter the Wild
Managing Editor • Patrick Hurley Software Architect • Brian Bauman Epilogue: A
Lead Editor • Avi Kool Software Developer • Robert Brandenburg Journey’s
Senior Editors • Ianara Natividad and Simone D. Sallé Software Test Engineer • Erik Keith Conclusion
Editors • Felix Dritz, Priscilla Lagares, Lynne M. Meyer, System Administrators II • Whitney Chatterjee and
Zac Moran, and Solomon St. John Glossary & Index
Josh Thornton
Concept Art Director • Kent Hamilton Web Content Manager • Maryssa Mari
Art Directors • Kyle Hunter and Adam Vick Webstore Coordinator • Katina Davis
Senior Graphic Designer • Emily Crowell
Graphic Designer • Adriana Gasperi Customer Service Representatives • Kait Chase, James Oakes,
Production Designer • Danika Wirch and Jackson Wood
Director of Brand Strategy • Mark Moreland Warehouse Manager • Jeff Strand
Paizo CEO • Lisa Stevens Logistics Coordinator • Kevin Underwood
President • Jim Butler Warehouse Distribution Lead • Heather Payne
Chief Creative Officer • Erik Mona Warehouse Team • Alexander Crain, Summer Foerch, Evan
Vice President of People & Culture • Maggie Gallagher Panek, and Jesus Reynoso Ortiz
Vice President of Sales & Operations • Mike Webb

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223
Second Edition

Forge Your Legend!


A world of adventure awaits, but it needs YOU to be the hero of the story! Take on the role of a daring adventurer
with Pathfinder Player Core. This tome contains everything you need to create a player character, outfitting them
with mighty weapons and powerful spells, providing all the necessary tools to survive in a world filled with deadly
monsters, nefarious villains, and fabulous treasures! The first page of your amazing adventure starts here…

Player Core
AVAILABLE NOW!

© 2024, Paizo Inc. Paizo, the Paizo golem, Pathfinder, Starfinder, and other trademarks owned by Paizo are property of Paizo Inc. All rights reserved.
Rulebook Second Edition

A Wild Adventure!
Join a curious naturalist and his eccentric crew crossing continents in their fantastic airship,
cataloging the world’s most fantastic creatures! Along the expedition, players will find new character
options to bring their wildest characters to life, from new ancestries like the strong minotaur or
magical merfolk, to awesome spells and ferocious archetypes, to new animal companions and
gear forged from the scales and fangs of mythical beasts. GMs can look forward to a veritable
menagerie to unleash on their players, containing animals, expansions on classic monsters, and

Howl of the Wild


never-before-seen creatures from every corner of the Age of Lost Omens campaign setting!

paizo.com/pathfinder PZO12005-HC Printed in China.

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