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This page is part of the character sheet for Pathfinder, covering non-playable Humanoid creatures (previously split into Humanoids and Monstrous Humanoids in First Edition). For playable races, see Pathfinder Playable Races.

Humanoids are those creatures the most like humans in overall appearance, and are usually less outwardly magical than other creatures. Insofar as this term can really be applied, they are the most "mundane" of the races of the multiverse.

For tropes pertaining to non-playable humanoids in Starfinder, see Starfinder Humanoids.

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Templates

    Id Mutant 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_id_mutant.jpg
An elven id mutant with a toad's features.
Level Adjustment: +1
New Alignment: Chaotic Neutral

Humanoid creatures hold deep within their minds and hearts remnants of animalistic behaviors, known to some scholars as the Id. When powerful magic acts upon this mental force, it can warp not only their minds but their bodies into those of beasts.

This template can be found in Doom Comes to Dustpawn.


  • The Berserker: One of the mutations they can gain is the ferocity trait.
  • Combat Tentacles: One of the mutations they can gain is two tentacle attacks, with even more if they have a higher CR.
  • Dumb Muscle: Becoming an id mutant brings +4 to Strength and Constitution, but -6 to Intelligence.
  • Innate Night Vision: Downplayed version, all id mutants gain low-light vision.
  • Little Bit Beastly: Id mutants bear animalistic features, though what animal they resemble can be nearly anything.
  • Man Bites Man: All id mutants gain a natural attack, which can be a bite attack.
  • The McCoy: An animalistic, primal version. Id mutants care about little more than what an animal would, fueled entirely by emotion and craving things like food, shelter, and basic pleasures.
  • The Nose Knows: One of the mutations they can gain is the scent ability.
  • Wolverine Claws: Id mutants that gain a talon or a claw attack have some version of this.

    Paaridar 
Alignment: Lawful Evil

  • Artificial Hybrid: Monks dissatisfied with the limits of their humanoid forms can become paaridars by blending the features of their species with the form of another creature.
    Werecreatures 
Challenge Rating Adjustment: +1

Werecreatures were once ordinary humanoids, but were infected with a bestial nature. This nature take over during the full moon, transforming their bodies and minds into the animals they are connected to.


  • The Beastmaster: A limited example; werecreatures can communicate and influence animals of the kind they transform into — wolves for werewolves, birds of prey for wereraptors, pest rodents for wererats, and so on — but cannot outright control them.
  • Big Creepy-Crawlies: A few werecreatures, known as entothropes, transform into gigantic versions of their associated vermin types.
  • Non-Indicative Name: "Lycanthrope" simply means "werewolf" — it's a combination of the Greek words lúkos, meaning "wolf", and anthropos, meaning "human" — but is used to refer to any and all werecreatures in 1st Edition.
  • Our Werebeasts Are Different: Humanoids who can shift between a human (or elf, or dwarf, or whatever else) form, an animal form and a hybrid form, but are forcefully shifted into their hybrid forms under the full moon. They're vulnerable to silver weapons and can infect others with their curse through their bites and stings (if they have one), and can be either natural werecreatures (who were born as such) and afflicted ones (who were transformed later in life). Afflicted werecreatures can be cured by eating wolfsbane (if their animal form is a vertebrate) or belladonna (if their animal form is an arthropod) and surviving its poison without magical aid, but natural werecreatures can never change what they are.

Wereant

Alignment: Lawful Evil

  • Hive Mind: Wereants operate with a shared hive intelligence.

Werebat

Alignment: Neutral Evil

Natives of jungles and tropical caverns, werebats are often reported in the Darklands.


  • Bat People: They turn into monstrous humanoid bats when in hybrid form.
  • Fur Against Fang: While most werecratures have few direct feuds with vampires, werebats intensely dislike them due to other creatures mistaking them for the undead, and often work to oppose them.

Werebear

Alignment: Lawful Good

Natives of cold wildernesses, werebears are some of the few Good-aligned werecreatures and dedicate their lives to hunting evil.


  • Beary Friendly: Werebears are Always Lawful Good. If you happen to be evil they are still bad news, however.
  • Hero with Bad Publicity: While werebears are benign and heroic creatures, other werecreatures — especially the more common and well-known ones — very much aren't, and people tend to assume that werebears are likewise evil monsters by association.
  • Token Good Teammate: Werebears are the only lycanthropes to be explicitly Good-aligned, and generally the only ones heroes will be likely to ally with.

Wereboar

Alignment: Chaotic Neutral

Solitary, aggressive wilderness hermits, wereboars are most commonly hill giants.


  • Pig Man: In hybrid form, they resemble hairy humanoids with the heads of boars.

Werecrocodile

Alignment: Neutral Evil

Swamp-dwelling, solitary predators who rarely spread their curse to others.

Wereraptor

Alignment: Lawful Neutral

Reclusive avian shapeshifters living in mountain aeries, wereraptors rarely associate with either other humanoids or one another.


  • Bird People: In hybrid form, they resemble anthropomorphic hawks with humanoid feet and arm-wings.
  • Blessed with Suck: The can shapeshift at will and possess extremely acute senses that carry over in human form... but they find the process of shapeshifting itself to be agonizingly painful, and easily experience sensory overload as their eyesight constantly refocuses on distant objects and as their hearing is overwhelmed by the thunder of whispers and heartbeats.
  • Super-Senses: The keen senses of their avian forms carry over in humanoid form, giving them extremely sharp vision and sensitive hearing.

Wererat

Alignment: Lawful Evil

Canny, communal werecreatures who lurk in major cities and often form or associate with thieves' guilds.


  • Rat Men: In hybrid form, they take on the appearance of lean bipedal rats.
  • You Dirty Rat!: Vicious, scheming, underhanded and thieving murine shapeshifters.

Wereshark

Alignment: Chaotic Evil

Most often found in the warm seas around the Shackles, weresharks see the seas and islands around their homes as their rightful domains and often impose themselves as warlords and rulers over both aquatic and island communities.


  • Shark Man: In hybrid form they're hulking, clawed, top-heavy humanoids with the heads, tails and dorsal fins of sharks.

Weretiger

Alignment: Neutral Evil

Fierce, jungle-dwelling predators native to Golarion's tropical regions who believe themselves to have a divine right to rule over those they perceive as prey.


  • Cat Folk: Weretigers in hybrid form are tailed, striped, fur-covered humanoids with entirely tigrine heads.

Werewolf

Alignment: Chaotic Evil

The archetypal werecreatures, werewolves are savage predators who haunt wildernesses and prey upon isolated communities and travelers on lonely roads.


  • Our Werewolves Are Different: Savage predators who shift between humanoid, wolf and wolf-man forms, and the terrors of isolated farmsteads, rural villages and lonely travelers.
  • Wolf Man: In their hybrid form, they resemble hulking humanoid wolves.

Weremantis

Alignment: Lawful Evil

  • Animal Stereotypes: Weremantises rarely associate with other humanoids outside of short, passionate trysts that, as per the archetype of the mantis that eats her mate, typically go down in flames and end with the weremantis killing their lover.
  • Slaying Mantis: Graceful, deadly and evil killers; the example mantis in Bestiary 6 is also classed as a monk, mirroring mantises' associations with deadly martial artists.

Werespider

Alignment: Neutral Evil

  • Giant Spider: They turn into colossal spiders when in beast form.

Werewasp

Alignment: Chaotic Neutral

Families

    Hag 
Alignment: Evil

  • Abusive Parents: Hags in the Remaster are heavily inspired by classic abuse behaviors, to the point where the Monster Core advises keeping careful and having trigger warnings around actual survivors of abuse and clearing the use of hags' full monstrosity with them.
  • Anthropomorphic Personification: Some scholars believe hags to be living embodiments of humanity's fear of aging.
  • Fantastic Racism: Hags hate all other humanoids, and especially despise humans.
  • Human Disguise: Hags, whose true forms are monstrous and horrifying, can take on the appearance of any Medium humanoid woman.
  • One-Gender Race: Male hags do not exist (though, weirdly, male changelings, larval hags, do — scholars theorize hags kill them or they become apparently female after the Change ritual).
  • Progressively Prettier: Hags in the Remaster as significantly often less conventionally ugly and more alien in their true forms than previously portrayed (for example, sweet hags look less like green-skinned, hunchbacked warty crones they did as green hags and more like dumpy but maternal women made out of taffy with gumdrop eyes) - though averted for sea hags, who possess a nice set of Scary Teeth.
  • Teeth-Clenched Teamwork: Hags in the same coven are torn between a thirst for greater power and a fragile ego that considers her fellow coven members to be rivals, or even enemies.
  • To Serve Man: Hags are notorious cannibals, and eagerly add humanoid flesh to their meals.
  • Unknown Rival: Skelms maintain that they have been unfairly cursed or betrayed by hags, but hags pay little attention to skelms.
  • Voluntary Shapeshifting: Most hags can take on the shape of women from other humanoid species.
  • Wicked Witch: As a group, hags are based on the classical fairytale portrayal of witches as hideous, malevolent and cannibalistic crones living in the wilderness.
  • Would Hurt a Child: Hags are malevolent predators who prey upon children and young adults with magic and manipulation.

Sea Hag

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_hag.png
Level: 4
Alignment: Chaotic Evil
Size: Medium

Amphibious hags who torment sailors and the residents of coastal settlements, spreading disorder and offering cruelly unfair bargains to the desperate.


  • Deal with the Devil: Sea hags can strike bargains where the other party surrenders some trait or quality they value in exchange for a favor or service from the hag. Naturally, these deals are invariably stacked in the sea hag's favor.
  • Shout-Out: Their ability to take someone else's qualities for themselves in exchange for magical aid in shapeshifting is right out of The Little Mermaid, especially given the Bestiary explicitly listing one's voice as an example of what one might bargain away to a sea hag. They even have octopus lower bodies, bringing to mind Ursula.
  • Unscaled Merfolk: A sea hag has the upper half of a humanoid and the lower half of an octopus.

Sweet Hag

https://static.tvtropes.org/pmwiki/pub/images/10_26_pzo12003_sweet_hag.png
Level: 4
Size: Medium

  • Bitch in Sheep's Clothing: Sweet hags act like friendly cooks in order to lure children and youths into tasting their mystically cursed sweets, either to eat them later or turn them into servants.
  • Charm Person: Sweet hags enchant their food to magically charm others and task them with their busywork.
  • Child Eater: Sweet hags prey upon children, especially those who are impoverished and unlikely to be missed—sweet hags offer them food and a veneer of kindness before devouring the hapless child.
  • Evil Chef: Masters of making sweets that contain their mind-influencing magic and poison.

Ash Hag

Level: 5
Alignment: Lawful Evil
Size: Medium

  • Ashes to Ashes: An ash hag can fill the lungs of a target with thick, ashy cinders, which must be coughed up by the victim. Once they have lured victims back to their lairs, ash hags sometimes feed them ashes until they eventually perish.

Green Hag

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_green_hag.png
Level: 5
Alignment: Chaotic Evil
Size: Medium

Bitter, hateful hags who delight in brining ruin to the pure, beautiful and good-hearted.


  • Breath Weapon: Green hags can exhale clouds of weakening gas.
  • Green Thumb: They add a number of plant-based spells to the covens they join, and can turn themselves into trees.
  • Transflormation: A green hag can cast tree shape at will.

Iron Hag

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_annis_hag.png
Level: 6
Alignment: Chaotic Evil
Size: Large

The strongest and most brutal of the common hags. Eschewing trickery and guile, they prefer to hunt their targets down and brutally tear them limb from limb before feasting on their flesh - assuming they don't abduct them to raise them in some strange mind game.


  • Abusive Alien Parents: They don't eat the children or youths they abduct, but raise them - and iron hags are massive Control Freaks to said "charges."
  • Cold Iron: An iron hag's claws count as cold iron for the purposes of inflicting damage.
  • Creepily Long Arms: An iron hag's true form has unnaturally long arms.
  • Invasion of the Baby Snatchers: Iron hags most often snatch babies, too young to even remember to fight back, from their cradles, though they sometimes target fearful children or youths who suffer from anxiety. They then imprison their victims in towers or enchanted dungeons.

Storm Hag

Level: 7
Alignment: Chaotic Evil
Size: Medium

  • Shock and Awe: Storm hags can call down lightning bolts and deliver electric shocks through melee attacks.
  • Weather Manipulation: Storm hags have innate control over the weather, especially wind and lightning. They can innately cast a number of spells of this sort, and can grant other hags in their coven the ability to whip up winds and create localized lightning storms.

Winter Hag

Level: 7
Alignment: Chaotic Evil
Size: Medium

  • An Ice Person: They possess the innate ability to afflict other creatures with frostbite, project cones of icy energy, summon wintry weather events, and create walls of ice. They can also climb on and walk across icy surfaces without difficulty and create staffs of steel-hard black ice. In addition, they grant the ability to walk safely across ice and see through flying snow to other hags within their coven.
  • See the Invisible: Winter hags have see invisibility as a constant spell-like ability.
  • Weather Manipulation: They can call up banks of fog and create windy or icy weather.

Blood Hag

Level: 8
Alignment: Neutral Evil
Size: Medium

  • Playing with Fire: A blood hag who has removed her skin by using mask evil can assume the form of a flying ball of fire.

Rust Hag

Level: 8
Alignment: Chaotic Evil
Size: Medium

Grave Hag

Level: 9
Alignment: Chaotic Evil
Size: Medium

  • Fantastic Racism: Grave hags often bear a sense of smug superiority and are quick to enumerate their advantages over other types of hags, except night hags. They dismiss anything other hags can do but which they can't (such as changing shape) as valueless trickery.

Cuckoo Hag

https://static.tvtropes.org/pmwiki/pub/images/10_30_pzo12003_cuckoo_hag_0.png
Level: 9
Alignment: Neutral Evil
Size: Medium

  • Alternate Company Equivalent: The cuckoo hag, who hunts for mortal souls, bears more than a passing resemblance to the Dungeons & Dragons night hag, who is also of a similar level and had to be left behind when the OGL was dropped. Unlike the classic night hag, the cuckoo hag is not a fiend and doesn't sell souls to fiends but simply imprisons them within constructs.
  • Bird People: Post-Remaster, cuckoo hags are a bit avian-seeming, hunching like predatory birds and with talons for feet.
  • Horned Humanoid: Pre-Remaster night hags sport a pair of curling, ram-like horns growing from their temples.
  • Master of Illusion: In their lairs, cuckoo hags possess complete control over the apparent environment.
  • Lean and Mean: A cuckoo hag's true form has an almost impossibly thin neck and limbs.
  • Pocket Dimension: A cuckoo hag is intrinsically connected to a pocket dimension that serves as their home domain.
  • Shout-Out: To the Other Mother, as cuckoo hags entice children and lonely mortals to stay with them in seemingly paradise alternate dimensions, and then harvesting their souls to put in constructs resembling dolls.
  • Your Soul Is Mine!: Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force, imprisons their soul and puts it into a construct.

Moon Hag

Level: 10
Alignment: Chaotic Evil
Size: Medium

  • Driven to Madness: A moon hag can howl a litany of dreadful prognostications at a creature, which gnaw away at its sanity.

Dreamthief Hag

Level: 11
Alignment: Neutral Evil
Size: Medium
Powerful cousins of night hags, dreamthief hags hunt dreaming minds in the Dimension of Dreams.
  • Dream Walker: While in the same space as a dreaming creature, or when touching the boundary of a dreamscape, a dreamthief hag can force the dreaming creature into a lucid body and enter its dreamscape. Dreamthief hags use this ability to steal dreaming minds, trap them within dreamstones, and sell them to the highest bidder.

Mute Hag

Level: 11
Alignment: Chaotic Evil
Size: Medium
Hags so consumed by bitterness that they tore out their own eyes and tongue, as well as the light from their soul. Their stats can be found in The Harrowing or online here.
  • Eye Scream: A mute hag has torn out her own eyes and tongues out of bitterness.
  • Rapid Aging: A mute hag allowed to work for 10 minutes may cause victims to rapidly age.

    Mortic 

  • Horror Hunger: All mortic species have an obsessive, horrific, inhuman hunger, and see a crowded street as an ambulatory buffet.
  • Mortality Grey Area: Mortics are humanoids suffused with necromantic energies and given undead hunger and physiology. Though they resemble corpses and are healed by void energy and harmed by vitality, mortics are living creatures that still breathe, eat, sleep and procreate. A mortic can suspend their living functions by holding breath, becoming more like a true undead (in 1st Edition, spells and effects treat them as both undead and humanoids; when holding breath, they temporarily gain undead immunities in 1st Edition and the Undead trait in 2nd Edition). The undead nature of a mortic rebels when entering a consecrated area, which feels like a punch to the gut.

Shadern

https://static.tvtropes.org/pmwiki/pub/images/mortic_shadernimmolator.png
Level: 1
Alignment: Chaotic Evil
Size: Small

  • Wreathed in Flames: Shaderns are highly flammable but immune to fire, and they enjoy lighting themselves (and everything else) on fire.

Angheuvore

https://static.tvtropes.org/pmwiki/pub/images/mortic_angheuvore.png
Level: 2
Alignment: Neutral Evil
Size: Medium

  • Our Ghouls Are Creepier: Elves are resistant to ghouls' paralysing touch, but not the disease that transforms humanoids into ghouls. Angheuvore mortics, or half-ghouls, are lanky, pallid creatures with an insatiable hunger for flesh, born to elven parents infected with ghoul fever.
  • Wicked Cultured: Like elves, angheuvores appreciate art, although angheuvore aesthetics are visceral and often unpleasant to other humanoids.

Jitterbone

https://static.tvtropes.org/pmwiki/pub/images/mortic_jitterbone.png
Level: 4
Alignment: Chaotic Neutral
Size: Small

  • Rubber Man: Jitterbones have abnormally loose skeletons, and can control their skeletal structure, allowing them to shrug off crushing blows and slip through narrow spaces. Competitions to display this prowess and move up or down in a jitterbone community's hierarchy are common.

Gurgist

https://static.tvtropes.org/pmwiki/pub/images/mortic_gurgist.png
Level: 6
Alignment: True Neutral
Size: Medium

  • Prefers Raw Meat: Gurgists are forever slowly rotting, and can only arrest this decay by consuming raw meat.
  • Teeth-Clenched Teamwork: In wilder areas, gurgists are sometimes even accepted by local human communities, not necessarily comfortable or friendly, but as allies against more dangerous forces.

Lifeleecher

https://static.tvtropes.org/pmwiki/pub/images/mortic_lifeleecher.png
Level: 8
Alignment: Chaotic Evil
Size: Medium

  • I'm a Humanitarian: Since lifeleechers consume their foes' life energy with their maws, many of them gravitate toward cannibalism in general.
  • Man Bites Man: As their mortic ferocity activates, lifeleechers forgo weapons, instead ravaging their opponents with natural attacks, especially their savage, life-leeching maw.
  • Turns Red: Upon receiving any killing blow, the lifeleecher's mortic ferocity activates. The mortic enters a feral, furious state that drives them on, allowing them to continue fighting where other humanoids, even orcs, would fall.

Etioling

https://static.tvtropes.org/pmwiki/pub/images/mortic_etioling.png
Level: 10
Alignment: Chaotic Neutral
Size: Small

  • Touch of Death: An etioling can corrupt living flesh with her touch, which manifests as physical wounds and aches from supernatural ageing.

Relictner

Level: 12
Alignment: Lawful Evil
Size: Medium

  • The Jinx: In relictners' ruins, terrible accidents can happen with little warning, and lives can be lost in sudden structural collapses. Relictners themselves are almost never in any danger, however.
  • Walking Wasteland: The relictners' curse rots and weathers everything the relictner sees or touches until only ruins are left.

    Oni 

  • Evil Overlord: Oni are most comfortable in positions of leadership over enslaved or oppressed societies populated by humanoids they can masquerade as.
  • Extra Eyes: Many oni species have a third eye on their forehead.
  • Face–Heel Turn: The majority of oni were once kami who lost their sacred wards and transformed into violent creatures. Some believe that oni can be spiritually placated through proper ritual worship that transforms them back into kami.
  • A Form You Are Comfortable With: All oni are capable of changing their shape to assume forms more pleasant to the eye.
  • For the Evulz: To the oni, no pleasure is more enjoyable than one that deprives or wounds another.
  • Gonk: An oni's true form is always similar to that of a specific humanoid race, save that it is always deformed and monstrous.
  • Monster Lord: Particularly powerful oni gather to their side entire legions of oni.
  • Mythology Gag: Oni are said to be often mistaken for fiends, a reference to how they were actually classified as fiends before the Remaster gave them a portrayal closer to their source material.
  • Oni: Oni are large, brutal humanoids with bright skin, tusks and horns who originate from Tian Xia and can command storms and disguise themselves as other humanoids.
  • Sense Freak: Oni arrive in physical form starved for sensory experience, and never fully sate their desire to gorge on such experiences.
  • Was Once a Man: Rarely, a mortal's soul can become a disembodied oni upon death or, in even rarer cases, after a truly evil individual has undergone a particularly vile ritual that ends in suicide.
  • Why Did It Have to Be Snakes?: Oni are curiously afraid of beans, especially as the seasons begin to change.

Spirit Oni

Level: 1
Alignment: Lawful Evil
Size: Tiny

Oni with bodies made from their own spiritual essence rather than taking a humanoid form. Their stats can be found in Bestiary 3 or online here.


  • Dirty Coward: Even after being freed from servitude, spirit oni are too cowardly to take the risk of destroying themselves so that they can try to reincarnate as a more powerful oni.
  • Equippable Ally: A spirit oni can be worn as a mask by a willing Small or Medium creature.
  • Evil Mask: The ritual to gain a spirit oni familiar requires the spellcaster to craft a particularly fiendish and fierce-looking oni mask, then attract a bodiless oni to it.
  • Familiar: A spirit oni is created when an evil spellcaster wishes to use an oni as a familiar.
  • Flying Face: A spirit oni's body is little more than a flying, monstrous mask.
  • The Resenter: A spirit oni bound to a master is robbed of its immediate chance to achieve a human form. As a result, spirit oni are foul-tempered and cantankerous creatures, even to their masters.

Village Oni

Level: 4
Alignment: Lawful Evil
Size: Medium

Oni who derive their forms from humans. Their stats can be found in Bestiary 3 or online here.


  • Greed: Once a village oni secures a position in a human society, the accumulation of wealth becomes its primary motivation.

Ja Noi

Level: 5
Alignment: Lawful Evil
Size: Medium

Oni who derive their forms from hobgoblins. Their stats can be found in Jade Regent: Forest of Spirits or online here.


  • Bad Boss: If not allowed to fight for too long, a frustrated ja noi might violently turn on its followers, slaughtering entire hobgoblin tribes.
  • Blood Knight: Ja noi have an insatiable thirst for combat that drives them to pursue battle and bloodshed.
  • Egomaniac Hunter: In extremely rare cases, when they have no campaigns to wage and no humanoid enemies to battle, ja noi simply disappear into the wilderness to fight the mightiest creatures they can find.

Yamabushi Tengu

Level: 5
Alignment: Lawful Evil
Size: Medium

Oni who derive their forms from tengu. Their stats can be found in Jade Regent: The Brinewall Legacy or online here.


  • Amazing Technicolor Population: In their humanoid form, they have fiery scarlet skin.
  • Bird People: In one of their forms, they resemble large, humanoid crows with distinct arms and wings.
  • Tengu: Yamabushi tengu are oni who cloak themselves in the forms of tengu, and can alternate between two interpretations of this trope — a winged crow-like avian and a winged, red-skinned humanoid with a prodigiously long nose.
  • Voluntary Shapeshifting: Yamabushi tengu can voluntarily alternate between two forms, one more avian and one more humanoid.
  • Winged Humanoid: They possess wings attached to their shoulders in both forms — unlike true tengu, notably, which are wingless and flightless.

Kigyo

Level: 6
Alignment: Lawful Evil
Size: Medium

Oni who derive their forms from merfolk. Their stats can be found in Ruins of Azlant: City in the Deep or online here.


  • Our Mermaids Are Different: Kigyos take a form resembling a corrupted parody of a merfolk. Like merfolk, kigyos have a torso, arms and an aquatic lower body. Unlike a merfolk, a kigyo has a monstrous face and its body resembles that of a seahorse.
  • Prongs of Poseidon: Fitting for oni derived from merfolk, kigyos are experts at wielding tridents as deadly weapons.

Nogitsune

Level: 7
Alignment: Neutral Evil
Size: Medium

Oni who derive their forms from kitsune. Their stats can be found in Jade Regent: Night of Frozen Shadows or online here.


  • Asian Fox Spirit: Nogitsune mimic true kitsune in form and magic, incarnating as fox-headed humanoids capable of shapeshifting into human form and fond of destructive tricks and manipulation.
  • The Corrupter: They take particular joy in corrupting kitsune and sending them down evil and destructive paths.
  • Morphic Resonance: Nogitsune can take on human form, but always retain a few distinctly vulpine traits.
  • Non-Human Head: In their true form, nogitsune resemble furry humans with fox heads.
  • One-Gender Race: Nogitsune are always and only female.
  • Poisoned Weapons: Nogitsune almost universally favor using weapons coated in poisons meant to incapacitate but not kill their victims.

Najikai

Level: 8
Alignment: Lawful Evil
Size: Large

Oni who derive their forms from nagaji.


Mountain Oni

https://static.tvtropes.org/pmwiki/pub/images/oni_onidoshi.png
Level: 8
Alignment: Lawful Evil
Size: Large

Oni who derive their forms from ogres. Their stats can be found in Bestiary or online here.


  • The Hedonist: While other oni might have a stronger connection to the spiritual world, mountain oni have little interest in anything beyond satisfying their relentless appetites.
  • Lazy Bum: Mountain oni are lazy, gluttonous and can coexist with nearby villages so long as they're well fed.
  • Monster Lord: Pre-Remaster onidoshi are often the leaders of ogre tribes, which they awe and cow through their intellect and magical power.
  • Non-Indicative Name: The 1st Edition name ogre mage comes from their association with ogres; ogre mages aren't actual ogres.

Atamahuta

Level: 11
Alignment: Lawful Evil
Size: Large

Oni who derive their forms from ettins. Their stats can be found in Jade Regent: The Hungry Storm or online here.


  • Multiple Head Case: An atamahuta possesses two heads, like ettins. The right head most directly controls its actions in physical combat, and is also the only one that talks; the left head constantly mutters nonsense, and is the source of the oni's arcane power.
  • You Have Outlived Your Usefulness: Most atamahuta find it beneficial to procure a silver-tongued ally who can serve as their mouth. Once they have established control over a certain realm, atamahuta will usually either kill or enslave their allies, whom they see as potential threats to their rule.

Earth Yai

Level: 13
Alignment: Neutral Evil
Size: Large

Oni who derive their forms from stone giants. Their stats can be found in Jade Regent: Tide of Honor or online here.


  • Dishing Out Dirt: An earth yai can fire an incredibly dense stone from its third eye.

Snow Oni

https://static.tvtropes.org/pmwiki/pub/images/frost_yai.png
Level: 14
Alignment: Chaotic Evil
Size: Large

Oni who derive their forms from frost giants. Their stats can be found in Bestiary 3 or online here.


  • Attack Reflector: When hit by a ranged strike or spell, a snow oni creates a reflective blockade of ice to block the attack and potentially reflect it at other creatures.
  • An Ice Person: Snow oni's connection to elemental cold allows them to channel icy power through their physical attacks and call down bolts of frozen lightning.
  • Monster Lord: An ice yai before the Remaster is a natural leader among frost giants, tempering their savagery with its own wisdom.

Caldera Oni

https://static.tvtropes.org/pmwiki/pub/images/fire_yai.png
Level: 15
Alignment: Neutral Evil
Size: Large

Oni who derive their forms from fire giants. Their stats can be found in Bestiary 3 or online here.


  • Eye Beams: Pre-Remaster fire yai can shoot fiery missiles from their third eyes.
  • Hot-Blooded: Caldera oni are the most impulsive of their kind: several tales tell of clever heroes taunting caldera oni to act rashly.
  • Monster Lord: Many pre-Remaster fire yai seek out tribes of fire giants to infiltrate and rule.
  • Playing with Fire: Caldera oni possess great control over their element and can breathe out superheated ash.
  • Shock and Awe: A caldera oni's dance of burning war ends with a bolt of volcanic lightning called through the cloud of ash.
  • Super Smoke: A caldera oni can turn into a cloud of volcanic ash.

Taiga Yai

Level: 15
Alignment: Neutral Evil
Size: Huge

  • Evil Luddite: Taiga yai zealously love nature in its purest form and gleefully destroy any established civilisations that they encounter.

Night Oni

https://static.tvtropes.org/pmwiki/pub/images/oni_shadowyai.png
Level: 16
Alignment: Chaotic Evil
Size: Large

  • Cruel and Unusual Death: Night oni subject those who refuse to submit to them to a veritable symphony of pain that leads to a painful, drawn-out, strangely beautiful death.
  • Wicked Cultured: Many night oni crave the pleasures of music and go to great lengths to secure bardic or musically inclined supplicants. These servants can find the experience extremely lucrative and enriching as long as they don't run afoul of their liege.

Storm Oni

Level: 16
Alignment: Lawful Evil
Size: Huge

Oni who derive their forms from cloud giants. Their stats can be found in Jade Regent: The Empty Throne or online here.


  • Bad Boss: Nothing sets storm oni off in quite the same way as a weak or inept musician, and even the most innocent mistake can mean the fatal end for an indentured bard.
  • Blow You Away: A storm oni can conjure a violent updraft, sending foes flying into the air and bringing them crashing back to the earth.
  • The Corrupter: Storm oni take great pleasure in dominating cloud giants. Evil cloud giants tend to make the best soldiers, though if the storm oni can manage to sway good-aligned cloud giants under their banner, the subsequent wars are all the more satisfying.
  • Shock and Awe: A storm oni can fire a bolt of electricity from its third eye.
  • Wicked Cultured: Storm oni have a particular affection for rare, magical instruments, especially those with strings. A storm oni takes great pride in its musical possessions, and also finds a unique pleasure in assembling masses of enslaved musicians to perform thunderous symphonies.

Island Oni

https://static.tvtropes.org/pmwiki/pub/images/water_yai.png
Level: 18
Alignment: Chaotic Evil
Size: Huge

Oni who derive their forms from storm giants. Their stats can be found in Bestiary 3 or online here.


  • Elemental Shapeshifting: Before the Remaster, water yai can turn into a mobile pool of water.
  • Eye Beams: Island oni can fire lightning bolts from their third eyes.
  • Home Field Advantage: An island oni can claim an island of up to 1-mile radius, after which it can freely control the weather in a 1-mile radius from the shore until it dies or leaves the island.
  • Making a Splash: An island oni can release waves of seawater by sweeping its spear in a full circle.
  • Pet the Dog: Despite their evil natures, island oni are prone to acts of unexpected frivolity.
  • Sea Monster: Pre-Remaster water yai are the most at home dwelling beneath the waves.
  • Shock and Awe: They can fire lightning from their eyes and call down lightning to strike a target hit by their spear.
  • Weather Manipulation: An island oni can freely control the weather on and around its home island, which is surrounded in thick fog and seaborne mirages that make it hard to locate and navigate around. In battle, it can fire a bolt of lightning into the air, which immediately roils with dark clouds, resulting in a downpour that lasts for a minute.

Void Oni

Level: 20+
Alignment: Lawful Evil
Size: Huge

The strongest of oni, void oni do not model themselves after any particular race, though they're closest to rune giants. Their stats can be found in Bestiary 3 or online here.


  • Does Not Like Magic: Voidlords generally eschew spellcasting classes under the opinion that might and the oni's inborn supernatural abilities are a greater path to conquest than mortal magic.
  • Glamour Failure: Their vanity is such that most void oni are masters of using their change shape ability to appear as breathtakingly handsome or beautiful giants, and it is in this form they prefer to live. Only when combat begins does their rage take control, causing them to revert to their true, horrific shapes.
  • The Power of the Void: A void oni has the ability to launch a negative energy beam from its third eye, assume an ethereal void form, and create a lesser Sphere of Annihilation.

    Skelm 
Alignment: Lawful Evil
Size: Medium

  • Horned Humanoid: All skelms have branching antlers like those of a stag.
  • Human Disguise: Skelms can use magical disguises to infiltrate settlements.
  • One-Gender Race: All skelms are male, and their offspring are undifferentiated members of the mother's species.
  • Was Once a Man: An existing skelm can transform any evil humanoid who's overwhelmed with rage into another skelm.

Street Skelm

Level: 3

  • Rabble Rouser: To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat posed to the community's social order. These rantings can rally a mob to carry out the skelm's violence.

Shrine Skelm

Level: 5

  • Cast from Hit Points: A shrine skelm also takes damage when he seizes a divine spell cast by another creature.
  • Corrupt Church: Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse.

Palace Skelm

Level: 8

  • Aristocrats Are Evil: They usually disguise themselves as nobles of some kind.
  • Enslaved Tongue: When a palace skelm hears a creature speak, he can sow paranoia by worming his own, treacherous words on that creature's lips.

Soul Skelm

Level: 10

  • Demon of Human Origin: Soul skelms arise from other skelms whose long-held wrath slowly twists them and replaces lingering fragments of their mortality with more fiendish aspects. In 2nd Edition, they have the Fiend trait, unlike their lesser kin.

Singular Humanoids

    Adlet 
Level: 10 (11 for shamans)
Alignment: Chaotic Neutral
Size: Medium
White-furred, humanoid wolves who live in scattered tribes in the far north of the world.
  • Beast Man: Adlets are a fairly typical example of the barbaric bestial humanoids living in the wilderness. They resemble human-sized, humanoid wolves with snow-white fur, and live in tribal groups in the arctic north. While not evil — they're Chaotic Neutral as a rule — they're very aggressive and barbaric, and regularly come in conflict with other races and cultures who attempt to settle their frozen homelands. They also have no taboo against cannibalism and often eat their dead, which hasn't helped their public view among other species very much.
  • Breath Weapon: Adlets can exhale a freezing mist that deals cold damage and staggers opponents.
  • Fantastic Race Weapon Affinity: They favor spears in combat, and have bonuses for using them.
  • An Ice Person: They are immune to cold and have access to a number of ice-based abilities, such as breathing freezing mist and creating localized ice and sleet storms, and their shamans can summon ice elementals. Conversely, they are very vulnerable to fire.
  • I'm a Humanitarian: Adlets have no social taboos against cannibalism and usually eat their dead instead of burying or cremating them.

    Anugobu 
Level: Any
Alignment: Chaotic Neutral
Size: Medium

  • Pocket Dimension: An anugobu is intrinsically connected to a workshop, an extradimensional 10-foot cube that holds their collected tools and materials.
  • Wall Crawl: Anugobus can walk on walls and ceilings.

    Anunnaki 
Level: 18
Alignment: True Neutral
Size: Large

  • A Form You Are Comfortable With: When interacting with other species, each anunnaki adopts the guise of that species and calibrates its form to fit mores and prejudices.

    Asanbosam 
https://static.tvtropes.org/pmwiki/pub/images/asanbosam.png
Level: 6
Alignment: Chaotic Evil
Size: Large

  • Vampiric Draining: Asanbosams latch onto their victims' necks to drain their blood and fulfil the high iron requirement of their diet.

    Basavan 
Level: 15
Alignment: Neutral Good
Size: Huge

  • In Harmony with Nature: Wise and peaceful stewards of the wilderness, basavans protect the plants and animals that share their homes in wooded mountains.

    Boggard 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_boggard.png
Level: 2
Alignment: Chaotic Evil
Size: Medium

Viciously xenophobic frog-like humanoids. For beings who worship a Demon Lord, their society is surprisingly rigid.


  • Absolute Xenophobe: Boggards absolutely loathe everyone who isn't a boggard.
  • Captain Ersatz: To the bullywugs of Forgotten Realms.
  • Evil Luddite: They absolutely hate technology and arcane magic.
  • Family-Values Villain: Disrespecting the Tribe Elder is a good way to get yourself killed.
  • Frog Men: Boggards are short, evil humanoids resembling large upright frogs, with no society beyond crude tribes living in muddy villages deep inside swamps and rainforests. They typically resemble common frogs, although those inhabiting tropical regions often have bright colors resembling those of poison arrow frogs. They start their life as tadpoles hatched in birthing pools, slowly growing in their limbs and climbing out of the pools once fully grown. They typically worship Gogunta, the demon lord of swamps and amphibians, and ally themselves with amphibian-like monsters such as froghemoths.
  • I Am a Humanitarian: And unlike the Lizardfolk, they have no problem with helping speed up the process.
  • Monstrous Cannibalism: A core part of their society.
  • Sadly Mythtaken: In Celtic folklore, boggards were jilted, vengeful Brownies.
  • Shadow Archetype: To the lizardfolk. Like the lizardfolk, they are an incredibly old race that is slowly dying out. Unlike the lizardfolk, they seem to blame the mere existence of other races, cultures and ways of thinking for their predicament. It should also be noted that the boggards have more or less the opposite attitude to the lizardfolk when it comes to intra-tribal conflict. The lizardfolk, for their part, loathe boggards and view their society as a degenerate mockery of their own.
  • Social Darwinist: Any boggard not strong enough to fend off constant betrayal and attacks is, by their estimation, only worthy of becoming food.
  • Swamps Are Evil: The presence of boggards is a great way for a swamp to develop a well-earned negative reputation.

    Bugbear 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bugbear.png
Level: 2
Alignment: Chaotic Evil
Size: Medium

Big, hairy, fang-y and a lot smarter and sneakier than they have any right to be, bugbears aren't motivated by any kind of urge or goal that other humanoids can understand. They kill because they hate you and want to see you suffer.


  • Elemental Shapeshifting: A variety of bugbears, the wetland-dwelling murds, can turn themselves into piles of living, moving mud.
  • For the Evulz: Bugbears kill to cause maximum pain and suffering to the victim's loved ones.
  • Hope Crusher: Part of how they toy with their victims is to offer them apparent avenues of escape or hitting them just as everything seems fine.
  • Our Goblins Are Different: They're different even from other goblinoids in Pathfinder. Hobgoblins tend to find them notoriously risky to deal with, as their need to spread suffering doesn't exclude other goblinoids.
  • Stealthy Colossus: Downplayed. They're around seven feet tall and incredibly bulky, but are disturbingly stealthy.
  • To Serve Man: Many bugbears' favourite food is human flesh.
  • Troll: Not literally, obviously, but they are nightmarishly good at emotional manipulation.
  • Underground Monkey: Numerous kinds and variants of bugbear exist, including wikkawaks (white-furred, arctic bugbears), kardans (gray-furred bugbears good at magically disguising themselves), murds (swamp-dwellers capable of turning themselves into living masses of tarry mud), slate-stalkers (urban bugbears capable of selective invisibility and immune to fire), koblaks (partway undead bugbears that are born dead and reanimate afterwards) and frightful haunters (bugbear specters who can create haunts).
  • Why Did It Have to Be Snakes?: The swamp-dwelling bugbears known as murds are terrified of snakes and refuse to enter houses where these animals are kept, and people living in their territories often adopt various sorts of serpents as pets or guard animals, or openly revere snake gods and spirits, to keep the murds away.

    Buggane 
Level: 5
Alignment: Chaotic Evil
Size: Large

  • Our Ogres Are Hungrier: Bugganes are distant relatives of ogres, and share their surface-dwelling cousins' appetite for the flesh of sentient beings.

    Buso 
https://static.tvtropes.org/pmwiki/pub/images/buso.png
Level: 3
Alignment: Neutral Evil
Size: Medium

  • Cyclops: Busos have a single eye and are sometimes compared to cyclopes. However, both species deny any common ancestry, and they evolved convergently in entirely different parts of the world.
  • Eye Scream: Busos believe that when faced with a famine that threatened their existence, their ancestors each cut out one of their eyes as an offering to the malevolent spirits of the forest, imploring for their salvation.
  • Green Thumb: Busos boast innate powers over plants and their growth.
  • Horned Humanoid: A buso datu is born with an ivory horn that channels arcane fire.
  • Sapient Eat Sapient: Busos reject the flesh of beasts, since it provides them no nutritional value and consuming it sickens and weakens them. Instead, they consume other humanoids, meaning they're almost always at odds with neighbours.

    Caliban 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_caliban.PNG
Level: 2
Alignment: Chaotic Evil
Size: Medium

While single hags can only ever birth changelings, groups of hags can use their combined witchcraft to create abominable male children known as calibans. Their stats can be found in Tears at Bitter Manor or online here.


  • Artificial Human: Calibans are created by hag covens from sanies and ablutions that are stewed for days and then allowed to ferment into living creatures.
  • One-Gender Race: All calibans are male.

    Caligni 
  • Ascended Extra: Downplayed, but in Dungeons & Dragons, they never really got any backstory or information about their culture despite existing since 1st edition. Pathfinder gives them a fairly elaborate backstory and culture.
  • Dark Is Not Evil: Despite looking dark and creepy, most types of dark folk aren't evil and have the Chaotic Neutral alignment.
  • Defeat Equals Explosion: All dark folk have a tendency to explode when killed, though the exact nature of the explosion varies by caste.
  • Day Hurts Dark-Adjusted Eyes: The dark folk can see perfectly in darkness and are blinded by the light.

Caligni Dancer

Level: 1
Alignment: Chaotic Neutral
Size: Small

Intermediaries between clans of caligni, answerable to no-one but dark stalkers and callers. Their Pathfinder 1st Edition stats can be found in Bestiary 4 or online here.


  • Defeat Equals Explosion: When a dark creeper is killed, its body vanishes in a flash of blinding light.
  • Villainous Harlequin: Downplayed, as they are Chaotic Neutral, but one in the picture is dressed in purple and black ribbon like strips that form a harlequin's hat-like shape.

Caligni Skulker

Level: 2
Alignment: Chaotic Neutral
Size: Small

The lowest caste of caligni. Their Pathfinder 1st Edition stats can be found in Bestiary 1 or online here.


  • Defeat Equals Explosion: When a caligni skulker is killed, its body vanishes in a flash of blinding light.
  • Happiness in Slavery: In a caligni skulker tribe led by caligni hunters, the hunters live a decadent life and treat the skulkers like dirt, yet the skulkers see no inherent imbalance in this arrangement and consider a life in the servitude of a caligni hunter to be a life fulfilled.
  • The Pig-Pen: Caligni skulkers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing.
  • Poisoned Weapons: Caligni skulkers smear their weapons with a foul-smelling black poison.

Caligni Empath

Level: 2
Alignment: Chaotic Neutral
Size: Small

Caligni with emotion-altering powers. Their Pathfinder 1st Edition stats can be found in Occult Bestiary or online here.


Caligni Slayer

Level: 3
Alignment: Chaotic Evil
Size: Small

Caligni with potent supernatural abilities. Their Pathfinder 1st Edition stats can be found in Bestiary 2 or online here.


  • Defeat Equals Explosion: When a dark slayer is killed, its body implodes into nothingness, dealing sonic damage as air collapses into the vacuum left by their body.
  • The Starscream: Almost universally to the dark stalkers.

Caligni Hunter

Level: 4
Alignment: Chaotic Neutral
Size: Medium

The undisputed leaders of caligni society. Their Pathfinder 1st Edition stas can be found in Bestiary 1 or online here.


  • Defeat Equals Explosion: When a caligni hunter is killed, its body combusts in a flash of flame.
  • Dual Wielding: Caligni hunters prefer dual swords over all other weapons.
  • Poisoned Weapons: Caligni hunters smear their weapons with a foul-smelling black poison.

Caligni Caller

Level: 5
Alignment: Chaotic Evil
Size: Medium

A priestly caste that can summon owbs from the Netherworld. Their Pathfinder 1st Edition stats can be found in Bestiary 4 or online here.


Caligni Vanguard

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dark_champion.PNG
Level: 5
Alignment: Lawful Evil
Size: Medium

A highly disciplined warrior caste. Their Pathfinder 1st Edition stats can be found in Cradle of Night or online here.


    Calikang 
Level: 12
Alignment: Lawful Neutral
Size: Large

    Cecaelia 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

  • Unscaled Merfolk: A cecaelia has the upper body of a humanoid and a lower body consisting of eight octopus tentacles.

    Charau-ka 
https://static.tvtropes.org/pmwiki/pub/images/charauka_butcher.png
Level: 2
Alignment: Neutral Evil
Size: Small
Legend holds that the charau-ka stem from the demon lord Angazhan, who transformed the bodies of the first humans that tried to wage war against his cult, causing the dead to rise as the first apemen. Today, they are one of the most fecund and widespread races of creatures in the Mwangi Expanse.
  • Maniac Monkeys: Charau-ka are savage, remorseless mandrill-men who worship the demon lord Angazhan, wage war on everyone else, and are feared and hated by all other civilisations.
  • Poisoned Weapons: Charau-ka know a great deal about poisons, and sometimes smear their weapons with poisons.

    Charda 
Level: 7
Alignment: Chaotic Neutral
Size: Small

  • No-Sell: Chardas are completely unharmed by the freezing black blood that pervades their home.

    Daitengu 
Level: 10
Alignment: True Neutral
Size: Medium

  • Tengu: The daitengu is a powerful, mystical variant of the common tengu that resembles the traditional long-nosed, red-skinned humanoid of Japanese myth.

    Deathsnatcher 
Level: 18
Alignment: Chaotic Evil
Size: Medium

Deathsnatchers are chimeric beings who lurk amid the ruins of fallen civilizations, where they raise legions of undead servants and play at being gods.


  • Animate Dead: They can cast animate dead, create undead and create greater undead as innate spell-like abilities, and any creature they kill through negative energy damage instantly rises as a bodak under their control.
  • Beware My Stinger Tail: They have a rat tail that ends in a scorpion stinger, which they can use in combat to inject their foes with venom.
  • Mix-and-Match Critters: Deathsnatchers are humanoids with the heads of jackals, the wings of vultures, and the tails of rats tipped with scorpion stingers.
  • Necromancer: They're natural necromancers, being innately able to create and control undead beings, and typically create large numbers of undead as servants and worshippers for themselves.
  • Winged Humanoid: Deathsnatchers have large, flight-capable bird wings.

    Deep One 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_deep_one.PNG
Level: 1 (normal), 14 (elder)
Alignment: Chaotic Evil
Size: Medium (Gargantuan for elders)

Yes, those Deep Ones. Fanatical in the worship of the Great Old Ones and the Demon Lord Dagon (as well as their own unimaginably ancient elders), the deep ones are born fresh from the corpses of their twisted, half-human offspring.


    Derhii 
Level: 5
Alignment: True Neutral
Size: Large

  • Ascended to Carnivorism: Unlike actual gorillas, derhii are omnivorous and prefer meat. It's possible that they developed carnivorism due to a need for substantial amounts of food.
  • Vertebrate with Extra Limbs: Derhii resemble gorillas with the enormous black-and-gray wings of buzzards or vultures.

    Dero 
Level: 3 (normal), 5 (magister)
Alignment: Chaotic Evil
Size: Small

Once a group of pechs, the unfortunate souls journeyed too far from home and went mad from the isolation. Now they resemble spindly, wild-eyed gnomes who are fond of abducting people in the night to conduct sinister tests.


  • Ax-Crazy: Deros aren't just evil; they're all genuinely insane.
  • Body Horror: They are constantly in competition with the drow to see which race produces the best Fleshwarpers.
  • The Greys: Even after actual grays are introduced, deros fill this role pretty well, being short, grey-skinned, dark-eyed humanoids who abduct people in the middle of the night to perform strange experiments on them.
  • Insanity Immunity: They are immune to wisdom drain thanks to this. Honestly, they're not using that connection to reality anyway!
  • Truer to the Text: Deros (or "derros") have been a Dungeons & Dragons mainstay for generations, but Paizo made a point of bringing their version more in line with Richard Sharpe Shaver's original dero Conspiracy Theory.

    Doppelganger 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_doppelganger.png
Level: 3
Alignment: True Neutral
Size: Medium

Pale, gaunt beings with alien agendas, they possess the ability to change shape at will and see through illusions.


  • Doppelgänger: Shapeshifters who adopt the forms of other beings and attempt to replace them, sometimes to take over their lives or to sow discord while framing the one they've replaced.
  • Lean and Mean: They usually appear as enemies, and their natural form is gangly and half-finished.
  • Sapient Fur Trade: A doppelgänger's skin can be used to replace polymorph spells when crafting magic items.
  • Voluntary Shapeshifting: Their iconic ability, which allows them to take the form of any other humanoid.

    Faceless Butcher 
Level: 11
Alignment: Neutral Evil
Size: Large

  • The Blank: Faceless butchers only have grim holes where their facial features should be.
  • Face Stealer: Faceless butchers carve flesh from skull to add to their collection of stolen faces. Once they've taken a victim's face, the faceless butcher can wear it to transform into an exact replica of the deceased. Among small villages where locals whisper stories of the faceless butcher, one can never be sure if the local fisher or trapper who returns from an unexpectedly long trip upriver is who they have always been, or is something far more sinister.
  • Psycho Knife Nut: This monstrous murderer's preferred weapon is a wicked and bloodstained meat cleaver.

    Fen Mauler 
Level: 10
Alignment: Neutral Evil
Size: Large

    Ghole 
Level: 12
Alignment: Neutral Evil
Size: Medium

  • Plague Master: A ghole's bite and claws carry the bubonic plague, and bolsters any diseases the victim is already suffering from.

    Ginever 
Level: 5
Alignment: Chaotic Evil
Size: Medium

  • A Tankard of Moose Urine: The ginever's gaze can transform water into some form of alcohol, albeit of low, burning quality.

    Graeae 
Level: 5
Alignment: Neutral Evil
Size: Medium

    Gray 
Level: 4
Alignment: Neutral Evil
Size: Small

  • The Grays: They are a malevolent race of alien humanoids with grey skin, long, willowy limbs and a bulbous head with oversized black eyes that often abduct people.

    Grioth 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_grioth.PNG
Level: 1
Alignment: Chaotic Evil
Size: Medium

A race from a rogue planet that raid other worlds through portals for resources.

Their stats can be found in The Dragon's Demand, Bestiary 5, or online here.


  • Spell Blade: When a grioth damages a creature with a psychic weapon, a surge of violent psychic energy pulses into the victim's body, causing additional damage.
  • You Can't Go Home Again: Grioth scouts leave their home worlds via one-way portals and never expect to see their homes again, as grioth leadership ensures true devotion to the colonisation effort by stranding them on new worlds.

    Hadi 
Level: 0
Alignment: Neutral Evil
Size: Medium

  • Henchmen Race: Hadis were created by daemons to serve as assistants in their sinister experiments.
  • My Species Doth Protest Too Much: There are an increasing number of hadis who seek their own paths or understand the plight of their people under the weight of a fiendish past. These rare non-evil hadis are viewed by those in positions of power in Kho as dangers to the social order.
  • Rat Men: Hadis are giant rats granted sapience and prehensile paws, and look like fiendish, sinister versions of ratfolk.
  • Uplifted Animal: The first hadis were created by daemons by infusing rats with fiendish qualities and an evil intelligence.
  • The Virus: The hadi's bite imparts hadi pestilence, a daemonic disease turns the victim into a hadi.

    Harpy 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • Bird People: Harpies resemble human women with birdlike wings, talons instead of feet and feathers on their arms and around their faces.
  • Harping on About Harpies: Women with the wings and talons of raptorial birds. They aren't necessarily ugly — in fact, their artwork tends to make them look fairly attractive, if inhuman — but they have absolutely no sense of hygiene (and powerful musk). They may not be bad to look at, but you can usually smell them coming a mile away. They are explicitly a One-Gender Race that must mate with humanoids to procreate... unfortunately, not only do they tend to be sadists, they usually eat their partners when they're done.
  • Literal Man Eater: Harpies are exclusively female, requiring them to breed with the males of other humanoid species to procreate... males that they devour after the fact. It's mentioned in one sourcebook on Classical Monsters that, in Harpy society, not eating the father of one's daughter is a shameful event, unless said male is strong enough that he's more worthwhile if kept alive.
  • Mars Needs Women: Gender-Inverted: they are Always Female and require men from other humanoid races to reproduce. Considering how repulsive most of them are, there is only one way for them to do so...
  • One-Gender Race: They're always female, requiring them to breed with other humanoids to procreate.
  • The Pig-Pen: Most of them smell terrible and are covered in filth and blood. The books do note that the rare non-evil harpy usually tries to keep herself clean, especially when interacting with other races, which makes sense as, if a scary-looking creature said you could trust her, would you be more or less likely to believe her if she was covered in filth and blood?
  • To Serve Man: Harpies can eat most creatures but strongly prefer sapient prey, particularly humans and elves.

    Herne 
Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • Forest Ranger: Hernes are both humble woodsfolk, reaping the bounty of the forest by their own hands, and protectors of the forest, hunting those who abuse it or dare to claim ownership of its reaches.
  • Hereditary Curse: Hernes breed true, and their children are born with the curse of the winterthorn.
  • Horned Humanoid: Hernes superficially resemble humans, with many-pointed antlers which project from their brows.
  • Was Once a Man: The first herne was Herne Vilhaur, a crusader from Andoran. Wounded and left for dead by his erstwhile companions, Herne was taken by the druids of the Estrovian Forest, who promised to mend his mortal wounds with their ancient magic, and did this by calling down the curse of the winterthorn upon him, restoring his vitality but tying him forever to the spirits of the forest. While the druids intended to use the transformed Herne as an instrument of vengeance against their enemies, he, having been stripped of humanity, instead thought only of vengeance against the allies who had abandoned him and the druids who had made him a monster.

    Humbaba 
Level: 19
Alignment: Chaotic Neutral
Size: Gargantuan

  • Non-Human Head: A humbaba has the body of a powerful, muscular human, and a twisted face that seems more leonine than human.

    Ikeshti 
https://static.tvtropes.org/pmwiki/pub/images/starfinder_ikeshti.jpg
Alignment: Any (normal), Chaotic Evil (rivener)
Size: Small (normal), Large (rivener)

  • Canon Immigrant: The Ikeshti were originally introduced in Starfinder, but were brought to Pathfinder 2e for an adventure taking place on their home planet of Akiton.
  • Lizard Folk: They're child-sized, intelligent, bipedal reptiles.
  • Was Once a Man: The riveners are ikeshtis who weren't able to mate and had their minds and bodies overwhelmed by a flood of hormones. They're much larger than still-sentient ikeshtis and care for little more than killing and eating.

    Jorogumo 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jorogumo.png
Level: 12
Alignment: Neutral Evil
Size: Medium

Spider-women know for their habit of seducing and devouring humanoid maters, the jorogumos became the feared rulers of the ruined country of Shenmen after the collapse of Lung Wa.


  • The Beastmaster: They can magically control common spiders.
  • Black Widow: Literally, in this case. Jorogumos are serial killers of their own mates as a matter of course.
  • Eaten Alive: Jorogumo eggs are laid within their own incapacitated humanoid fathers, and after hatching the infant makes her first meal out of her still-conscious, paralyzed parent.
  • Fantastic Racism: Jorogumos despise tengus, and take every chance they can to kill and torment them.
  • Tsuchigumo and Jorogumo: Jorogumos are monsters resembling highly attractive humanoid women with spider legs sprouting from their backs, which they can retract or extend at will. They reproduce by seducing humanoid males, paralyzing them after copulation, laying an egg in their bodies, cocooning them and leaving them helpless and bound until the infant hatches and eats her way out of her father. Shenmen is a country ruled by jorogumos, who took over when its government collapsed and monsters overran it.

    Kaava 
Level: Varies
Alignment: True Neutral
Size: Small

  • Chameleon Camouflage: Kaava scales and feathers have mutable pigmentation that allows a kaava to blend into surrounding foliage like a chameleon.

    Kech 
Level: 3
Alignment: Neutral Evil
Size: Medium

  • Maniac Monkeys: Keches are cruel simians that do not hesitate to seize a remote town, slaughter the citizens and move in when the opportunity arises, and enjoy the sound of wailing as their prisoners watch their kin being consumed.

    Khaei 
Level: 3
Alignment: True Neutral
Size: Small

    Kijimuna 
https://static.tvtropes.org/pmwiki/pub/images/pf_kijimuna.jpg
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • The Trickster: Kijimunas take pleasure in playing pranks. These hijinks are often relatively harmless, but sometimes become injurious or potentially lethal. Most kijimunas genuinely do not understand how the targets of their tricks are frustrated or harmed, and are insulted when they become angry.

    Kovintus 
https://static.tvtropes.org/pmwiki/pub/images/kovintus.png
Level: Any
Alignment: True Neutral
Size: Medium

  • Death-Activated Superpower: Upon death, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin.
  • Mage Species: Kovintus have an inborn talent for the magic of nature.

    Lizard Scion 
Level: 5
Alignment: True Neutral
Size: Medium

  • Large and in Charge: Lizard scions tower over their kin, and typically become the leader of their tribe.

    Maenad 
Level: 8
Alignment: Chaotic Evil
Size: Medium

  • The Corruptor: Maenads can pass for humans, insinuate themselves into normal society before attempting to turn the community toward debauchery, cannibalism and gluttony.
  • The Hedonist: Creatures of unbridled violence and decadence, maenads roam the world inviting others to join in on their debased revels. They consume massive amounts of wine and food, cause fights, and tear their foes limb from limb.

    Maftet 
https://static.tvtropes.org/pmwiki/pub/images/maftet.png
Level: 6
Alignment: Any
Size: Medium

  • Ancestral Weapon: A maftet's scimitars are often cherished family heirlooms.
  • Dual Wielding: Central to maftet culture is a specialised technique of dual-wielding scimitars.
  • Power Tattoo: When a young maftet comes of age, they receive runic tattoos from an elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons.

    Medusa 
https://static.tvtropes.org/pmwiki/pub/images/pathdinder_medusa.png
Level: 7
Alignment: Lawful Evil
Size: Medium

Snake-haired humanoids with petrifying gazes, medusas covet knowledge and often amass large stores of esoteric knowledge. While most famous for their ability to turn others into statues with a glance, medusas are also skilled infiltrators rumored to have made their way into numerous organization and often highly skilled archers.


  • Deadly Gaze: A medusa's gaze can turn victims into stone.
  • A Kind of One: In Greek mythology, the snake-haired women whose gaze turned people to stone were called gorgons, and there were only three. Medusa was, specifically, the personal name of one individual gorgon. Like D&D, Pathfinder treats "medusas" as the name of an entire species of beings.
  • Medusa: Snake-haired women with a petrifying gaze, adapted directly from Classical Mythology. They are thought to have originated in the islands of Iblydos, Pathfinder's Fantasy Counterpart Culture of Ancient Greece.
  • One-Gender Race: All medusae are female, requiring them to breed with humanoid males to reproduce.
  • Sapient Fur Trade: Medusa eyes can be used to craft items requiring either flesh to stone or stone to flesh in their creation.
  • Snake People: Brazen medusae, the daughters of medusae and particularly powerful humanoid males, have the bodies of giant, bronze-scaled snakes from the waist down.
  • Taken for Granite: A victim of a medusa's gaze is turned into stone.
  • Winged Humanoid: Mythic medusas have white, angelic feathered wings.

Euryale

Level: 20
Alignment: Chaotic Evil
Size: Medium

Immensely powerful medusas corrupted by Lamashtu.


  • A Kind of One: Much like Medusa, Euryale was a single being in Greek myth, being another one of the three Gorgons.
  • Serpent Staff: They wield tall, cobra-headed staves known as Rods of the Viper. These are Living Weapons, and can be used to simultaneously beat someone to death and bite them with their venomous fangs.
  • Snake People: They have the lower bodies of immense snakes.
  • Super-Scream: They have a number of sonic attacks, including Greater Shout and Wail of the Banshee.

Stheno

Level: Varies
Alignment: Any
Size: Medium

  • Interspecies Romance: Sthenos can breed with humans, producing fully human or fully stheno offspring.
  • A Kind of One: Stheno was an individual person in the original myths, and was also the name of the original euryale who rebelled against Lamashtu, before her descendants adopted her name as the name of their new species.

    Minotaur 
https://static.tvtropes.org/pmwiki/pub/images/pathdinder_minotaur.png
Level: 4
Alignment: Chaotic Evil
Size: Large

Hybrids of man and bull, Minotaurs are infamous for their relentless pursuit of prey.


  • One-Gender Race: Subverted. It looked for a long time as though they were Always Male, but Ironfang Invasion features a female minotaur officer by the name of Kosseruk. The albino minotaurs known as Ghost Bulls, however, are explicitly sated to only be born male.
  • Our Minotaurs Are Different: They're towering, vicious, man-eating humanoids with the heads and legs of bulls, and favor mazes (preferably purpose-built ones, but particularly convoluted cavern systems and ruins work as well) as their homes.
  • Underground Monkey:
    • Great-horned minotaurs have especially developed horns which give them a powerful goring attack.
    • Shaggy minotaurs found in cold climates have thick coats that make them resistant to cold damage and broad hooves for walking through the snow, but those same hooves are too heavy to allow them to charge.

    Mongrelman 
Level: 1
Alignment: Lawful Neutral
Size: Medium

  • Beast Man: They are able to breed with any other species of humanoid (a fairly diverse category in-game) and inherit their traits, meaning that any given mongrelman can have a wide range of disparate body parts — tusks, vertebrate or arthropod claws, feet or paws or hooves, scales or fur or bare skin, elf ears, a tail, horns or antlers, antennae, vertebrate or compound eyes, etcetera — all on the same body, with the end result usually being a fairly chaotic take on this trope.

    Morlock 
https://static.tvtropes.org/pmwiki/pub/images/morlock.png
Level: 2
Alignment: Chaotic Evil
Size: Medium

The last descendants of Azlant, morlocks descend from those Azlanti who sought refuge underground. In time, they became primitive, deformed beings who now live in scattered bands with few traces of civilization and revere their glorious ancestors as gods.


  • Day Hurts Dark-Adjusted Eyes: Daylight is far too intense for their sensitive eyes, leaving them stunned and dazzled under the sun.
  • The Engineer: A few morlocks have an uncanny knack for tinkering, and their settlements are often defended by ancient constructs or traps.
  • God Guise: It's possible for modern humans to convince morlocks that they're the ancestors they revere, turning them from savage predators to fawning hosts and workers, but such ruses can easily end in disaster.
  • Human Subspecies: They descend from surface humans adapted to life underground.
  • The Morlocks: Pale, hairless, nearly blind descendants of a once-great human culture, now reduced to a bestial existence underground.
  • Precursor Worship: They worship their Azlanti ancestors as gods, and treat the ruins of the cities as holy places.

    Murajau 
Level: 5
Alignment: Neutral Good
Size: Large

  • The Exile: Legends claim murajaus were originally servitors of a powerful marid ruler, until the ruler tasked them with escorting a foreign prince to her city, and not returning without him. Upon arriving at the foreign kingdom, the murajaus discovered that the prince had recently perished from illness. Believing that they are unable to return home by royal decree, they have wandered endlessly for generations.
  • Unscaled Merfolk: The murajau has the torso and head of a human, and the lower body of a hermit crab.

    Nephilim 
Level: 8
Alignment: Any
Size: Large

  • Semi-Divine: Nephilim are the offspring of demigods who bred with humans.

    Onyvolan 
Level: 3
Alignment: Chaotic Neutral
Size: Medium

  • The Bully: Onyvolans tend to rove back alleys and darkened streets for fun, where they can terrorise those unfortunate individuals who find themselves trapped in a corner with no help in sight. The bullies find particular joy in scaring pedestrians with their creepy cackles and eerie grins, knocking victims to the ground and rolling in circles around them while taunting them with grating voices.
  • Creepily Long Arms: Onyvolans' grotesquely long arms are roughly the same length as their legs.
  • Dirty Coward: Onyvolans enjoy creating mayhem by roaming around in gangs and terrorising city dwellers, but prove to be cowards whenever their quarry stands up to them.

    Paguroida 
Level: 9
Alignment: Lawful Neutral
Size: Large

  • Unscaled Merfolk: The paguroida has the torso and head of a human, and the lower body of a six-legged hermit crab.

    Panotti 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_humanoid_panotti.PNG
Level: 2
Alignment: Neutral Good
Size: Medium

A species of humanoids with very large ears.

Their stats can be found in Murderer's Mark or online here.


  • Ear Wings: Their ears are large enough to give them a fly speed and can be used for bludgeoning attacks, which are listed as wing attacks in their stats.
  • Public Domain Character: According to the writings of Pliny the Elder, the panotti were a strange race of people living on All-Ears Island off of Scythia.

    Popobawa 
Level: 15
Alignment: Chaotic Evil
Size: Medium

  • Emotion Eater: Popobawas feed on negative emotions, particularly fear, despair and anguish.
  • Voluntary Shapeshifting: A popobawa can freely switch between bat, human and its natural form resembling a bat-human hybrid.

    Psoglav 
Level: 13
Alignment: Chaotic Evil
Size: Medium

  • Beast Man: A psoglav has a one-eyed wolf's head, a human's torso with vicious, clawed hands, and elongated horselike legs.
  • To Serve Man: Psoglavs feed on any humanoids they can find, preferably humans.
  • Wound That Will Not Heal: The wound from a psoglav's bite doesn't heal naturally and resists magical healing. Survivors of a psoglav attack can suffer the effects of its cursed bite for months or even years.

    Qallupilluk 
Level: 7
Alignment: Lawful Evil
Size: Medium

  • Forced Transformation: If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster, slavishly devoted to the qallupilluk.
  • One-Gender Race: All qallupilluks are female, but they can reproduce with other aquatic monsters. Their offspring are always qallupilluks.

    Ratajin 
https://static.tvtropes.org/pmwiki/pub/images/ratajin_ratajinmastermind.png
Level: Varies
Alignment: Any
Size: Medium

  • Amazing Technicolor Population: Ratajin skin tones can be of all hues within the colour spectrum.
  • Bizarre Alien Senses: Every ratajin experiences a cursed twist on their senses, altering how they view and interact with the world around them. Some visualise the world in shifted, indescribable colour spectra. For others, sounds physically manifest as feelings on their skin.
  • Hereditary Curse: Ratajin aren't so much twisted by curses as they are moulded by the lingering effects of curses inflicted on generations millennia past.

    Ravenile 
https://static.tvtropes.org/pmwiki/pub/images/ravenile.png
Level: 14
Alignment: Neutral Evil
Size: Large

  • Non-Human Humanoid Hybrid: Raveniles are rare mutant lizardfolk who hatch from eggs fertilised not by other iruxis, but by predatory extraplanar scavengers.

    Rawhead 
Level: 14
Alignment: Neutral Evil
Size: Medium

  • Necromancer: A rawhead can extract the skeleton of a helpless humanoid from its body and animate it as a bloody bones.

    Rokurokubi 
https://static.tvtropes.org/pmwiki/pub/images/rokurokubi.png
Level: 2
Alignment: True Neutral
Size: Medium

  • Drowning My Sorrows: Most rokurokubi despair at their state, seeking to drown their sorrows in drink.
  • Long Neck: When an individual first transforms into a rokurokubi, their neck extends, or even detaches altogether, to let their head roam freely.

    Sabosan 
https://static.tvtropes.org/pmwiki/pub/images/sabosan.png
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Bat People: Sabosans are evil jungle-dwelling humanoids with claws, fangs, pointed ears, and large bat wings growing from their backs. They drink blood, echolocate in the dark and can emit deafening shrieks, and are greatly feared by the communities subject to their predations. They're speculated to descend from regular humans who were infected with vampirism but managed not to succumb to undeath, or from cultists of demonic powers.
  • Bloodsucking Bats: They drink humanoid blood.
  • Vertebrate with Extra Limbs: Six — two legs, two arms, two wings.
  • Winged Humanoid: They have flight-capable bat wings on largely humanoid bodies.

    Sasquatch 
Level: 2
Alignment: True Neutral
Size: Medium

  • Bigfoot, Sasquatch, and Yeti: Sasquatches are large, reclusive apelike humanoids native to temperate forests. Their extremely secretive lifestyles mean that, even a world of dragons, elves and fairies, sasquatches are a mysterious species cloaked in superstition and disbelief.

    Saumen Kar 
Level: 10
Alignment: Chaotic Neutral
Size: Large

  • Dying Race: The saumen kar have been slowly dying out since Earthfall; Ainamuuren suspects that he might be the last living member of his species.
  • An Ice Person: A saumen kar can transform into a living snowstorm of lethal power.
  • Magical Species Transformation: Saumen kar can initiate a non-saumen kar into their pact, imbuing the creature with their power and their curse, and transforming it into a hybrid of its original species and a saumen kar.
  • Name Amnesia: According to Ainamuuren, when his species made their pact with Aqakaru to seal away Osoyo, their very name was wiped from existence, part of the sacrifice, and they were instead given a new name, saumen kar, meaning bound in ice. However, archaeological evidence from the Nameless Spires implies that this did not happen, and the saumen kar have always been known by that name.

    Saurian 
https://static.tvtropes.org/pmwiki/pub/images/saurian_saurianwarmonger.png
Level: 16
Alignment: Any
Size: Huge

  • Suspiciously Similar Substitute: Physically at least, they sound very similar to the Valashai (a race of evil giant reptilian humanoids who enslaved hundreds of races and ruled an empire in the Valashmai Jungle until the Earthfall destroyed their empire and they left for parts unknown), and even have "warm jungles" as their prefered habitat. What connection they have, if any, is unknown. Might they be some decendents of the Valashai who were left behind by mistake and forgot their origins?

    Sedacthy 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sahuagin.png
Level: 2 (standard and malenti), 3 (four-armed)
Alignment: Lawful Evil
Size: Medium

Alarmingly well-organized aquatic raiders with power over sharks.


  • Alternate Company Equivalent: A well-organised evil Fish People monster, the sedacthy was created as a replacement for the Dungeons & Dragons sahuagin, who can no longer be used after the ORC replaced the OGL. It is also inspired by two other D&D low-level green evil fish-person monsters, the skum (who were also left behind alongside the OGL) and the kuo-toa (who were never part of the OGL at the first place).
  • Asskicking Leads to Leadership: A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.
  • Bad People Abuse Animals: Sedacthies are known for leading their animal servants ashore to devour air breathers and enhancing them with fleshwarping and body modification. Those most seen by land dwellers include mucus glands that keep the gills wet, allowing breathing in air, and implanted crab legs.
  • Fantastic Racism: Sedacthies hate all other races with a passion, especially the aquatic elves.
  • Fish People: Apart from the vaguely bipedal stance, arms and vestigial legs (instead of fins), they resemble fish far more than they do humans. They have large fins down their backs, entirely fishlike heads and bodies and long, sinuous tails.
  • Luring in Prey: Some pre-Remaster sahuagin mutants have glowing tendrils growing from their foreheads, which they can use to confuse and entrance other creatures.
  • Multi-Armed and Dangerous: Mutant sahuagin are fairly common before the Remaster, with this mutation in particular being fairly iconic.
  • Mutants: Before the Remaster, sahuagin are very prone to mutations, and it's not uncommon to see a tribe or raiding party with one or multiple visibly mutant members. Certain variations are particularly common, including four-armed sahuagin, malenti who resemble aquatic elves, hulking throwbacks to the sahuagin's prehistoric past, sahuagin with shark tails instead of legs, eyeless sahuagin with glowing lures, and sahuagin covered in needlelike spines.
  • Super-Scream: A sedacthy speaker can scream across a range of painfully high tones which can physically hurt other creatures.
  • Threatening Shark: Sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks.
  • Villain Respect: The most important story in sedacthy oral history tells of impressing a powerful faydhaan genie in a game of wordplay and being granted the ability to speak with all creatures worthy of wisdom. As a result, faydhaans are held in special regard and are among the few that can broker peace with sedacthies.

    Serpentfolk 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_serpentfolk.png
Level: 4
Alignment: Neutral Evil
Size: Medium

Once, before mammalian humanoids rose to prominence, the Serpentfolk, more properly called the sekmin in their native language of Aklo, ruled a massive, bloodthirsty empire. The Azlanti, backed by their enigmatic patrons the alghollthus, rose up, annihilated their civilization and decapitated their immortal god. Now, with their divine patron in pieces and their society shattered, they seek revenge.


  • Abusive Precursors: Their empire once ruled Golarion for millennia (and is still the namesake of the middle layer of the Darklands, long after it collapsed), and were infamous for their tyranny and callous treatment of so-called lesser races.
  • Alternate Company Equivalent: Of the yuan-ti from Forgotten Realms, who were claimed as Product Identity by Wizards of the Coast and therefore could not be used by Paizo. Both are malevolent races of snake people that once ruled the world before humans overthrew them, and now hide in dark corners of the world while trying to take back their empire; both also practice human sacrifice and send human-looking agents to infiltrate and sabotage human society.
  • Arch-Enemy: They were once this to the Azlanti.
  • Chronic Backstabbing Disorder: One half of why they are having difficulty being more than a Vestigial Empire is that zyss seem to pathologically despise each other; any community above a handful of them quickly descends into brutal factionalism.
  • Dumb Muscle: The aapoph, often nicknamed degenerate serpentfolk, have 20 strength but only 4 intelligence (barely enough to qualify as sentient), and no magical powers. It's implied they are slowly subverting this over the course of generations, as their mutations are slowly growing more extreme — including ones that increase their capacity for thought. Downplayed in the Remaster, where aapoph have a -1 Intelligence attribute (ie, slightly slower than an average sapient, but hardly a total idiot, let alone an animal), and it's explicitly said the main difference between them and zyss is their lack of inherent magic combined with an inherently mighty constitution - it might well be that it's because the zyss don't let them be educated as part of them being a Servant Race.
  • Evil Versus Evil: They do not get along with the Aboleths.
  • Immortal Procreation Clause: The other half of why they are a Vestigial Empire; sekmin eggs, while laid in large clutches of up to a dozen or more, often take over a decade to gestate. Good for preventing overpopulation of long-lived serpentfolk, terrible for building up numbers.
  • The Magocracy: They prized magic, arcane or divine, over all. Most of the species has become aapoph, and lost much of their intelligence and magical power.
  • Master Race: Serpentfolk view all other races incapable of telepathy as nothing more than slaves.
  • Mutants: Aapoph serpentfolk are prone to strange mutations, like horns, vestigial tails, or spines protruding from their scales. Zyss can also be born with mutations, but this is rare and they're almost always killed at birth, as their very existence flies in the face of zyss' so-called superiority.
  • Playing with Syringes: The few of their species that have retained their magic perform experiments on their degenerate brethren to restore them, which usually leave them dead or insane.
  • Public Domain Character: The serpentfolk were taken almost wholesale from Robert E. Howard's serpent people.
  • Reptiles Are Abhorrent: Selfish and hostile to humanity.
  • Reptilian Conspiracy: Even in a game with actual reptoids, the serpentfolk are still the most prominent example of this trope. They hide among warm-blooded races wearing (purely cosmetic) disguises to conceal the monster within, both to conserve their numbers and out of a god complex over controlling non-telepathic humanoids.
  • Squishy Wizard: Zyss have inherent magic and can naturally attune to more, but they are sickly and fragile, especially in comparison to their aapoph servants.
  • Vestigial Empire: They were almost entirely destroyed by the Azlanti, and only a few scattered holdouts of serpentfolk civilization still exist — the vast majority either died out or reverted to savagery.
  • Wicked Cultured: Thriving on decadence, zyss serpentfolk crave receiving expensive gifts, gorging on massive meals and pursing arts. Even more academic hobbies take an artistic bent. Each zyss believes itself to have more refined tastes than its peers.

    Shobhad 
Level: 4
Alignment: Any
Size: Large

    Skulk 
Level: 0
Alignment: Chaotic Evil
Size: Medium

  • Dirty Coward: Their unabashed cowardice is perhaps their most widely known trait, but skulks don't see themselves as particularly craven, but simply consider that as the most expedient method of survival.

    Slana 
https://static.tvtropes.org/pmwiki/pub/images/slana.png
Level: 20
Alignment: Chaotic Neutral
Size: Gargantuan

  • Behemoth Battle: Slanas view each other as rivals who test each other's prowess, so when drawn together they nearly always fight to the death.
  • Big Eater: No mere hare or ibex can slake the slana's great hunger; only large and ferocious creatures like elephants or dinosaurs will suffice.
  • Cat Folk: Slanas are a species of massive leonine humanoids.
  • Mighty Roar: The slana's roar echoes like thunder across the countryside.

    Spriggan 
Level: 3
Alignment: Chaotic Evil
Size: Small to Large

  • Our Gnomes Are Weirder: Spriggans are a group of gnomes that lost their sense of joy when moving to the Material Plane and were twisted by their innate magic.
  • Sizeshifter: A spriggan can change his size between Small and Large at will.

    Tanuki 
Level: 4
Alignment: Chaotic Neutral
Size: Medium

  • Funny Animal: A tanuki is a raccoon with a humanoid body.
  • The Secret of Long Pork Pies: Horror stories tell of evil tanukis killing old women and tricking their husbands into eating soups made from their flesh.

    Tenome 
https://static.tvtropes.org/pmwiki/pub/images/tenome.png
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Dead Guy on Display: Tenomes often seek to leave their boneless victims on display where they know the disgusting bodies will soon be found to deter pursuit.
  • Eyes Do Not Belong There: A tenome's eyes are not located on its face, but rather on the palms of its hands.

    Triton 
Level: 2
Alignment: Neutral Good
Size: Medium

  • Fish People: Tritons combine features from both humans and fish. Their limbs have fins that assist in swimming, their entire body is covered in fine scales, the digits of their feet and hands are webbed, and they have both gills and lungs.

    Ulat-kini (Skum) 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_skum.png
Level: 2
Alignment: Lawful Evil
Size: Medium

The fishlike skum were originally bred from human stock by the aboleths as a Slave Race, and were abandoned to their fate when the aboleth empire fell. Nowadays, they live in scattered tribes and settlements throughout the underground seas of the Darklands and in a few surface oceans. While biologically immortal, they cannot breed with each other as they’re all male, so they breed with human women to create Half Human Hybrids that mature into adult Skum upon “dying” of old age. They were originally named the ulat-kini, though no one remembers this anymore — certainly not the skum themselves.


  • The Ageless: Skum do not age, and can live potentially forever.
  • Expy: The skum are fish-like humanoids that inhabit hideous sunken ruins and cross-breed with humans to create hybrids that inevitably turn into others of their kind, providing humans with the bounty of the sea in exchange for mates. It’s not difficult to see how these guys were inspired by H. P. Lovecraft’s own Deep Ones.
  • Fish Person: They resemble a humanoid cross between a frog and a particularly ugly fish.
  • Half-Human Hybrid: Skum are all male, but they’re apparently still close enough to humans to be able to breed. The results of these unions are misshapen and deformed, but on reaching the point when they would die of old age they instead transform into a full skum.
  • Mars Needs Women: Because there are no female skum, they instead seek to mate with human women to keep their numbers up.
  • One-Gender Race: All skum are male, and depend on human females to breed.
  • Prongs of Poseidon: They favor tridents in combat, although they have been known to use other weapons.
  • Slave Race: They were originally created as a race of slave soldiers for the aboleths.

    Umasi 
Level: 4
Alignment: Chaotic Neutral
Size: Medium

  • Appendage Assimilation: Umasi can't heal naturally or via magic, but instead must harvest appendages and organs from other living creatures.

    Urdefhan 
Level: 3
Alignment: Neutral Evil
Size: Large

Gaunt, blood-drinking humanoids who live in the depths of Orv, the urdefhans were created by daemonic powers to bring death and desolation to the material plane.


  • Arch-Enemy: Of the munavri, with whom they contend the Sightless Sea and whom they're especially preoccupied with eradicating. The other descendants of the Azlanti, such as mongrelmen, morlocks, dark folk and gillmen, are this to a lesser extent due to the urdefhans' obsession with snuffing out all remnants of Azlant.
  • Eyes Do Not Belong There: Urdefhans have a third eye in the back of their mouth. They believe this to have better vision than their normal two, and sometimes cover their frontal eyes and see through their open mouth.
  • For the Evulz: An urdefhan seeks to inflict as much death as possible upon the world before it perishes. To them, death and extinction are holy goals in and of themselves.
  • Horse of a Different Color: Their favored mounts are skavelings, immense undead bats.
  • National Weapon: Urdefhans have developed many strange weapons, but none are more iconic than the two-bladed rhoka sword, and all urdefhans are proficient in its use.
  • Omnicidal Maniac: Their cultural end goal is nothing short of the total genocide of every other species.
  • Semi-Divine: Urdefhans are infused with daemonic energies from Abaddon, and usually have daemon fathers since male urdefhans are sterile.
  • Taking You with Me: Urdefhans can detonate the daemonic bond in their souls, causing them to explode in a burst of negative energy.

    Vodyanoi 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

  • Arch-Enemy: Vodyanois are well known as enemies to boggards, and a vodyanoi who suspects one of boggard collusion will often attack on sight.

    Witchwyrd 
Level: 6
Alignment: Lawful Neutral
Size: Medium

  • Catch and Return: They can "catch" Magic Missiles in free hands and use the energy to power one of their own force bolts.
  • Humanoid Aliens: Witchwyrds are alien to Golarion, and have a relatively humanoid body.
  • Magic Missile: Once per round they can launch a force bolt from each free hand, plus another one for each Magic Missile they've absorbed.
  • Multi-Armed and Dangerous: They have four arms that can project force bolts.

    Xulgath 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_troglodyte.png
Level: Varies
Alignment: Chaotic Evil
Size: Medium

Smelly, degenerate, demon-worshiping, cave-dwelling Lizard Folk. (Technically not related to actual lizardfolk, mind you.) More commonly known as troglodytes.


  • Acid Attack: Gutragers produce copious quantities of acid in their multiple stomachs, which they constantly release as a caustic mist and can additionally spit as giant acidic loogies, deliver through their extendable, elongated esophagi, and spread everywhere in self-destructive explosion if all seems lost.
  • Action Bomb: As a last resort in combat, gutragers can cause themselves to explode by violently contracting their guts, showering their foes in a torrent of acidic viscera.
  • Asshole Victim: They are favored targets for fleshwarping.
  • Dishing Out Dirt: Stonelieges are xulgaths infused with the essence of elemental earth through alchemy or magic. This grants them much greater strength, resilience and longevity than common xulgaths have, alongside the ability to magically shape stone (represented in-game through a couple of unique earth-based attacks and the ability to cast shape stone thrice per day).
  • Ethnic God: They almost universally worship the demon lords Zevgavizeb.
  • Fantastic Racism: Thoughtmaws hate their more primitive kin, and often kill them on sight (as opposed to enslaving them, like they do everybody else).
  • Fartillery: This bears repeating: they smell so bad that their stench alone can kill you.
  • Lizard Folk: Upright humanoid reptiles that live in primitive societies, tame common lizards, and are straggling remnants of an ancient empire that flourished when reptiles still ruled the world.
  • Mercy Kill: Many enlightened xulgaths kill their degenerate cousins on sight and consider such a mercy.
  • Mundane Utility: Stonelieges possess supernatural control over rock, which they can shape and reshape to their liking. This can be and often is used in combat, but the stonelieges' primary role in xulgath society is to shape, expand and strengthen living caverns, tunnels and fortifications as needed.
  • Mutants: Xulgaths are prone to a variety of dramatic mutations due to their long exposure to the intense radiation of the Black Desert, which has permanently warped their physiology and genetics.
    • Their naturally occurring mutations include bilebearers, xulgaths with bulging throat sacs that produce a sticky, toxic slime that they can spit in directed globs or as a fine mist; gutragers, a more developed offshoot of bilebearers with acidic spit, extendable esophagi and the ability to explode; bloodleakers born with scaleless, easily ruptured hides, usually kept as blood donors or living blood banks for religious rituals; goreguts with distended bellies and ravenous appetites; twinskulls, conjoined twins considered blessed by the xulgaths' demonic god; and spinesnappers, hulking colossi used as shock troops and combat champions.
    • In addition to this considerable inborn variation, magical and alchemical tampering and can create much more dramatic mutations. These include stonelieges, xulgaths alchemically or magically infused with the essence of elemental earth, granting them increased strength, resilience and longevity alongside the ability to magically shape stone; and slaugraks, freakish, bestial mutants born from clutches tainted by the Abyss.
  • Poison Is Corrosive: This is averted with bilebearers, as their attacks are purely poisonous and deal no acid damage. The gutragers, described as a more developed form of the bilebearers, are however purely focused on producing and fighting with acid.
  • Poisonous Person: Xulgath bilebearers produce a viscous, sticky toxin from their throat folds, which they inject through their bites, spit at prey from a distance and use to coat their blades.
  • Precursors: Troglodytes are one of the oldest of intelligent races, and their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races, who were still cave-dwelling fire worshippers, until they overthrew the troglodytes, who are now the cave-dwelling savages instead.
  • Puppet King: Troglodyte chieftains who do not have divine power are usually mere mouthpieces and puppets that answer to the beck and call of the local seer or shaman.
  • The Remnant: Of an ancient empire from before humanity rose to prominence.
  • Reptiles Are Abhorrent: These reptiles are degenerate creatures that worship a demon lord.
  • Smash Mook: Xulgath spinesnappers (also called bonebreakers, marrowventers, and similar colorful epithets) are nine-foot-tall colossi and much stronger and larger than their common kin. They fight with the speed, grace, and strength of sledgehammers, making them ideal as shock troops, combat champions and little else. Their illustration shows one wielding a giant bloodstained hammer, of course.
  • Super Spit: Xulgath bilebearers can spit their toxin as a ranged weapon, poisoning their foes and entangling them in the sticky substance, while gutragers can spit globules of their powerful gastric acids.
  • Writing Around Trademarks: In 1st Edition, they are known as troglodytes, and "xulgath" is introduced only later on as their ancient and forgotten name that only the relic populations in Deep Tolguth still use. In 2nd, as part of a general effort to distance the game's terminology and creatures from their origins in Dungeons & Dragons, "xulgath" is consistently used as their default name, with only occasional mentions of their being called troglodytes in the vernacular.

    Yeti 
Level: 4
Alignment: True Neutral
Size: Large

  • Bigfoot, Sasquatch, and Yeti: White-furred, apelike creatures that live in isolation on the highest peaks of snowbound mountains. They're usually at least neutral and some actively work to fight back various eldritch horrors, but the only ones humans are likely to meet are the Ax-Crazy exiles who have been forced out into the lowlands.
  • An Ice Person: Yetis are more than just adapted to living in icy climates — supernatural cold permeates their bodies, radiating from them in an icy aura and dealing cold damage to anyone they strike in melee; they're themselves immune to cold, but vulnerable to fire.

Giant-Kin

A collection of humanoids joined by their shared subtype, their enormous sizes (which can be anywhere from twice the height of a man to a good couple stories tall) and the fact that they're often inspired by real-life myths of giants and similar beings.

    True Giants 
  • Monster Organ Trafficking: Giant muscles, tendons and sweat glands can be used as stand-ins for enlarge person when creating magic items or to create any magical melee weapon.
  • Our Giants Are Bigger: Giants are a varied group of humanoid species of at least Large size that speak the Giant language. Other than that, all giant subspecies are very different from one other.
    • In terms of size, they range from the Large stone, hill and marsh giants, who are around twice as tall as a human (but in the latter two cases proportionally much broader), to the taiga, fire and frost giants up to three times a human's height, to the Huge storm and cloud giants, who often top twenty feet in height but have much more human-like proportions, to the Gargantuan rune giants forty feet from head to toe.
    • Many types of giant are directly inspired by real-life mythology and folklore. Fire and frost giants, for instance, are directly inspired by the jotunns of Norse myths; cloud giants, with their homes full of magical treasure and legendary ancestors who lived in the actual clouds, take inspiration from Jack and the Beanstalk and similar stories.
  • Slave Race: Giants of all kinds toiled as slaves in Thassilon, as the runelords found their immense strength a valuable asset for raising their immense monuments and on the battlefield alike.
  • Underground Monkey: They come in a very large number of variants themed around numerous environments and elements — barbaric, ice-resistant frost giants, fiery and tyrannical fire giants, brutish hill giants, lightning-wielding storm giants, raft-living river giants, elf-like wood giants...

Ash Giant

Level: 11
Alignment: Chaotic Neutral
Size: Huge

  • Deadly Prank: They think killing a friend with a prank is just good, clean fun.
  • The Immune: Almost all ash giants are asymptomatic carriers of ash leprosy. Anyone hit by their attacks risks getting infected.

Cave Giant

https://static.tvtropes.org/pmwiki/pub/images/giant_cavegiant.png
Level: 6
Alignment: Chaotic Evil
Size: Large

  • Brutish Character, Brutish Weapon: Cave giants are basically giant versions of the Frazetta Man stereotype, and prove remarkably adept with axes of all varieties.
  • Primal Stance: Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect.
  • Skeletons in the Coat Closet: Cave giants often clad in armour patched together from the bones of past victims.
  • To Serve Man: Slaves of cave giants often find themselves fed to either the giants themselves or their lizard pets.

Cliff Giant

Level: 9
Alignment: Neutral Good
Size: Large

  • Fantasy Counterpart Culture: They're basically 13 foot tall Native Americans.
  • Friend to All Living Things: They have spells that allow them to talk to animals and are kind to animals in general.
  • Shrinking Violet: While possible the nicest of the giant races, they prefer to be left alone, which is part of why they live up on cliffs in the first place.

Cloud Giant

https://static.tvtropes.org/pmwiki/pub/images/nalbia.png
Level: 11
Size: Huge

Reclusive, refined giants who inhabit the peaks of high mountains — or, according to rumor, the very clouds — and who very between benevolent protectors of smaller races and cruel, arrogant raiders and tyrants.


  • Amazing Technicolor Population: Cloud giants tend to have milky white, light gray or sky-blue skin.
  • The Beastmaster: Cloud giants often tame flying creatures to serve as pets, war animals and mounts; regular birds, griffins and hippogriffs, Roc Birds and air elementals are commonly seen in all cloud giant holds, while explicitly good-aligned giants often keep pegasi and dragon horses while their evil kin prefer wicked creatures such as harpies.
  • BFS: Cloud giants can wield far bigger weapons (by their standards) without much difficulty.
  • Elemental Eye Colors: Their eyes tend to be gray, violet or blue, matching their ability to create fog and mist and their rumored former ability to walk on clouds.
  • Even Evil Has Standards: Even evil Cloud Giants detest their Papinjuwari cousins.
  • The Fashionista: Cloud giants dress in the fanciest clothing and jewelry possible. To them, appearance indicates station.
  • Horse of a Different Color: Cloud giants often use rocs as flying mounts.
  • Might Makes Right: As the evil cloud giants see it, if you can't keep others from taking your property, your lands and your freedom then you didn't deserve to have them in the first place.
  • Slave Mooks: The Runelords of Thassilon routinely enslaved cloud giants to use as shock troops in their wars.

Desert Giant

Level: 9
Alignment: Lawful Neutral
Size: Large

  • The Teetotaler: Desert giants view mind-altering diuretics like alcohol as dangerous temptations in an environment as unforgiving as the desert.

Fire Giant

https://static.tvtropes.org/pmwiki/pub/images/fire_giant_captain.png
Level: 10
Alignment: Lawful Evil
Size: Large

Resembling enormous, fiery, evil dwarves, the fire giants are the most warlike and militaristic of the giants.


  • Amazing Technicolor Population: The skin colors of fire giants range from bright scarlet through brick red and deep crimson all the way to soot-black.
  • Armies Are Evil: Their characterization tends to hinge on two things first and foremost. Firstly, they're incredibly militarized, tending to vary between being armies with countries to being self-sustaining armies without even a pretense at civilian life, and their lifestyles revolve around either being soldiers, leading soldiers or supporting the army's war machine. Secondly, they're oppressive, evil, borderline fascistic warmongers and slavers who live for toil, warfare and the slaughter and subjugation of "lesser races".
  • BFS: Their favored weapons are enormous two-handed swords.
  • The Blacksmith: Fire giants are removed for their skill in working and shaping steel, especially when it comes to making weapons. Fire giant-made blades are highly sought after by all other giants, where owning one of their crafts carries tremendous prestige, and more rarely among smaller humanoids as well.
  • Elemental Hair Colors: Written material on fire giants tends to describe their hair and beards as bright red and reminiscent of fire and flames, and supposedly glowing like coals when their tempers are roused; in practice, pictures of fire giants forgo the "reminiscent" bit and simply give them Flaming Hair.
  • Flaming Hair: Art of fire giants usually shows their hair and beards as blazing manes of fire. Mythic fire giants have beards made out of lava.
  • Flaming Sword: They have access to a special variant that aids in burning buildings and other structures.
  • Lawful Evil: To the extreme. Their entire society is structured like an enormous army, with everything being about fighting, training and strict obedience.
  • Playing with Fire: Their bodies are so hot that the boulders they throw are super-heated.
  • Proud Warrior Race Guy: Similarly to hobgoblins, their society is based almost entirely around the military.

Frost Giant

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_frost_giant_7.png
Level: 9
Alignment: Chaotic Evil
Size: Large

A race of vicious and brutal giants who act as raiders in the north, especially in the Realm of the Mammoth Lords.


  • Amazing Technicolor Population: They typically have ice-blue skin.
  • The Beastmaster: They have a talent for taming powerful beasts such as mammoths and remorhazes, and for subjugating less intelligent monsters such as white dragons, yetis and worgs.
  • Blood Knight: They live for battle and slaughter, and their battle lust and propensity for brutality has made them some of the most feared of giantkind.
  • Brutish Character, Brutish Weapon: They almost universally favor enormous greataxes as part of their Horny Vikings vibes.
  • Grim Up North: These vicious, gigantic reavers and barbarians make their home in the utmost north of the world; the furthest south they're found is in the very north of Avistan, and most of them live in the ice-locked Crown of the World, Golarion's northernmost continent.
  • Horns of Barbarism: They're almost always depicted with helmets adorned with the horns and tusks of gigantic beasts.
  • Horny Vikings: They're effectively land-bound vikings, complete with horned helmets, lifestyles of constant raiding and jarls and thralls.
  • I'm a Humanitarian: Some frost giants are known to practice cannibalism, eating fellow giants who fall in battle or whom the tribe judges weak.
  • Klingon Promotion: If a frost giant wants to be the new jarl of the tribe, they first need to challenge and kill the old jarl.
  • Made a Slave: Frost giants are enthusiastic slavers, and the survivors of their raids risk finding themselves shackled to a frost giant slave handler and marched off as the giant band's newest slaves.
  • Rape, Pillage, and Burn: Most frost giants sustain themselves almost through raiding and pillaging other intelligent beings, picking fights with whomever they come across to obtain loot, provisions and slaves.

Hill Giant

Level: 7
Alignment: Chaotic Evil
Size: Large

Like ogres, but with a bit more of a martial bent.


  • Dirty Coward: Quick-tempered and fond of violence, a hill giant gladly raids and pillages the weak but is quick to flee from the strong.
  • Even Evil Has Standards: Hill giants may be brutish, violent and destructive barbarians, but even they think ogres are depraved.
  • My Species Doth Protest Too Much: Solitary non-evil hill giants can rarely be found in humanoid societies working as labourers or soldiers. They are despised by other hill giants at large and are often attacked on sight.

Jungle Giant

Level: 10
Alignment: True Neutral
Size: Huge

  • Fantastic Race Weapon Affinity: Jungle giants usually fight with bows, which they consider to be sacred and do not allow outsiders to touch.
  • Matriarchy: Jungle giant tribes are matriarchal, ruled by an elder female.
  • Power Tattoo: Their skin bears protective runic brands etched as a rite of passage into adulthood.

Marsh Giant

https://static.tvtropes.org/pmwiki/pub/images/marsh_giant.png
Level: 8 (9 for brineborn)
Alignment: Chaotic Evil
Size: Large

Degenerate, cannibalistic giants who live in coastal marshes and worship alien powers.


  • Frog Men: Marsh giants have frog-like faces, bulbous black eyes, green skin and webbed fingers, official material outright describes them as "froglike", and they dwell in swamps, preferably those near the sea. Further, the one species they ever get along with are the likewise swamp-dwelling bipedal frogs known as the boggards.
  • Hooks and Crooks: Marsh giants typically use a hooked club called a gaff.
  • Hybrid Monster: Some marsh giants breed with abominations from the deepest seas to produce deformed offspring called brineborn.
  • Monstrous Cannibalism: Many marsh giants are cannibals: they often attack fellow tribe members just to gorge on a particularly fearsome or delicious-looking relative.

Moon Giant

Level: 15
Alignment: Lawful Neutral
Size: Huge

  • Crater Power: When a moon giant throws a rock, it creates an impact crater around the spot where the rock landed.

Mountain Giant

Level: 17
Alignment: Chaotic Evil
Size: Gargantuan

  • To Serve Man: Brutal and sadistic, mountain giants prefer the flesh of humanoids, giant or otherwise.

Eclipse Giant

Level: 19
Alignment: True Neutral
Size: Gargantuan

  • Healing Shiv: An eclipse giant can imbue a rock with the heal spell, causing it to heal the creature that catches it.

Ocean Giant

Level: 14
Size: Huge

Mighty, tempestuous and blue-skinned titans who rule hidden realms beneath the seas.


  • Amazing Technicolor Population: Their skin is in the colors of the sea, generally ranging from deep blue to pale green.
  • Lord of the Ocean: They embody a non-divine version of this, being moody and mercurial blue-skinned rulers of the seas who, depending on personal inclination, may be either benevolent if moody wardens of the undersea world who protect their charges from lofty coral towers or malevolent destroyers who force their will on the people of the sea and send storm and monsters to destroy any ship that crosses their territory.
  • Making a Splash: They can create vortexes and rolling orbs of water, and give themselves the ability to breathe water.
  • Prongs of Poseidon: Fittingly for their role as lords of the seas, their default stats have them wielding masterwork tridents,

Plague Giant

Level: 14
Alignment: Neutral Evil
Size: Huge

River Giant

Level: 6
Size: Large

  • Amazing Technicolor Population: Their skin is usually green, varying from yellow-green shades to rich jade.
  • Born Under the Sail: They live their lives upon their rafts and houseboats, wandering the rivers of the world. When they keep permanent homes, these are usually utilitarian huts on islands or rock formations located where large rivers come together, which serve mainly as storage spaces and travel hubs while their owners wander the breadth of the waterways.

Rune Giant

https://static.tvtropes.org/pmwiki/pub/images/rune_giant_2.png
Level: 17
Alignment: Lawful Evil
Size: Gargantuan

The largest and most powerful of the giants, rune giants were created by the Runelords as taskmasters to control their lesser kin.


  • The Dreaded: Other giants fear and hate them, as their massive size, immense physical power and ability to magically dominate and enslave any other giant, as well as their role as slavemasters over their kin in ancient Thassilon, have led to them becoming the boogeymen and nightmares of giant culture. When rune giants settle or are discovered in an area, even the most powerful and bellicose of giants don't attempt to confront them or fight them off — they all just pack up and get as far away from them as they can.
  • Everything's Better with Samurai: They have a very samurai-esque aesthetic, despite living nowhere near Minkai.
  • Grand Theft Me: The runelords habitually used occult rituals to enter the bodies of their rune giant servants, allowing them to fully control the giant's body and cast spells through it, in order to make use of their prodigious strength and ability to magically enslave other giants.
  • Large and in Charge: A size category larger than any other breed of giant, and able to magically control their smaller kin.
  • Our Giants Are Bigger: Emphasis on the "bigger", as they tower over even other giants at about 40 feet tall on average.
  • The Man Behind the Man: Despite their size and imperialist ambitions few non-giants even believe they exist, as they rarely interact with non-giants directly in favor of sending out enthralled proxies.
  • Mind Manipulation: They're famous for their ability to charm and compel giants. Notably while their mind control abilities work better on giants, they still function perfectly well against anyone else they encounter.
  • Non-Human Humanoid Hybrid: The original rune giants were created by crossbreeding fire giants and taiga giants.
  • Power Tattoo: The runes that are tattooed onto them allow them to control other giants.
  • True-Breeding Hybrid: They were originally created by the Runelords as hybrids of fire and taiga giants, they breed true with no particular issue and they've remained a stable independent species since the fall of the empire that bred them into existence.

Shadow Giant

Level: 13
Alignment: Lawful Evil
Size: Large

  • I'm a Humanitarian: Shadow giants practice a mysterious religion, whose rituals involve cannibalism.

Slag Giant

Level: 7
Alignment: Lawful Neutral
Size: Large

  • Non-Human Humanoid Hybrid: The first slag giants were created by crossbreeding fire giants and stone giants.
  • True-Breeding Hybrid: They were originally created by the Runelords as hybrids of stone and fire giants. In the modern day they breed true with no particular issue and they've remained a stable independent species since the fall of the empire that bred them into existence.

Smog Giant

Level: 7
Alignment: Chaotic Evil
Size: Large

  • Asskicking Leads to Leadership: According to smog giants, whoever's the strongest is usually right.
  • Fantastic Diet Requirement: Smog giants can eat flesh, but prefer diets of black powder.
  • Use Your Head: Smog giants are fond of smashing their craniums together to establish dominance, with the first giant knocked prone being declared the loser.

Stone Giant

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stone_giant.png
Level: 8 (9 for elders)
Alignment: True Neutral
Size: Large

One of the oldest of all giant kinds — only hill and taiga giants can claim to have been around as long — the stone giants are a highly traditionalist people who shun cultural changes. According to their myths, they share a common ancestry with the taiga giants, from whom they were split by the influence of Thassilonian magic, and are the root stock from which all other giant kinds were created by deities and the Runelords.


  • The Beastmaster: Stone giants often keep powerful, primeval creatures — cave bears are a favorite, serving a role similar to dogs', but dire wolves and mammoths are also kept by some communities, while others use gorgons as a sort of livestock.
  • Chameleon Camouflage: A favourite tactic of stone giants is to stand motionless, blending themselves into the background.
  • Dishing Out Dirt: Stone giants can mould a boulder from primal earth and use it as a thrown weapon. Some stone giants elders develop abilities related to mud and stone manipulation, and stone giant sorcerers are typically of the Deep Earth bloodline.
  • Horse of a Different Color: Ancient stone giants often used mammoths as mounts, a practice that some tribes still follow in the modern day.
  • Rock Monster: Sort of. Stone giants certainly look the part, with their thick, hairless gray skin, utter lack of hair, rock-gray eyes and craggy, angular faces, and indeed many people in-universe believe them to be animated statues or creatures of elemental earth. In reality, stone giants are made of the same flesh and bone as everyone else, and their rocky countenances are chiefly a form of camouflage in the stony badlands they inhabit.

Storm Giant

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_storm_giant.png
Level: 13
Alignment: Chaotic Good
Size: Huge

Benevolent but mercurial colossi most often found living on warm islands and coastlines, where they inhabit immense keeps and towers, storm giants see themselves as protectors of their lands and their inhabitants.


  • Amazing Technicolor Population: While most storm giants have human skin colors, certain sea-faring families have blue or sea-green skin. Further, some storm giants are born with purple skin, which is seen as a sign of good luck.
  • Beware the Nice Ones: They are good guys by default, but tend to be pretty tempermental, and can be downright terrifying when they encounter evil creatures.
  • Bow and Sword in Accord: Storm giants usually pepper the enemy with arrows initially, and then switch to their swords when foes get close.
  • Elemental Hair Composition: Storm giants mostly have normal hair colors with some sky blues and light purples mixed in, but their image in the 2nd Edition Bestiary shows a storm giant with a beard and hair made out of lightning.
  • Horse of a Different Color: Storm giants often tame large animals of various sorts as mounts: rocs are popular flying steeds, and they ride whales, large sharks and sea serpents when they need to travel over sea.
  • Weather Manipulation: Storm giants have the inborn ability to control weather, especially lighting. This is represented in-game through all storm giants having control weather, call lightning and chain lightning as spell-like abilities.

Sun Giant

Level: 16
Size: Huge

  • Ray Gun: A sun giant can fire darts of light from their atlatl.

Taiga Giant

https://static.tvtropes.org/pmwiki/pub/images/taiga_giant.png
Level: 12
Alignment: Chaotic Neutral
Size: Huge

Nomadic hunters who inhabit deep forests in the far north of the world, where they follow the herds of megafauna on which they depend. Taiga giants are one of the oldest of all giant kinds, and are very likely to be the ancestors of all other giants.


  • Barbarian Tribe: They're fiercely territorial, tribal nomads native to the high arctic, and strongly resist the influence of civilization. They're fairly benign as long as they aren't bothered, but respond to encroachments and trespassers in their territories with terrifying ferocity and overwhelming force.
  • Guardian Entity: Taiga giants maintain close bonds with the spirits of their ancestors, which can be called upon by their living descendants to protect them from physical and magical harm.
  • Javelin Thrower: Their favored weapons are enormous, long-bladed spears that they can use equally well as melee and hurled weapons.
  • Taken for Granite: Taiga giants in high standing often wield spears capable of petrifying their targets, who remain statues until the spear is removed.

Tomb Giant

https://static.tvtropes.org/pmwiki/pub/images/tomb_giant.png
Level: 12
Alignment: Neutral Evil
Size: Large

Evil giants created from taiga giant slaves in ancient Thassilon, tomb giants are a secretive and feared people who inhabit enclosed, dark underground spaces such as crypts and cavern systems, where they perform horrifying necromantic experiments on anyone unfortunate enough to stumble across their lairs.


  • Black Cloak: In the game's art, they're usually shown waring long, hooded black or dark purple robes.
  • Evil Is Sterile: Their association with undeath, and more specifically their constant exposure to negative energy and necromantic magic, means that tomb giants are all but sterile, and need to syphon off positive energy from captives in order to conceive.
  • The Grim Reaper: They're not actual reapers, but their preference for hooded black cloaks and large scythes, their corpse-like appearance and their association with crypts and the undead are strongly reminiscent of the traditional imagery associated with the embodiment of death.
  • Necromancer: They tend to be especially skilled at raising and controlling undead creatures, and are particularly associated with the creation of necrocrafts, unique and horrific undead created from multiple corpses, body parts and metallic components stitched and bolted together.
  • Planet of Hats: They're creepy, evil and undeath-obsessed necromancers who live underground — every single one of them.
  • Sinister Scythe: Artwork of tomb giants often shows them wielding large, wicked-looking scythes.

Vault Giant

https://static.tvtropes.org/pmwiki/pub/images/vault_giant.png
Level: 17
Alignment: Lawful Evil
Size: Gargantuan

  • Lizard Folk: Vault giants are a species of giant bipedial lizards resembling xulgaths, except much bigger in size. In 1st Edition, they have the reptilian subtype.
  • The Magocracy: Each vault giant clan is led by a circle of powerful psychics who commune with the dark entities they serve and consult with colleagues from other clans to decide the direction for raids and expeditions.
  • Psychic Powers: Vault giants are natural psions.

Wood Giant

https://static.tvtropes.org/pmwiki/pub/images/wood_giant.png
Level: 6
Alignment: Chaotic Good
Size: Large

  • Amazing Technicolor Population: While they have human skin tones in earlier art, the 2nd edition Bestiary depicts them with green skin.
  • Forest Ranger: Wood giants consider themselves to have been chosen by nature to be protectors of the wilderness against the spread of civilization, a vocation they dedicate their entire lives to.
  • Green Thumb: They can speak with plants and turn themselves into trees.
  • Hidden Elf Village: Wood giants are an isolated race, only rarely meeting to trade with other tribes or the occasional elven settlement.
  • Our Elves Are Different: They're essentially the giants' version of elves, down to the hidden forest villages, the reverence for nature and the long, pointed ears.
  • Stealthy Colossus: Wood giants are fourteen feet tall and weigh well over 1,000 pounds, but can move through thick vegetation with unnerving speed and near-absolute quiet.

    Gigas 
Primeval beings created as the ancient titans strode across the young planes, the gigas are a bridge between their divine forebears and the truly mortal giants descended from them.
  • The Ageless: Gigas are immortal and live forever if not killed.

Abaddon Gigas

Level: 17
Alignment: Neutral Evil
Size: Gargantuan

  • Asteroids Monster: According to legend, there used to be only one, primordial titan of their kind, which tore itself to pieces; each sliver of its flesh then formed itself into an Abaddon gigas and went its own way. Some scholars hypothesize that, as Abaddon gigas do not breed or otherwise increase their numbers, the essence of slain gigas flows back to the center of Abaddon, to one day reform the original titan when the last of its spawn will die.
  • No Biological Sex: Abaddon gigas have no sexes and are incapable of reproduction.
  • Pig Man: They resemble bloated, malformed giants with the legs and heads of monstrous pigs.

Abyss Gigas

Level: 16
Alignment: Chaotic Evil
Size: Gargantuan

  • Eyeless Face: Abyss gigas have no visible eyes — a slight indenting beneath their foreheads is the most they get in that regard.

Hell Gigas

Level: 15
Alignment: Lawful Evil
Size: Gargantuan

  • Fantastic Racism: Hell gigas hate fire giants, and delight in tormenting and enslaving them.

    Titans 
Size: Gargantuan

  • The Ageless: A titan does not age and unless killed by violence, a titan is immortal.
  • Our Titans Are Different: Titans are a very ancient race of humanoids that were the first creations of the gods. The giants are their degenerate descendants.

Elysian Titan

https://static.tvtropes.org/pmwiki/pub/images/titan_elysiantitan.png
Level: 21
Alignment: Chaotic Good

  • Walking the Earth: Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power.

Fomorian Titan

Level: 22
Alignment: Chaotic Evil

  • Clingy Costume: Fomorian titans are sealed within their armour.
  • A God Am I: In their pride, fomorians created life of their own, so they too might be worshipped.

Thanatotic Titan

https://static.tvtropes.org/pmwiki/pub/images/titan_thanatotictitan.png
Level: 22
Alignment: Chaotic Evil

  • Creating Life: Thanatotic titan sculptors created the demodands from the foul clay and waters of the Abyss.
  • Evil Versus Evil: Thanatotic titans spend much of their time fighting among themselves or against various demon lords.
  • A God Am I: Thanatotic titans see themselves as true icons worthy of worship. Some work to found personal cults among mortals, while others wage unending crusades against the followers of the gods.
  • Green-Eyed Monster: When they grew jealous of the adulation the gods received from mortals, the thanatotic titans began a crusade to destroy mortal life.
  • Monster Lord: Demodands serve the thanatotic titans as shock troops, generals and slavers.
  • Rage Against the Heavens: The thanatotic titans waged war against the very gods who created them.
  • The Social Darwinist: Thanatotic titans see the fight for survival between newborn demodand siblings as a necessity to make the race stronger.

Hekatonkheires

Level: 24
Alignment: Chaotic Evil

  • Go Mad from the Isolation: The gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. The hekatonkheires drifted in the void for aeons, and the madness wrought upon them by isolation destroyed their memories.
  • Kaiju: Hekatonkheires are 25-ton-heavy monstrosities whose existence is based wholly on the devastation of life.
  • Multi-Armed and Dangerous: Each head of a hekatonkheires has two arms of its own, or 100 in total.
  • Multiple Head Case: A hekatonkheires has 50 heads each.
  • Quest for Identity: Hekatonkheires have no knowledge of why their ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds.
  • Rage Against the Heavens: The hekatonkheires sided with the thanatotic titans in their war against the gods.
  • Shock and Awe: Hekatonkheires are known for their control over lightning and thunder, and a hekatonkheires' arrival is often prefaced by an abrupt and tumultuous storm.

Danava

https://static.tvtropes.org/pmwiki/pub/images/titan_danavatitan.png
Level: 24-30
Alignment: Lawful Neutral

  • Barrier Maiden: Certain danavas have, over the aeons, merged with the cruxes of the universe they oversee. Destroying one of those danava pillars would be a step toward unravelling reality itself.
  • Cain and Abel: The danavas originally went to war against their chaotic titan brothers.
  • Principles Zealot: Conceived originally at the foundation of reality to govern and regulate the mercurial forces that shaped the cosmos, danavas ultimately proved too harsh, rigid and unflinching for their mission.
  • Sealed Badass in a Can: During the war between the danavas and other titans, the gods interceded before creation was rent asunder, placing the danavas in stasis beneath the waves.
  • White Sheep: While danavas are usually Lawful Neutral, some Lawful Good danavas do exist and endeavour to cause the minimum necessary destruction to achieve their goals.

    Trolls 
Alignment: Chaotic Evil

Like the trolls of the World's Oldest Tabletop Roleplaying Game, trolls in Pathfinder are bestial giantkin with immense appetites and obnoxiously potent regeneration. Unlike those other trolls, they're also matriarchal and have somewhat of a druidic bent.


  • All Trolls Are Different: Monstrous, hulking, ravenous humanoids who regenerate from all wounds, no matter how severe, except for those infected through fire or acid. They're technically a kind of giant, and some breeds have multiple heads.
  • Anti-Regeneration: Fire and acid, as always, stymie their ability to regenerate physical damage.
  • Art Evolution: Trolls have undergone some notable changes in how they're depicted in official art. Early material shows them as very lanky creatures, with long, thin limbs, skin-and-bones frames and pronounced, pointy noses. The first Bestiary began the trend of trolls being depicted as much more muscular, hulking and heavily built creatures, with prominent tusks and large underbites. Late in 1st edition they gained bristly manes down their necks, muzzle-like faces as their upper jaw extended to match the lower and generally very boar-like heads.
  • The Berserker: Because of their regenerative abilities they display no fear in combat.
  • Blessed with Suck: That regeneration is awesome, but the downside? It uses so much energy that they're constantly teetering on the edge of starvation.
  • Eats Babies: They'll eat anything they can get their claws on, and have no qualms about eating the children of other races.
  • Even Evil Has Standards: Trolls are borderline animalistic, man-eating evil monsters, but not even they can stand ogres — out of self-preservation if nothing else, as the ogres' short-sighted sadism tends to strip their surroundings of living creatures fairly quickly, and starvation is one of the few things that can permanently kill a troll. Ogres who settle in troll territories tend to be subject to brutal attacks night after night until they're dead or driven off, the trolls' ferocity and regenerative abilities being more than the ogres can deal with.
  • Fantastic Medicinal Bodily Product: Troll livers can be used to create healing items.
  • From a Single Cell: They can bounce back and regrow from pretty crazy injuries; if even one piece isn't burned, the entire troll could come back.
  • Good Thing You Can Heal: Trolls are fully aware of their healing abilities and regularly endure what would be horrific maiming injuries without much complaint or to show Macho Masochism.
  • Healing Factor: Famously, they will regenerate all injuries not inflicted on them by fire or acid — absent those, wounds close, organs regenerate and entire severed limbs grow back from their stumps. This renders trolls very blasé about traumatic injury, to the point that their augurs traditionally read the future by disemboweling themselves and searching for omens in their own entrails as they pull themselves back into their bodies.
  • Hungry Menace: Their insane regeneration is incredibly energy-inefficient; trolls have to eat almost constantly to fuel it.
  • Kill It with Fire: Fire is one of the few things that can permanently damage or kill a troll, and as a result trolls hate and fear it like little else.
  • Our Giants Are Bigger: They're technically a breed of Giant-kin, being generally treated as the most degenerate, bestial and primitive breed of giant.
  • Pig Man: In late 1st and in 2nd Edition, trolls are usually depicted with the protruding muzzles, curving tusks and bristly manes of wild boars.
  • Required Secondary Powers: Why they eat so much — their regeneration eats a lot of metabolic load.
  • To Serve Man: Make no mistake. Their main shtick is still trying to eat people, particularly halflings.
  • Underground Monkey: A wide variety of trolls exist across different climates. All are tied to the environments where they live and sometimes barely resemble each other, outside of their regenerative abilities.

Tombstone Troll

Level: 1
Size: Small

  • Grave Robbing: Tombstone trolls earn their name from their habit of digging up graves in search for an easy meal that can't fight back. Once a tombstone troll has run out of easy pickings in a cemetery, it moves on in the dead of night to find a new hunting ground.

Chimney Troll

https://static.tvtropes.org/pmwiki/pub/images/chimney_troll.png
Level: 2
Size: Large

Trolls that live in urban areas and have healing dependent on fire. Their stats can be found in Daughters of Fury or online here.


  • Breath Weapon: Their Soot Breath allows them to exhale a searing cloud of smoke and cinders that fills the lungs of a targeted creature.
  • Contortionist: A chimney troll is a Large sized creature, but they're capable of contorting their bodies to allow them to squeeze through windows and down chimneys to get at the fire they crave.
  • Disability Immunity: The same affliction that stops them from healing normally makes them resistant to the fire that cripples most trolls. It's an unfortunate troll hunter who discovers this typical weakness is absent in them, and that bringing fire around them may actually make them stronger.
  • The Exile: Their dependency on fire, which other trolls hate, saw them driven from their homelands by their kin and forced to dwell in the urbanized lands of other races.
  • Healing Factor: Chimney trolls don't have on as standard like normal trolls, and are actually completely unable to regain hit points naturally by resting. Instead they must rely on their Inhale Flames ability, which gives them a short-lived regeneration that can be negated by acid or cold.
  • Improvised Weapon: They can use chunks of cobblestone and scavenged rocks as projectiles.
  • Lean and Mean: Perhaps by diet, perhaps by necessity for their contortion, but chimney trolls are much thinner than most types of trolls.

Flood Troll

Level: 2
Size: Medium

  • Parental Abandonment: Scrag mothers eject their flood troll spawn from the brood as soon as the its hormonal mutation makes itself known, which typically occurs a couple of years after the brood is born.

Moss Troll

Level: 3
Size: Large

  • Creepily Long Arms: Moss trolls are smaller and thinner than normal trolls, yet their arms are unusually long and spindly for their size.

Sewer Troll

https://static.tvtropes.org/pmwiki/pub/images/sewer_troll.png
Level: 2
Size: Medium
A small and limber breed of troll that lurk in cramped areas like sewers and caves.
  • Day Hurts Dark-Adjusted Eyes: Sewer trolls' eyes are so sensitive to light that they are momentarily blinded by bright lights.
  • Rubber Man: Sewer trolls are incredibly flexible and can squeeze through small spaces with ease.

Canopy Troll

Level: 3
Size: Small

  • Beware My Stinger Tail: A canopy troll's tail sting injects a tumour of its own regenerating flesh into its target, which grows beneath the victim's skin, sprouting bristly hairs and stubby teeth that cause debilitating pain until it dissolves.
  • Monstrous Cannibalism: After giving birth, canopy troll mothers eat their weaker child to ensure ample nutrition for the stronger one. Canopy trolls that grow old or fall sick also become morsels for the rest of the troop.
  • Oxymoronic Being: Despite being Small (about 3 feet tall) they are still classified as giants.

Frost Troll

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_ice_troll.png
Level: 4
Size: Large

Trolls adapted to the bitter cold of the far north, ice trolls are notably more organized and better-armed than their southern kin, and often ally with wicked humans and frost giants.


  • Amazing Technicolor Population: They have bright icy-blue skin.
  • An Ice Person: They're adapted to icy climates, and immune to cold damage as a result.
  • It Can Think: They're notably smarter than normal trolls (INT 9, almost as smart as the average human). As such they are more likely to use weapons and armor, whereas normal trolls don't bother wearing any protection and just bite/claw their victims to death.
  • Underground Monkey: They're basically just the ice version of normal trolls.

Forest Troll

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_troll.png
Level: 5
Size: Large

  • Plant Person: Forest trolls are deeply linked in flesh and blood to forests and even turn into blackened lumps of charcoal, often still glowing with coals, when killed. In terms of gameplay, they have the Wood trait.
  • Primal Stance: Forest trolls prefer to hunch for comfort and to lull foes into a false sense of security.

Cavern Troll

https://static.tvtropes.org/pmwiki/pub/images/rock_troll.png
Level: 6
Size: Large

  • Disability Immunity: Unlike other trolls, cavern trolls have no weakness to fire — it cannot burn through their rocky skin.
  • Eat Dirt, Cheap: Cavern trolls occasionally eat rocks and minerals, which strengthen their skin, teeth and claws. This leads to a mutually predatory relationship with xorns, as both species eat and are made out of rocks — cavern trolls and xorns who encounter each other will fly into mindless feeding frenzies as they try to devour each other.
  • King Mook: Cavern trolls who devour a large numbers of xorns develop tremorsense and rule over their kin as monarchs.
  • Rock Monster: Downplayed — their skin is hardy and stony, and studded with crystals.
  • Taken for Granite: A cavern troll that stands too long in natural sunlight risks being permanently turned into stone.

Two-Headed Troll

Level: 8
Size: Large

  • Child Eater: Two-headed trolls have an appetite for 'nibbles' that are small enough to devour with one bite, like children.
  • Multiple Head Case: Each of a two-headed troll's heads has its own brain which controls one arm, but both can move the legs.
  • Non-Human Humanoid Hybrid: Trolls and ettins do not normally seek one another as mates, but this pairing is the source of the original two-headed trolls.

Nightwood Guardian

Level: 9
Size: Large

  • Day Hurts Dark-Adjusted Eyes: Nightwood guardians absolutely loathe light, which dazzles their eyes but do not harm them.
  • Forest Ranger: Nightwood guardians patrol the nightwoods on the Plane of Wood to ensure they remain in perpetual shadow, and care little for the excuses of anyone else—intruders or residents.
  • Transflormation: Wounds inflicted on a nightwood guardian turn their flesh to wood.

Mountain Troll

https://static.tvtropes.org/pmwiki/pub/images/mountain_troll.png
Level: 14
Alignment: Chaotic Neutral
Size: Huge

Jotund Troll

Level: 15
Size: Huge

  • Multiple Head Case: The main thing distinguishing them from other trolls is their nine heads, which usually act in concert but also tend to bicker and fight over who gets to taste the meals they eat.
  • Mutants: Jotund trolls are speculated to arise when regular trolls are exposed to intense mutagenic influences, a theory supported by the fact that most of their kind live in either the magically twisted Mana Wastes and the irradiated badlands of Numeria, both areas home to large populations of mutated creatures. In 2nd Edition, they have the Mutant trait.

    Abysogh 
Level: 15
Alignment: Chaotic Evil
Size: Gargantuan

Legends tell of a small cult of foolish storm giants who dug around the Pit of Gormuz in a misguided attempt to free lost Ranginori, and struck a flow of horrific blood from Rovagug or one of his spawn. Contaminated by the blood, the cultists emerged as horribly mutated creatures of hate and destruction. Nearly unstoppable in their mindless rage, they now live only to slaughter and destroy. Their stats can be found in Giantslayer: Shadow of the Storm Tyrant or online here.


  • Achilles' Heel: Only electricity can momentarily snap them out of their endless rage and remind them of what they lost so long ago, allowing them to recover enough of their mortality to die.
  • Bizarre Alien Senses: They're completely blind, but their globular eyes have adapted to be acutely sensitive to low frequency vibrations. These minute air movements ripple across the surface of their eyes, allowing them to "see" as clearly as any creature.
  • Don't Wake the Sleeper: For all of an abysogh’s strength and fury, its body can only sustain an active, destructive state for a few weeks or months at a time. Toward the end of an abysogh’s rampage, the giant becomes sluggish and weary, and starts looking for a place to rest. Once it finds a suitable place, it may remain dormant for decades, or even centuries. Rumors of a sleeping abysogh may attract followers of Rovagug to seek out its lair in order to awaken the giant, as well as giantslayers and followers of Sarenrae who wish to thwart the cultists’ plans and slay the abysogh before it awakens.
  • Dying Race: Since abysoghs cannot abide others of their kind, they never reproduce and will eventually go extinct.
  • Hates Everyone Equally: Like their god Rovagug, they hate everybody equally, including other abysoghs.
  • Healing Factor: They have the incredibly powerful regeneration ability, a healing factor so potent they simply cannot die unless their body is entirely obliterated or their Achilles' Heel is used against them.
  • Super-Strength: They have a Strength score of 45. Ability scores typically cap out at 30, making them ludicrously strong by any standard. For context, this means they're stronger than Tarrasque, some Kaiju, and three-fourths of the Horsemen of the Apocalypse.

    Aigamuxa 
Level: 8
Alignment: Chaotic Evil
Size: Large

  • Eyes Do Not Belong There: Aigamuxas have smooth hollows where their eyes should be; their eyes are actually embedded in the soles of their feet.

    Athach 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_athach.png
Level: 12
Alignment: Chaotic Evil
Size: Huge

Vile and murderous giants with a third arm. Their tropes can be found in Bestiary 2 or online here.


  • For the Evulz: An athach lives to bring misery, ruin and terror to weaker creatures simply for sheer entertainment.
  • Multi-Armed and Dangerous: A gangly third arm extends from one of the athach's armpits.

    Berberoka 
Level: 15
Alignment: Neutral Evil
Size: Huge

  • That's No Moon: A berberoka's mottled backside grants them natural camouflage that allows them to hide in plain sight. Berberokas tend to disguise themselves as rock formations while they lie in wait for passersby.
  • Why Did It Have to Be Snakes?: Berberokas are kabourophobic, so many folktales suggest bringing a crab should one suspects a berberoka nearby. If no crab is available, clicking one's tongue or snapping one's fingers might suffice.

    Cyclops 
Level: 5 (common), 7 (oracular), 9 (kabandha) 12 (great)
Alignment: Neutral Evil (common, oracular), Chaotic Evil (great), Lawful Neutral (kabandha)
Size: Large (common, kabandha, oracular), huge (great)

In the time after Earthfall, the Cyclops empire of Gol-Ghan did battle with the magically adept human empire of Shory. The creatures' tremendous and uncontrollable hunger proved their downfall, as they slowly drained their lands of resources and had to scrabble to survive, leaving their holdings undefended from Shory attacks. Their empire faded into legend and now they live on as desperate, disparate brutes.


  • Always Chaotic Evil: Subverted. In the Inner Sea region, cyclopes are almost entirely evil brutes, but in the islands of Iblydos they coexist in harmony with the human city states as prophets and oracles.
  • Charles Atlas Superpower: In a sense. The cyclopes' "Flash of Insight" ability is said to come simply from their impossibly good sight.
  • Classical Cyclops: Cyclopes are barbaric giants distinguished by their single eye, ravenous hunger, having once been a might civilization that long since collapsed, and lingering ties with the Ancient Greece Fantasy Counterpart Culture of Iblydos.
  • Dying Race: Cyclopes are slowly but surely dying out, as their intense hunger makes it extremely difficult for their communities to sustain themselves and more and more become feral and bestial great cyclopes with every passing year.
  • Formerly Sapient Species: The cyclopes are in the process of becoming this. In the past, they were highly civilized and ruled a number of powerful empires. However, their intense hunger proved too taxing on resources to sustain and these civilizations all collapsed, leaving cyclops-kind a collection of primitive tribes. Modern cyclopes are stuck as scattered primitives, as they drain too many resources to be able to form more than small, nomadic tribes, and most live in pairs or alone, and are often driven to surrender entirely to their hunger, giving up on civilization and living as solitary hunters. The ultimate end of this process is transformation into great cyclopes, hulking brutes with no trace of higher intellect or culture, who live alone in the wilderness as little more than tool-using beasts. The number of feral and great cyclopes is constantly on the rise, while civilized cyclopes are fewer and fewer, and the species seems largely doomed to fully descending into animalism.
  • Genius Bruiser: The cyclopes of Ghol-Gan were quite gifted artificers, not unlike the Shory.
  • Horror Hunger: More pronounced than in other evil giants, because cyclopes are intelligent enough to realize how much their constant ravenous hunger holds them back.

    Ettin 
Level: 6
Alignment: Chaotic Evil
Size: Large

  • Dual Wielding: An ettin fights with a flail or javelin on both hands, and is especially proficient with this because each head controls an arm.
  • Multiple Head Case: An ettin has two heads, each controlling a half of the body.
  • The Pig-Pen: Ettins never bathe and are always extremely dirty and grimy.

    Firbolg 
Level: 4
Alignment: True Neutral
Size: Large

  • Hidden Elf Village: Firbolgs distrust most other humanoids except elves, and dwell only in remote places far from civilisation, amidst fey and spirits of nature.

    Gegenees 
Level: 16
Alignment: Chaotic Neutral
Size: Huge

  • Disability Superpower: A gegenees clan's three oldest and most revered women, known as venerable mothers, pluck out their eyes to prove their devotion to the clan, and develop powerful abilities in exchange for their loss of sight.
  • Does Not Like Magic: Gegenees distrust arcane spellcasters, and expel those with innate sorcerous talents from their clans.
  • Multi-Armed and Dangerous: Gegenees have six arms each.

    Guiltgorger 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_guiltgorger_giant.PNG
Level: 8 (normal), 14 (Worldgorger)
Alignment: Chaotic Evil
Size: Huge (normal), Gargantuan (Worldgorger)

Ravenous giants spawned from the spilt blood of Rovagug. Seeing their aberrance, the gods chained them to a frozen slab of Rovagug's blood and imprisoned them in the underworld cavern of Myrkos. While most went mad, some were set loose and retained their power.

Their 3.5 stats can be found in Clash of the Kingslayers.


  • Breath Weapon: Their baleful Discharge lets them spray a large cone of negative energy from their mouths, though this also causes them to vomit up any creatures they had swallowed.
  • Horror Hunger: Guiltgorgers were always hungry and gluttonous, but their imprisonment changed their stomach into portals of negative energy. This energy constantly pains them, and only by devouring living creatures to temporarily absorb it can they find a temporary relief.
  • Know When to Fold 'Em: Extraplanar, ageless, and in constant incredible pain, guiltgorgers are usually reckless fighters but will cut and run if a foe deals sixty points of damage (about 1/3rd of their health) in one attack.
  • Just Eat Him: Their first action in combat is always to eat any creature they can, activating their healing and allowing them to use their Baleful Discharge. They can hold an infinite amount of creatures in their stomachs due to their nature as a portal, so there's no limit to how much they can do it either.
  • Large and in Charge: Worldgorgers are the strongest and largest of guiltgorgers.
  • Lean and Mean: They're all incredibly thin, as their hunger can never truly fill their bellies.
  • Monstrous Cannibalism: Worldgorgers are nearly as strong as all guiltgorgers once were, maintaining their power by eating their own fellow guiltgorgers in their prison.
  • Religious Bruiser: While guiltgorgers favor levels in barbarian, worldgorgers prefer to become clerics of Rovagug.
  • Sealed Evil in a Can: The majority of them are still imprisoned, though some have been freed through the actions of gods, fiends, or even their own power.
  • Summon Magic: One who knows of them can summon a guiltgorger with summon monster VIII.

    Inverted Giant 
Level: 11
Alignment: Chaotic Evil
Size: Huge

Giants who failed their Thassilonian masters and were turned inside-out as punishment, left to lead a tortured existence of pain and servitude. Their stats can be found in Lost Kingdoms or online here.


  • Body Horror: Again, they were turned inside out and kept alive.

    Ogre 
Level: 3
Alignment: Chaotic Evil
Size: Large

Cruel, cannibalistic brutes with the intellect of cold porridge. So far, so standard, but Pathfinder's ogres take things a bit of an extreme, being the living incarnation of Hillbilly Horrors.


  • Darker and Edgier: Than most incarnations. Pathfinder as a whole has a more adult bent than more mainstream fantasy, but ogres are one of the places where Paizo went whole hog, with incest, rape, and abuse being a huge part of their interpretation of the ogre.
  • Even Evil Has Standards: Ogres are so depraved, so brutish and so destructive that even other species of otherwise brutal monsters, like hill giants and trolls, hate them.
  • Hillbilly Incest: Ogres are based on a particularly monstrous and savage take on the theme of depraved cannibal hillbillies, complete with crude slang from the US South and a taste for banjos. They are also infamous for their incestuous practices, which often result in ogre clans being riddled with deformities, birth defects and congenital disabilities.
  • Our Ogres Are Hungrier: Pretty bog standard, as ogres go — big, hulking, stupid and vicious man-eaters. Except for all the rape...
  • Psychopathic Manchild: And unlike goblins, there is nothing amusing about their antics.
  • Rape Is a Special Kind of Evil: To say that ogres are rarely either attractive or particularly likable is an understatement if there ever was one. That said, ogrekin are terrifyingly common.

Merrow

Level: 3 (freshwater), 6 (saltwater)
Alignment: Chaotic Evil
Size: Large (freshwater), Huge (saltwater)

Merrows are an aquatic variant of ogres and look and behave much like their terrestrial counterparts, although saltwater merrows can grow far bigger than ogres.


  • Amazing Technicolor Population: They typically have blue or green skin.
  • Call a Pegasus a "Hippogriff": In Irish folklore, from where the term originates, "merrow" is for all intents and purposes a synonym for "merman" or "mermaid". In Pathfinder, much like in Dungeons & Dragons where this particular monster originates, it's instead used for amphibious ogres.
  • Fish People: Downplayed, especially compared to species like the deep ones, skum and sahuagin with which they share the oceans, but there are definite piscine elements in the merrows' design, chiefly their green and often scaled skin and their webbed and clawed hands and feet.

Ogrekin

Level: Same as base creature + 1
Alignment: Evil
Size: Medium

The hideous, malformed progeny of ogres and their victims.


  • Child by Rape: Inevitably, ogrekin are born as a result of ogres raping members of other humanoid species.
  • Non-Human Humanoid Hybrid: Ogrekin are the results of unfortunate unions between an ogre and another humanoid.

    Papinijuwari 
Level: 13
Alignment: Neutral Evil
Size: Huge

Hideous, one-eyed giants distantly related to cloud giants, known for their affinity for disease and ability to fly by clutching flaming torches.


  • Cyclops: While not true cyclopes, papinijuwari have a single, milky-white eye staring from the middle of their foreheads.
  • Flight: At night, papinijuwaris can fly through the sky by clutching torches — any torch will do, as the giant's magic will prevent it from going out mid-flight — appearing as shooting stars from the ground.
  • Life Drain: Papinijuwaris can recover health by sucking it out of creatures suffering from disease.
  • Plague Master: Papinijuwaris can sense the presence of disease in other creatures, and can feed parasitically from the life force of those affect by disease.

    Thawn 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_thawn.jpg
Level: 2
Alignment: Chaotic Evil
Size: Large

Grotesque nomads native to wretched plains and barren hills, thawns are ogre-like creatures that bear fold upon fold of sagging, excess flesh and have long claws for fingers.


  • Boomerang Bigot: Thawns are incredibly self loathing about their appearances. Other creatures find them ugly, but only thawns are disgusted to the point of physical ailment by their appearances. Some scholars claim this is because they once looked like something different and were cursed into their present forms, but the lack of records kept by the thrawn make this nothing but conjecture.
  • Combat Pragmatist: They disdain anything like a fair fight, using ambushes, traps, and every dirty trick they can think of.
  • Even Evil Has Standards: Even ogres revile thawns as mindless killers and bogeymen, attacking and slaying them on sight. Ogres, the ones who are usually on the receiving end of this.
  • The Grotesque: Averted, much to the misfortune of anyone who makes this mistake. The poor souls who assume they were cast out for their appearances and take pity on them rarely live to regret their charity as a thawn's true disposition shines.
  • In-Series Nickname: Often called "mud giants" despite not actually being true giants.
  • In the Hood: Their common apparel, as it helps hide their faces in case they encounter a reflection.
  • It Can Think: In the words of the developers, the thawn is a great antidote to the player who thinks they're the only one who can be sneaky. Their whole battle strategy revolves around hunting through deception, tricking casters into wasting spells on fake enemies and preying on those who split off to rest or scout.
  • Mundane Utility: A rather disgusting example, thawns will often use the folds of their skin as pockets.
  • Red Right Hand: Thawns are utterly grotesque and have personalities to match. Their skins is mud colored and sagging, their hair grows only in irregular greasy tufts, and their mouths droop with distorted tooth-laden gums, complimenting cruel and sadistic personalities.
  • Sleeping Dummy: Thawns use the same basic tactic to set up ambushes, creating decoys out of mud, stones, and animal carcasses. Travelers will see the decoy thawn from a distance and change their course to avoid them, only to end up wandering into the true trap.
  • Teeth-Clenched Teamwork: A thrawn's hatred for the appearance of their own kind makes it ahrd for them to get along, though they travel in groups most of the time. They're also rather selfish, tending entirely to their needs and leaving others to care for themselves. Its to the point that they often wander away or join new groups without any of the involved parties even noticing the change.
  • Try and Follow: Their utter lack of standards lead them to lair in places they know no sane creature would go, willingly making their homes in filth-choked pools, muddy ravines, rotting bogs, and even worse places.
  • Walking the Earth: Mostly out of indifference, as one leaky cave or muddy gulch is as good as any other. As a result they have no sentimentality to a home and think nothing of stripping it of any food sources or amenities, forcing them to move on even sooner once they've despoiled it.
  • Wolverine Claws: Their fingers end in foot-long claws they use as weapons.
  • Worthless Yellow Rocks: They don't care about traditionally valued materials, in part because the shining surfaces of metal or precious stones risk showing them their reflection.

    Troggle 
Level: 4
Alignment: Chaotic Evil
Size: Large

These dim-witted creatures are a mongrel cross between a troll and an ogre, combining the worst features of each.


  • Hybrid Monster: Of interbreeding between trolls and ogres.
  • Kill on Sight: Trolls utterly loathe troggles, a hatred only eclipsed by their anger at the ogres that created them in the first place. Trolls will immediately kill any troggles that come to their attention, then band together to utterly destroy whatever ogre clan had them in the first place.

    Ved 
Level: 5
Alignment: Neutral Evil
Size: Large

  • Breath Weapon: Veds' enormous lung capacity allow them to exhale air in a mighty blast, extinguishing small fires and knocking prone any who stand before them.

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