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Inner Sea Monster Codex

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Inner Sea

Monster Codex
Monster Index
The following table presents all of the sample monsters in this book in alphabetical order, indicating each creature’s challenge
rating, alignment, race (and associated templates), and class, and the page on which the monster can be found. Information on how
to integrate these specific creatures into encounters with others of their kind can be found in each race’s respective entry.

Challenge
Name Rating Alignment Race Class Page
Awakened agent 11 LE Gillman Sorcerer 12 33
Centaur charger 14 N Centaur Cavalier (charger) 11 9
Centaur forager 6 N Centaur Ranger 3 7
Centaur greenspeaker 4 NG Centaur Shaman 2 6
Centaur outcast 7 CG Centaur Wizard 7 8
Cyclops grand-eye 10 N Cyclops Oracle (cyclopean seer) 8 20
Cyclops lorekeeper 13 NE Cyclops Arcanist 11 21
Cyclops manhunter 7 NE Cyclops Ranger 2 18
Cyclops smasher 9 NE Cyclops Barbarian (breaker) 4 19
Deadfall tracker 5 CE Charau-ka Slayer 4 12
Derro bodysnatcher 10 CE Derro Rogue 7 26
Derro brainwasher 5 CE Derro Bard 2 24
Devotee of the Ravener King 7 CE Charau-ka Cleric of Angazhan 5 14
Divine chieftain 14 N Girtablilu Druid (desert druid) 10 39
Dune strider 11 N Girtablilu Ranger 3 37
Half-fiend scion 15 NE Half-fiend urdefhan Warpriest of Szuriel 12 63
Itaraak champion 9 CN Strix Slayer 10 56
Jungle trickster 8 CE Charau-ka Bard (sound striker) 6 15
Kin seeker 6 NE Orc ogrekin Hunter 6 50
Kreegwood stalker 3 NE Human ogrekin Ranger 3 48
Labyrinth guardian 8 CE Minotaur graveknight Fighter 1 43
Minotaur marauder 6 CE Minotaur Ranger 2 42
Orvian necromancer 12 NE Urdefhan Necromancer 11 62
Prophet of Baphomet 13 CE Minotaur Cleric of Baphomet 11 45
Quick striker 12 N Girtablilu Rogue (scout) 8 38
Raging sting 9 CN Girtablilu Barbarian 1 36
Ship scavenger 5 N Gillman Ranger 6 30
Sightless Sea sailor 4 NE Urdefhan Swashbuckler 1 60
Simian sharpshooter 6 CE Charau-ka Gunslinger 4 13
Skaveling rider 10 NE Urdefhan Cavalier 7 61
Squall seer 9 CN Gillman Bard (sea singer) 10 32
Strix infiltrator 3 N Strix Investigator 4 54
Strix rokoa 11 LN Strix Shaman (speaker for the past) 12 57
Strix voyager 5 N Strix Bard 6 55
Stroud apprentice 10 NE Changeling ogrekin Witch 10 51
Tangle tender 10 NE Minotaur Rogue (trapsmith) 8 44
Thanegraves looter 4 CE Half-ogre ice troll — 49
Urban stalker 7 CE Derro Slayer 4 25
Wet-House emissary 7 N Gillman Aristocrat 2/investigator (mastermind) 7 31
White-eyed torturer 12 CE Derro Alchemist (vivisectionist) 11 27
Authors • John Compton, Paris Crenshaw, Mike Myler,
Tork Shaw, and Larry Wilhelm

Cover Artist • Jason Engle


Interior Artists • Aleksey Bayura, Mark Behm, Milivoj Ćeran,
Wayne England, Miguel Regodón Harkness, Audrey Hotte,
Jaime Martinez, Will O’Brien, Maichol Quinto,
Patrick Reinemann, Chris Seaman, and Kim Sokol

Creative Director • James Jacobs


Editor-in-Chief • F. Wesley Schneider
Executive Editor • James L. Sutter
Development Leads • Crystal Frasier and Mark Moreland
Table of Contents
Senior Developer • Rob McCreary Introduction . . . . . . . . . . . . . . . . . . . . . . . 2
Developers • John Compton, Adam Daigle, Mark Moreland,
and Owen K.C. Stephens
Assistant Developers • Crystal Frasier,
Centaur . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Amanda Hamon Kunz, and Linda Zayas-Palmer
Senior Editors • Judy Bauer and Christopher Carey
Charau-Ka . . . . . . . . . . . . . . . . . . . . . . . . 10
Editors • Garrett Guillotte, Joe Homes, and Jason Keeley
Lead Designer • Jason Bulmahn Cyclops . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Designers • Logan Bonner, Stephen Radney-MacFarland,
and Mark Seifter Derro . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Managing Art Director • Sarah E. Robinson
Senior Art Director • Andrew Vallas Gillman . . . . . . . . . . . . . . . . . . . . . . . . . 28
Art Director • Sonja Morris
Graphic Designer • Emily Crowell Girtablilu . . . . . . . . . . . . . . . . . . . . . . . . 34
Publisher • Erik Mona
Paizo CEO • Lisa Stevens
Minotaur . . . . . . . . . . . . . . . . . . . . . . . . 40
Chief Operations Officer • Jeffrey Alvarez
Director of Sales • Pierce Watters Ogrekin . . . . . . . . . . . . . . . . . . . . . . . . . 46
Sales Associate • Cosmo Eisele
Marketing Director • Jenny Bendel Strix . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Vice President of Finance • Christopher Self
Staff Accountant • Ashley Kaprielian
Data Entry Clerk • B. Scott Keim
Urdefhan . . . . . . . . . . . . . . . . . . . . . . . . 58
Chief Technical Officer • Vic Wertz
Software Development Manager • Cort Odekirk
Senior Software Developer • Gary Teter
Campaign Coordinator • Mike Brock
Project Manager • Jessica Price Reference
Licensing Coordinator • Michael Kenway This book refers to several other Pathfinder Roleplaying Game products using the following
Community Team • Liz Courts and Chris Lambertz abbreviations, yet these additional supplements are not required to make use of this book.
Customer Service Team • Sharaya Kemp, Katina Mathieson, Readers interested in references to Pathfinder RPG hardcovers can find the complete rules of
Sara Marie Teter, and Diego Valdez
these books available online for free at paizo.com/prd.
Warehouse Team • Will Chase, Mika Hawkins,
Heather Payne, Jeff Strand, and Kevin Underwood
Website Team • Christopher Anthony, Winslow Dalpe,
Advanced Class Guide ACG Ultimate Equipment UE
Lissa Guillet, Julie Iaccarino, Erik Keith, and
Scott Spalding Advanced Player’s Guide APG Ultimate Magic UM
Ultimate Combat UC

On the Cover

This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying
Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion
of this work other than the material designated as Open Game Content may be reproduced in any form without
Paizo Inc. written permission.

7120 185th Ave NE, Ste 120 Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc.,
the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo
Redmond, WA 98052-0577 Inc.; Giantslayer, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder
Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module,
Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks
The gathering of monsters in this paizo.com of Paizo Inc.

cover by Jason Engle can only mean Printed in U.S.A.

danger and excitement for the brave


adventurers bound to encounter them.
P
er the Council of Enlightenment’s request, I have dedicated several years to the objective study of the
proudly submit this report for the collective species that walk, fly, and swim beyond our borders. I
edification of the Glorious Endeavor. subsequently propose that the Council approach the best
In our wisdom, we have no illusions regarding how and brightest among several of these races and invite
large the world is compared to our utopian isle, which rises them to Promise. We can study their bodies and minds
above a sea of mediocrity as a shining example to those over the course of a year, glean the essence of what makes
with the sense to see. Nonetheless, paragons of humanity them thrive, and integrate these carefully pruned virtues
arise elsewhere through chance and circumstance, and it into our own walled garden. Once the year has passed,
is our mandate to invite these people to join our ranks. we can release them back into the wild. Perhaps they will
Their bloodlines mix with ours, and together we grow bring tales of our accomplishments back to their own
stronger. Conversely, I have heard many of my colleagues people, encouraging these disparate races to transcend
dismiss nonhumans as useless in pursuit of the Glorious their base roots and become something greater. After all,
Endeavor. I strongly believe this is misguided. we—as students of perfection—can grow in excellence
Of course, reckless faith is inferior to a well-reasoned only so long as others continually grow and refine the
argument, just as a savage orc berserker cannot standards against which we measure our own progress.
compare to a finely trained martial artist. As a result, I Strix: The dwindling populations of these winged
entities in Cheliax tell a sad story of a proud species
driven into the harsh frontier, but their struggle has
bred resilience and determination. Even if they were
reproductively compatible with humans, hundreds of
years of Chelish aggression has imparted a burning
distrust of outsiders; the strix are unlikely to be receptive
to Hermea’s message. Still, we could learn much from
their survival in the face of tribulation while also being
reminded of our own imperfections and how we might
overcome them. After all, a strix’s prejudices may be
biased, but even in bias there is a kernel of truth.
Gillmen: Just as the strix once conquered the sky, so
have the gillmen triumphed beneath the waves. The so-
called “Low Azlanti” allege to be the true descendants
of the renowned civilization that ruled during the Age
of Legend. If their mythological claims are true, then
slumbering deep within each gillman may be the banked
embers of greatness. Is it not our moral obligation to
fan these coals and inspire this race to reclaim their
legendary heritage? As we have welcomed a hint of elven
beauty in one generation and a dab of orc strength in the
next, I believe our great-grandchildren would benefit
from having such an aquatic ancestor.
Charau-Ka: Even though predominantly evil peoples
Yllaria Aurnosa are a violent stain that mars Golarion’s cultural landscape,
they serve as a catalyst for true heroics and an allegorical
study in positive traits either taken to an extreme or
improperly moderated. Few better espouse this than the
curious charau-ka, the scourge of the Mwangi Expanse.
To their credit, the charau-ka are commendable parents,
and their simian characteristics make them naturally
gregarious. Perhaps their most extraordinary
feature is their zeal, which makes them utter
paragons of tribal spirit who border
on nationalistic fervor. It is at
once both disturbing and riveting
to observe. Are there elements of this passion
we might incorporate into our own anthems and
celebrations? I recommend securing a small group of

2
Inner Sea Monster Codex

these creatures so that we might better observe their


social interactions. New Rules
Introduction
Cyclopes: The legendary collapse of the empire of
Ghol-Gan is documented in our libraries, and the modern Each type of monster detailed in this book is presented
descendants of this once-noble people have fallen far with new rules to expand its role within the world of Centaur
in the intervening millennia. Those cyclopes who were Golarion. While some of these rules are unique to the races
willing to speak with my agents seemed to know little they are presented with, others can be taken by members Charau-Ka
of their past; exciting as it might be to invite a cyclops of other races, at the GM’s discretion. When new rules are
to lead a symposium about the accomplishments of lost referenced in the sample monsters, they are followed by
ages, I suspect our guest would contribute little more than an asterisk (*) to indicate they first appeared in this book. Cyclops
wild stories. Instead of lingering on the past, it is best
that we look to the future and focus on the extraordinary means of understanding the creatures’ logic through Derro
prophetic powers that these giants possess. What could extended tests or even dissection—not on a thinking
even one cyclops presage about Hermea if brought to the creature. We must simply consider what role minotaurs
Gillman
island? And what one giant learns of our paradise might might play in the future; for now, they are as intricate a
inspire a renaissance of Ghol-Gan culture—at least the puzzle as the mazes they traverse with ease.
culture prior to that empire’s debauched collapse. Urdefhans: Much like the rumors of demon-infused Girtablilu
Derros: I hesitate to judge a region’s people in their elves that have surfaced over the past decade, tales of
entirety, yet I cannot help but observe that in general, daemon-sworn humanoids in the darkest reaches of Orv Minotaur
those humanoids native to the Darklands adopt equally have gradually trickled to the surface—thankfully without
dark and nefarious philosophies. The derros are no the urdefhans following suit. Though I’m interested in
exception. Each seems to exhibit a unique blend of extending invitations to many of the other creatures on this Ogrekin
psychoses, and yet they are able to coexist and even list, I recommend against letting these deranged beasts set
cooperate to achieve terrifying goals. Of course, evil foot on Hermea. They are, however, useful as a cautionary Strix
does not disqualify merit and skill, and the derros’ tale, illustrating the dangers of accepting an evil patron’s
manic obsession with methodical experimentation guidance rather than excelling by one’s own strength.
and vivisection has given rise to a wealth of scientific Centaurs: The human or near-human form appears Urdefhan
knowledge tragically separated from any moral compass. across numerous species, which speaks to the versatile
Were we able to discuss these discoveries rationally, strength of our physical design. Centaurs are virtually
we could learn so much! However, that relies on our indistinguishable from us from the waist up, yet by
translating the creatures’ hectic speech and preventing happy accident or the willful act of a greater force, they
them from doing to us what they have done to so many have sacrificed some of their adaptability for legs better
other unfortunate victims. suited to the plains and hills they favor. My attempts to
Ogrekin: In the decades since our guiding patron contact Avistani tribes suggest they are reclusive and
Mengkare founded Promise and began the Glorious slow to accept the spread of civilization. Some outcasts
Endeavor, we have incorporated trace elements of other have eschewed their people’s ways, but interviewing
races into our bloodline to grant our descendants an them may provide a biased view of centaur society. We
ever-finer wealth of virtues. We do this purposefully might need to be creative in how we approach potential
and conscientiously, with beautiful results. The ogrekin subjects in order to reap the greatest results.
are proof that even reproductively compatible species Girtablilus: Like the centaurs, the girtablilu have
should not always interbreed. The union of human evolved a half-human form suited to their environment.
and ogre creates an unpredictable offspring with both In particular, they favor ancient ruins such as the wreckage
grotesque advantages and curious deformities, and we of Ancient Osirion in northern Garund, and I gather
can look to this scattered population as case studies in they hold the past sacred to the detriment of continued
how carefully we must avoid inbreeding and contemplate innovation. This scholarship is still commendable in its
the ramifications of cross-species coupling. own way, and even though I do not share the girtablilus’
Minotaurs: Minotaurs are powerfully built, and as religious devotion to fallen empires, there is much we can
with ogres and lesser giants, their excessive strength has learn about failed civilizations that can inform our own
left successive generations more reliant on brawn than decisions in governing Hermea.
brains. Despite this, the typical minotaur demonstrates
In Mengkare’s name,
extraordinary cunning that far exceeds its academic
accomplishments. I doubt a representative visiting Yllaria Aurnosa, Third Generation
Hermea would be eager to speak civilly, even if it could
Council Liaison for the Promise College
adequately articulate the nuances of its navigational
abilities. Furthermore, I would not advise more drastic of Enlightened Excellence
3
Centaur
Centaurs have human torsos and equine bodies, and joined the diabolical bureaucracy of Cheliax. And
a combination that inspires an aloof pride among in south-central Garund, lean, zebra-striped plains
many of these six-limbed creatures. Centaurs believe runners hunt prey upon expanses of veldt and wage war
themselves to be superior to both humanoids and against the undead beyond the Field of Maidens, the
horses—a product of the best qualities of both, but with strange monument that marks Geb’s southern border.
the imperfections of neither. Much like humans, these Regardless of their homelands, centaurs have nearly
hybrids comprise many distinct ethnic and cultural universal reputations among outsiders as legendary
groups across Golarion. hunters, fierce warriors, and guardians of nature. Many
The realm of Iobaria, east of Brevoy on the continent centaur tribes are insular, fiercely superstitious, and avoid
of Casmaron, accommodates three distinct centaur most contact with the outside world. Their relationship
ethnicities: the hardy Azorva, the civilized Rashalka, with nature inspires many to become powerful druidic
and the barbaric Tsolniva. To the south, the lowlands and shamanistic devotees.
of the Isle of Kortos—best known for the sprawling city While they maintain well-defined territories, centaurs
of Absalom—are home to ancient centaur tribes, which rarely build permanent settlements within them,
wage guerilla warfare against the unwanted colonization preferring instead to lead nomadic lives of hunting
of their homeland and against the harpy and minotaur and gathering within their lands. Centaur structures
tribes that make their homes in the Kortos Mounts. Far are typically large and open to the elements to allow the
to the west in the foothills of the Menador Mountains, centaurs within both comfortable accommodation and
many centaurs have shed their independent traditions easy movement.

4
Inner Sea Monster Codex

Centaurs are incredibly stubborn, and tend to work Prerequisite: Centaur (or any tauric creature at the
very poorly with members of other races, scoffing at GM’s discretion).
Introduction
commands and refusing to accept dissenting opinions Class Skills: A charger gains Acrobatics, Knowledge
on strategy and honor. They hold humanoid cavalry in (nature), and Survival as class skills, but does not gain
particular disdain, seeing mounted troops as insulting Climb, Handle Animal, or Ride as class skills. This alters Centaur
poseurs. The proud centaur people almost never allow the cavalier’s class skills.
themselves to be ridden into combat, serving as mounts Weapon and Armor Proficiency: A charger is proficient Charau-Ka
only as a means of carrying the injured to safety or in with all simple and martial weapons, with light and medium
other emergencies. Centaurs see saddles as chains and armor, and with shields (except tower shields). A charger’s
horseshoes as manacles, and most refuse to use either, cavalier levels stack with any fighter levels he possesses for Cyclops
even when such tools would ease their burdens or allow the purpose of meeting the level prerequisite for feats that
them to more comfortably traverse harsh terrain. can specify a lance, such as Weapon Specialization. This Derro
Full statistics for centaurs can be found on page 42 of replaces the cavalier’s weapon and armor proficiencies.
the Pathfinder RPG Bestiary. Natural Mount (Ex): A charger counts as having the
Gillman
Mounted Combat feat only for the purpose of meeting
Centaur Encounters feat prerequisites, and substitutes the Acrobatics skill
While travelling near centaur lands, characters can often for any Ride skill prerequisites when acquiring feats that Girtablilu
glimpse groups of 15 to 20 stoic centaur warriors from have Mounted Combat as a prerequisite. Because of his
afar. Tribes hope these shows of force will deter outsiders equine form, a charger can wield a lance one-handed as Minotaur
from trespassing on their lands. If strangers still advance, if mounted and deals double damage with a lance while
a vanguard of two to four centaur chargers thunders charging. A charger can never gain the benefit of the
towards the interlopers and demonstrates a militaristic Mounted Combat feat (or other similar feats or effects, Ogrekin
march that stops just short of violence. Trespassers such as Trick RidingAPG) if ridden by another creature.
who remain peaceful amid the chargers’ taunts and can This ability replaces mount. Strix
convince the vanguard that no other path around the Thundering Hooves (Ex): At 3rd level, a charger’s hoof
tribe’s territory is available (and who also offer some attack deals an additional 1d6 points of damage and its
service in return) may be granted supervised passage critical threat range increases to 19–20. This effect doesn’t Urdefhan
through the centaurs’ realm. stack with any other effect that expands the critical threat
Travelers who stumble unwittingly into centaur lands, range of a weapon. Whenever he performs a charge, the
or who attempt to trespass stealthily but fail to obscure charger can make an additional hoof attack against his
their presence, are swiftly tracked down by a band of two target with a –5 penalty on his attack roll. This ability
to 12 centaur foragers. These rangers harry trespassers, replaces cavalier’s charge.
providing ample opportunities for them to flee. If the Courser (Ex): At 4th level, a charger’s constant training
intruders resist, the foragers stalk them while calling in increases his land speed by 10 feet. A charger can also move
reinforcements (usually an additional two to six foragers through up to 10 feet of difficult terrain each round as if it
accompanied by a centaur greenspeaker) to help repel the were normal terrain. These benefits apply only when he is
stubborn interlopers. wearing no armor, light armor, or medium armor, and not
In rare instances, centaurs welcome travelers into carrying a heavy load. Apply this bonus before modifying
their settlements and camps in sacred glens, savannas, the charger’s speed because of any load carried or armor
steppes, and tors. Usually an enclave of clan chiefs rules worn. These bonuses stack with any other bonuses to the
these regions, and many of these leaders practice divine charger’s land speed or ability to ignore difficult terrain.
magic. Most tribes maintain ties to ancient nature deities, This ability replaces expert trainer.
particularly the Green Faith. However, barbaric tribes in Ride Down (Ex): At 11th level, a charger can attempt to
regions where travelers are rarely welcomed sometimes overrun any number of targets in the path of his charge
serve demon lords—especially Kostchtchie—and outsiders as a free action. For each successful overrun combat
who happen upon the horrific rituals rarely leave alive. maneuver check, the charger automatically deals an
amount of damage to the overrun target equal to that of
Charger (Cavalier Archetype) his hoof attack and can continue with his charge. If any
No warrior better epitomizes the centaur’s devastating overrun attempt fails during the charge, the charger’s
martial power than the charger. Born to the swiftest and progress ends in the space directly in front of the target
most powerful of their kind, these natural cavaliers can where the maneuver failed. These overrun attempts do
achieve unparalleled feats of equestrian combat. Chargers not provoke attacks of opportunity. For each target in
rush headlong into the heart of any conflict to swiftly the path of his charge, the charger incurs a cumulative
close on and smash into their enemies, channeling their –2 penalty on his overrun combat maneuver checks. This
power into their lances. ability replaces mighty charge.

5
Centaur Greenspeaker OFFENSE
This handsome young man has hair of dappled black and white Speed 50 ft.
on his head and body alike, and he carries a variety of wands and Melee mwk sickle +8 (1d6+3), 2 hooves +2 (1d6+3)
talismans in addition to his weapons. Ranged javelin +6 (1d6+3)
Space 10 ft.; Reach 5 ft.
CENTAUR GREENSPEAKER CR 4 Special Attacks channel positive energy 3/day (DC 13, 1d6),
XP 1,200 hex (ward)
Centaur shaman 2 (Pathfinder RPG Bestiary 42, Pathfinder Shaman Spells Prepared (CL 2nd; concentration +6)
RPG Advanced Class Guide 35) 1st—detect undeadS , entangle (DC 15), goodberry, sleep
NG Large monstrous humanoid (DC 15)
Init +6; Senses darkvision 60 ft.; Perception +11 0 (at will)—detect poison, guidance, purify food and drink
DEFENSE (DC 14), resistance
AC 13, touch 12, flat-footed 10 (+2 Dex, +1 dodge, +1 natural, S spirit magic spell; Spirit Life
–1 size) STATISTICS
hp 39 (6 HD; 2d8+4d10+8) Str 16, Dex 14, Con 12, Int 14, Wis 18, Cha 14
Fort +2, Ref +6, Will +11 Base Atk +5; CMB +9; CMD 22 (26 vs. trip)
Feats Combat Casting, Dodge, Improved Initiative
Skills Diplomacy +9, Handle Animal +9, Heal +10, Knowledge
(geography) +3, Knowledge (nature) +9, Knowledge
(planes) +7, Knowledge (religion) +7, Perception +11,
Spellcraft +11, Survival +13
Languages Auran, Common, Elven, Sylvan, Terran
SQ spirit animal (owl), spirit magic, undersized weapons
Combat Gear wand of burning hands (CL 3rd, 11 charges),
wand of charm animal (23 charges); Other Gear
+1 leather armor, javelins (4), mwk sickle, healer’s kit

Hidden deep within the heart of most centaur lands lies


their most sacred territory, a place these hybrid creatures
call the First Pasture. Centaur greenspeakers hold sway
in these spaces, delivering sermons in open fields under
both the midday sun and the twilight sky. Here tribes
celebrate weddings, harvests, and births under the sun’s
warm glow, and perform rites of adulthood, rituals to
bring luck before a battle, and homages to the tribe’s
ancestors under the sparse light of the moon and
stars. Of these celebrations, centaurs revere none
more than the death rites their greenspeakers
provide for fallen clan members. When the sun sets,
the greenspeakers light a great pyre to release the
deceased’s spirit from her mortal flesh. After the pyre
burns through the night and the sun’s first rays crest
the horizon, the fallen centaur’s kin collect the ashes and
fertilize the fields with them so that the dead may serve
the world anew.
Centaur greenspeakers who cultivate the fields of the
First Pasture are known as “Sowers of the Ash.” Centaur
clans trust these holy preachers to tend to the sacred
meadows, where a kaleidoscope of wild flowers blooms
from spring to the fading days of autumn. Centaurs use the
blossoms as central decorations for their celebrations and
ceremonies, and greenspeakers weave the remaining
flowers into fragrant mantles that signal their rank
in society; the more ornate a greenspeaker’s mantle,
the more experienced and venerated he is.

6
Inner Sea Monster Codex

Centaur Forager beasts and travelers alike with displays of force, grim
Swirling markings cover the armor and flanks of this imposing warnings, and eventually violence.
Introduction
centaur. A bow and sword, both heavy enough to suit her Foragers bring down dangerous beasts and deliver
powerful frame, hang from her body. their carcasses to the tribe, providing furs and leather
for clothing, bones and sinew for tools, rendered fat for Centaur
CENTAUR FORAGER CR 6 lard and tallow, and a feast if their prey pleases the palate.
XP 2,400 Keenly aware of their peoples’ dependance on the world Charau-Ka
Centaur ranger 3 (Pathfinder RPG Bestiary 42) around them, foragers aim for quick, clean kills and take
N Large monstrous humanoid only enough to satisfy their people’s immediate needs.
Init +3; Senses darkvision 60 ft.; Perception +13 Their preferred prey are creatures disrupting the order Cyclops
DEFENSE they depend on, whether rampaging monsters or human
AC 17, touch 12, flat-footed 14 (+3 armor, +3 Dex, +2 natural, poachers—any creature that takes more than it needs to Derro
–1 size) live calls down the wrath of these silent hunters.
hp 69 (7 HD; 4d10+3d10+31) When responding to sentient intruders, a forager’s
Gillman
Fort +8, Ref +10, Will +8 approach varies widely based on her past experiences
OFFENSE with the intruder’s kind and the trespassers’ attitude
Speed 50 ft. and actions. They rarely offer aggressive races, such Girtablilu
Melee greatsword +10/+5 (2d6+6/19–20), 2 hooves +5 as goblins and orcs, a chance to parley and instead
(1d6+2) shoot them down from afar. More approachable Minotaur
Ranged mwk composite longbow +10/+5 (1d8+4/×3) races, especially elves and gnomes, are sometimes
Space 10 ft.; Reach 5 ft. welcomed into centaur territory. Races that have
Special Attacks combat style (archery), favored mixed reputations, such as humans, are met on Ogrekin
enemy (animals +2) a cautious case-by-case basis. All too often, the
STATISTICS honeyed promises that drip from the mouths Strix
Str 19, Dex 16, Con 19, Int 11, Wis 16, of humans fall short of their final treatment of
Cha 10 centaurs, and this tarnished relationship has left
Base Atk +7; CMB +12; CMD 25 (29 vs. trip) many tribes bitter toward all of humanity. Those Urdefhan
Feats Cleave, Endurance, Lunge, Power enemies who cannot be warned off or killed are
Attack, Quick Draw, Rapid Shot instead avoided, and a forager’s secondary
Skills Diplomacy +4, Heal +8, Intimidate +4, role is to scout out lush new pastures for
Knowledge (geography) +6, Knowledge her people to relocate to should enemies
(nature) +6, Perception +13, endanger their home.
Stealth +9, Survival +13 When travelers respectfully
Languages Common, Elven, Sylvan petition centaurs for safe
SQ favored terrain (forest +2), passage through their territory
track +1, undersized weapons, wild and convince them that
empathy +3 no alternative route is
Combat Gear potions of cure available, a tribe may
moderate wounds (2), smokestick; reluctantly grant the
Other Gear +1 leather armor, strangers’ request. However, in
greatsword, mwk composite exchange for permission, centaurs
longbow (Str +4) with often demand a toll in the form of
40 arrows, amulet of a task or favor performed on the
natural armor +1, tribe’s behalf. They most often ask
backpack, signal whistle for metal tools and magic that their
divine-leaning society can’t produce
Inside the hallowed reaches reliably, but may instead request that
of centaur realms, foragers adventurers destroy a local threat.
watch for signs of intruders and Even with tribal approval
prowl their domains to enter centaur lands,
looking for game outsiders can expect their
to feed their kin. every step to be watched
These centaurs by the tribe’s foragers—
patrol their borders, whether the interlopers can see their
keeping constant vigil to drive away unwelcome centaur observers or not.

7
Centaur Outcast 3rd—fly, haste, merciful lightning bolt (DC 17)
Lean and graying but still blessed with a young man’s face, this 2nd—alter self, cat’s grace, glitterdust (DC 16), web (DC 16)
aging centaur bristles with scrolls and wands. Winding, swirling 1st—alarm, expeditious retreat, feather fall, mage
tattoos climb across his body and face. armor, vanishAPG
0 (at will)—ghost sound (DC 14), light, message, resistance
CENTAUR OUTCAST CR 7 STATISTICS
XP 3,200 Str 12, Dex 15, Con 14, Int 18, Wis 14, Cha 16
Old centaur wizard 7 (Pathfinder RPG Bestiary 42) Base Atk +7; CMB +9; CMD 22 (26 vs. trip)
CG Large monstrous humanoid Feats CosmopolitanAPG (Bluff, Intimidate), Improved Initiative,
Init +6; Senses darkvision 60 ft.; Perception +16 Iron Will, Merciful SpellAPG, Point-Blank Shot, Precise Shot,
DEFENSE Scribe Scroll, Toughness
AC 13, touch 12, flat-footed 11 (+1 deflection, +2 Dex, Skills Appraise +18, Bluff +8, Diplomacy +14, Disguise +8,
+1 natural, –1 size) Intimidate +8, Knowledge (arcana) +13, Knowledge
hp 86 (11 HD; 7d6+4d10+40) (geography) +8, Knowledge (history) +8, Knowledge
Fort +5, Ref +8, Will +13 (nature) +12, Knowledge (planes) +13, Perception +16,
OFFENSE Spellcraft +18, Survival +10
Speed 50 ft. Languages Aklo, Common, Elven, Sylvan, Varisian, Vudrani
Melee quarterstaff +7/+2 (1d6+1), 2 hooves +2 (1d6) SQ arcane bond (wand of comprehend languages)
Space 10 ft.; Reach 5 ft. undersized weapons
Special Attacks hand of the apprentice (7/day) Combat Gear potion of barkskin, scroll of charm person,
Wizard Spells Prepared (CL 7th; concentration +11) scrolls of endure elements (2), scroll of identify, scroll
4th—charm monster (DC 18), summon monster IV of resist energy, scrolls of silent image (2), scroll of
stoneskin, wand of comprehend languages (12 charges),
wand of scorching ray (CL 5th, 22 charges); Other Gear
quarterstaff, ring of protection +1, backpack, reading
glasses, saddlebags, scholar’s outfit, scroll boxes (2),
spell component pouches (2), spellbook (containing all
prepared spells, all 0-level spells, and 10 additional spells
of the GM’s choice).

While most centaurs shun settled life


and academic studies—and by
extension arcane magic—
outcasts view Golarion as
too interesting to limit
themselves to remote
pastures and placid forest
glens. Less xenophobic and more
independent than their kin, outcasts
answer the siren call of the larger world.
Often ridiculed and chastised by their own
people, outcasts find no solace in centaur
society—tribes have little use for an extra
mouth to feed who reads and writes when
he should hunt or forage, and outcasts generally have no
love for the “primitive” ways their people idolize.
Outcasts’ insatiable need for new experiences frequently
overtakes them, and they rarely call one place home, or
one group of people friends, for very long. Instead, they
plod forever forward, challenging themselves with new
languages, cultures, spells, and the constant frustration
of humanoid stairs. Outcasts hold no ill will toward their
former kin, though they consider traditional centaurs
narrow-minded country cousins, ignorant of the outside
world’s seemingly infinite expanse.

8
Inner Sea Monster Codex

Centaur Charger display that’s enough to slake almost anyone’s thirst for
An imposing wall of steel, corded muscle, and blood-stained violence. Even young colts and fillies play at being these
Introduction
banners, this centaur wields a lance and shield with the majesty heroes and leaders during their childhood games. Their
and prowess of any human knight. prowess is legendary, clans sing of their deeds, and their
funeral pyres burn the brightest. Centaur
CENTAUR CHARGER CR 14 The relative rarity of steel tools among centaurs—
XP 38,400 with most tribes reluctant to settle down long enough to Charau-Ka
Centaur cavalier (charger) 11 (Pathfinder RPG Bestiary 42, mine, smelt, or forge metal goods—speaks to the prestige
Pathfinder RPG Advanced Player’s Guide 32, see page 5) afforded to chargers. Theirs is a lifestyle almost entirely
N Large monstrous humanoid dependant on the settled races they so often clash against. Cyclops
Init +3; Senses darkvision 60 ft.; Perception +10 Many chargers depend on elven communities to outfit
DEFENSE them, in exchange for using their martial skills to protect Derro
AC 27, touch 13, flat-footed 24 (+8 armor, +1 deflection, +3 Dex, a settlement, hunt a menacing beast, or serve short terms
+2 natural, +4 shield, –1 size) as escorts or—most humiliatingly—mounts. Rarer but
Gillman
hp 183 (15 HD; 4d10+11d10+101) more terrifying are chargers outfitted by dwarves, who
Fort +15, Ref +11, Will +11 hone their combat skills in dwarven surface wars against
OFFENSE orcs and giants. Girtablilu
Speed 90 ft. These warriors also serve their tribes as advisors. While
Melee +2 lance +22/+17/+12 (1d8+9/×3), 2 hooves +15 they lack the skills to effectively lead in peacetime, they Minotaur
(2d6+2/19–20) or may assume control temporarily and without question
mwk longsword +20/+15/+10 (1d8+5/19–20), 2 hooves when outside threats press into centaur lands.
+15 (2d6+2/19–20) Ogrekin
Ranged spear +17/+12/+7 (1d8+5/×3)
Space 10 ft.; Reach 5 ft. Strix
Special Attacks banner +3/+2, challenge (+11, +3, 4/day),
ride down, thundering hooves
STATISTICS Urdefhan
Str 20, Dex 16, Con 22, Int 9, Wis 16, Cha 12
Base Atk +15; CMB +21; CMD 35 (39 vs. trip)
Feats Acrobatic Steps, Cavalry FormationUC, Dazzling
DisplayB, Lookout APG, Nimble Moves, Power Attack,
Quick Draw, Ride-By Attack, Spirited Charge, Weapon
Focus (lance), Weapon Focus (hooves)
Skills Acrobatics +13 (+25 when jumping), Bluff +10,
Intimidate +13, Knowledge (nature) +3,
Perception +10, Sense Motive +11, Survival +11
Languages Common, Elven, Sylvan
SQ courser, greater tactician (3/day, 8 rounds, swift
action), natural mount, order of the cockatrice
(braggart, steal glory), undersized weapons
Combat Gear potion of cure serious wounds,
potion of heroism, potion of spider climb;
Other Gear +2 mithral breastplate, +2 heavy
steel shield, +2 lance, mwk longsword,
spears (4), amulet of natural armor +1,
belt of mighty constitution +2, cloak of resistance +1,
horseshoes of speed, ring of protection +1, banners (3)

At the forefront of any centaur army, these idolized


warriors epitomize centaur efficacy and glory on the
battlefield. When centaurs demand that a conflict be
settled by a trial of champions, they select a charger as
their champion more often than not. Galloping on iron-
clad hooves, these shock troops blast into their enemies
and trample foes in a spray of crimson gore—a gruesome

9
Charau-Ka
Few dangers of Garund’s jungles are as terrifying as the Charau-Ka Encounters
charau-ka. Whooping as their hunting packs traverse the While charau-ka can be encountered alone, they typically
wilderness, these frenzied ape-men possess a savage thirst travel with other simians as either a hunting party or an
for bloodshed. Only the strongest charau-ka survive their entire tribe, using superior numbers against whatever
short-lived youths; elders among these creatures are rare quarry they find in the wilderness. Hunting parties may
and possess valuable skills or powerful magic, though include as few as two hunters or as many as eight. When
some puissant charau-ka serve the Gorilla King directly. a charau-ka tribe traverses the jungle, members move
Too violent to engage in trade, these simian scavengers in hooting and whooping groups ranging from 12 to 25
fight in brutal combats for dominance, traveling from adults, attempting to panic outnumbered enemies before
treetop villages and ruins to descend en masse on overwhelming them. As many as three lieutenant warriors
unsuspecting prey in Golarion’s jungles. They pay homage lead the attack, supported by a demon-worshiping cleric
to their Abyssal lords in the shadow of blood totems in (typically a follower of Angazhan) and directed by a
the Mwangi Expanse, and growing numbers of charau-ka powerful and experienced chief who commands up to
have taken pilgrimages to Usaro, leaving soon thereafter to three dire apes. Charau-ka pelt opponents into submission
wander Golarion. Those who return bring dangerous new with rocks expertly thrown from trees above their targets,
ideas, technology, and knowledge, which they use to rise to and with a gesture by their leader, they disappear into the
positions of prominence. foliage in an instant. Fiercely territorial, they respond to
Full statistics for the charau-ka can be found on page 308 any sizable incursion on their hunting grounds and engage
of Pathfinder Campaign Setting: The Inner Sea World Guide. any group deemed weak enough to defeat.

10
Inner Sea Monster Codex

Charau-ka attack as a pack, aiming to separate the tree oil (Pathfinder Campaign Setting: Heart of the Jungle 5)
weakest target from a group of enemies. They focus their is extremely foul and allows charau-ka trackers to more
Introduction
assault to subdue opponents one at a time in order of easily detect prey that have triggered the trap.
perceived frailty. Should their foes respond with powerful
magic or potent physical attacks, they disappear into the EXPLODING MONKEY TREE CR 3 Centaur
jungle and wait for another chance for an ambush. Tribal Type magic; Perception DC 23; Disable Device DC 23
leaders allow infighting only when within range of a EFFECTS
Charau-Ka
blood totem; as a prelude to internal conflicts, lieutenants Trigger proximity; Reset none
often attempt to capture powerful opponents and force Effect monkey tree oil (creatures gain a +4 circumstance
them to battle for sport in front of the charau-ka before bonus on Survival checks to track target for 24 hours); Cyclops
challenging the chief for leadership of the tribe. multiple targets (all targets in a 30-ft. radius)
Derro
Charau-Ka Traps Hydrophobia Bomb
The charau-ka litter the jungles with traps, imperiling This explosive is filled with a concoction of dead
Gillman
unwitting travelers trekking through the Mwangi brainworms and digested boggard brains that causes
Expanse. The following are but a sampling of the devious a dire fear of water in creatures within the blast radius.
traps they devise throughout their jungle territories. See page 250 of the Pathfinder RPG GameMastery Guide for Girtablilu
information on phobias.
Blood Totem’s Gaze Minotaur
Blood totems are stone fetishes, often depicting HYDROPHOBIA BOMB CR 4
Angazhan, apes, charau-ka, or girallons; they’re designed Type mechanical; Perception DC 23; Disable Device DC 23
to scare intruders away from charau-ka territory. Some EFFECTS Ogrekin
blood totems are magically treated to send trespassers Trigger touch; Reset none
into a frenzy. Effect Atk +10 ranged (target gains a phobia against water, Strix
Will DC 14 negates); multiple targets (all creatures in a
BLOOD TOTEM’S GAZE CR 9 20-ft. radius)
Type magic; Perception DC 21; Disable Device DC 21 Urdefhan
EFFECTS Sanguine Sack Trap
Trigger visual (arcane eye); Duration 1 minute; Reset This trap features an exploding sack of gore. Those coated
automatic (1 hour) in the rotting offal are easier for predators with the scent
Effect totem gains a gaze attack with a range of 30 ft.; ability to detect.
targets affected by the gaze suffer the effects of
moonstruckAPG (target gains 2 claws and a bite attack SANGUINE SACK TRAP CR 4
and is dazed for 1 round, then attacks nearest creatures Type mechanical; Perception DC 20; Disable Device DC 20
for 7 rounds; Will DC 16 negates); multiple targets (all EFFECTS
creatures susceptible to gaze attacks within 30 ft.) Trigger location; Reset none
Effect exploding pouch of blood (gore imposes –8 penalty
Demonic Chime on Stealth checks against creatures with scent for
These sonic traps serve the charau-ka both as weaponized 10 minutes, doubles target’s detectable range, and
defenses and alarms, and the hysterical simian shrieks of grants the benefits of grease to the target; Reflex DC 20
a triggered chime can be heard up to 1 mile away. negates); multiple targets (all targets in a 10-ft. square)

DEMONIC CHIME CR 4 Wrecked Menhir Circle


Type magic; Perception DC 25; Disable Device DC 18 This ring of ruined Mwangi standing stones has been
EFFECTS desecrated by the charau-ka and repurposed to spread
Trigger location; Reset none the frenzy of Angazhan to all unlucky creatures who
Effect spell effect (sonic screamACG, 4d4 points of sonic walk within it.
damage on 1st round, 2d4 points of sonic damage on 2nd
round, 1d4 points of sonic damage on 3rd round, each WRECKED MENHIR CIRCLE CR 6
round Reflex DC 13 half); multiple targets (all targets in a Type magical; Perception DC 26; Disable Device DC 26
15-ft. cone) EFFECTS
Trigger location; Reset none
Exploding Monkey Tree Effect spell effect (murderous commandUM, targets attack
This trap uses alchemical explosives to burst the trunk the nearest ally, Will DC 12 negates); multiple targets (all
of a monkey tree when a creature moves past it. Monkey targets in a 50-ft. radius)

11
Deadfall Tracker Base Atk +6; CMB +9; CMD 24
A noxious fluid drips from the vicious arrows of this feral ape-like Feats Dodge, Point-Blank Shot, Precise Shot, Rapid Shot,
humanoid. Throw AnythingB
Skills Acrobatics +13, Climb +17, Craft (traps) +8, Knowledge
DEADFALL TRACKER CR 5 (geography) +5, Knowledge (local) +5, Perception +10,
XP 1,600 Stealth +17, Survival +11; Racial Modifiers +4 Stealth
Charau-ka slayer 4 (Pathfinder Campaign Setting: The Inner Sea Languages Abyssal, Polyglot
World Guide 308, Pathfinder RPG Advanced Class Guide 53) SQ shrieking frenzy, slayer talents (bleeding attack +1,
CE Small humanoid slowing strike), thrown-weapon mastery, track +2
Init +4; Senses darkvision 60 ft., low-light vision, scent; Combat Gear potion of cure light wounds (2), potion of hide
Perception +10 from animals, caltrops (4), giant wasp poison (4 doses),
DEFENSE tanglefoot bags (2); Other Gear mwk leather armor,
AC 22, touch 16, flat-footed 17 (+2 armor, +4 Dex, +1 dodge, +1 light wooden shield, mwk composite shortbow (Str +4)
+2 natural, +2 shield, +1 size) with 40 arrows, mwk scimitar, cloak of resistance +1, bear
hp 53 (7 HD; 3d8+4d10+18) trapUE, hemp rope (100 ft.), surgeon’s toolsUE
Fort +8, Ref +12, Will +5
OFFENSE Equally comfortable operating alone, in small teams of
Speed 30 ft., climb 30 ft. their kind, or leading chattering hordes of less-skilled
Melee mwk scimitar +12/+7 (1d4+4/18–20), bite +6 (1d3+6) charau-ka, deadfall trackers range across the Mwangi
Ranged mwk composite shortbow +10/+5 (1d4+4/×3) or Expanse, tasked by Angazhani clerics or other high-
rock +10 (1d4+4, 19–20) ranking charau-ka to capture or recover slaves for Usaro’s
Special Attacks bleed, sneak attack +1d6, studied target +1 stocks. Their brutal training regimens make these
(1 target) ape-folk skilled in the arts of planning, patience, and
STATISTICS silence—difficult talents for any charau-ka to master—
Str 19, Dex 18, Con 14, Int 10, Wis 14, Cha 9 and many become leaders among the armies of Ruthazek,
the Gorilla King. Using concealment and sticking to
branches high above the jungle floor, they stalk their prey
and wait for targets to wander off alone or stumble into
one of their traps or the wilderness’ hazards, striking
swiftly and mercilessly once their quarry can’t fight back.
Groups of deadfall trackers are ruthlessly efficient,
staggering themselves to allow fire from multiple
vantage points. They enforce a strict code of silence
while marching captives back to Usaro, sometimes
going so far as to sew shut the lips of slaves who
won’t—or can’t—keep quiet. They sometimes
release one or two slaves to startle unexpected
travelers, using the distraction to capture a
few more thralls for the Gorilla King. Slaves
who show a knack for distracting prey may
even become favored pets, fed well and beaten
less than most. Any prisoners who flee during
the trek without consent are chased down and
recaptured, if the trackers feel merciful; otherwise,
the fugitive becomes a welcome meal on the long,
lonely trail.
These charau-ka sometimes fall
upon travelers simply to loot them,
gathering supplies they need to build
ingenious contraptions. Anyone who picks
up the trail of a deadfall tracker is sure to come
upon a devious trap before long. The secrets of trap
construction and placement are kept by the elders of
the tribe, who carefully detail where to place the devices
in the jungle to maximize their disruptive potential.

12
Inner Sea Monster Codex

Simian Sharpshooter to master the weapons, creating an elite caste of assassins,


This long-furred ape-person wears a battered snakeskin poncho monster wranglers, and bounty hunters. Many warriors
Introduction
and carries a worn musket. managed to survive this unorthodox training and now
wander the jungle at Ruthazek’s command, eliminating
SIMIAN SHARPSHOOTER CR 6 Usaro’s enemies, retrieving fugitive slaves, and stocking the Centaur
XP 2,400 beast pits. The Gorilla King takes a special joy in sending
Charau-ka gunslinger 4 (Pathfinder Campaign Setting: The his technological marvels to eliminate mages and healers. Charau-Ka
Inner Sea World Guide 308, Pathfinder RPG Ultimate Rather than confronting foes directly, sharpshooters
Combat 9) take aim from above, disappearing into the wilderness long
CE Small humanoid (charau-ka) before victims can muster a counterattack. They show no Cyclops
Init +6; Senses darkvision 60 ft., low-light vision, scent; remorse and chase wounded targets through the jungle for
Perception +11 miles with relentless determination. Priests of Angazhan Derro
DEFENSE instilled a strong sense of survival in these sharpshooters,
AC 24, touch 17, flat-footed 18 (+4 armor, +4 Dex, +2 dodge, who show surprising restraint for charau-ka. The telltale
Gillman
+3 natural, +1 size) frenzy of their kin surfaces only when enemies draw
hp 60 (7 HD; 3d8+4d10+25) close to these gunslingers, and several have broken their
Fort +8, Ref +11, Will +5 muskets bludgeoning foes to death, only to suffer horrible Girtablilu
Defensive Abilities nimble +1 reprimands for their carelessness. Those who keep their
OFFENSE rage tempered travel far beyond the borders of the Gorilla Minotaur
Speed 30 ft., climb 30 ft. King’s realm, searching Golarion for anything their
Melee mwk club +10/+5 (1d4+2), bite +4 (1d3+3) sovereign requires. Loyal to the very core, these charau-ka
Ranged musket +11 (1d10/×4) or never reveal what they seek until it lies within their sights. Ogrekin
rock +12 (1d4+2/19–20)
Special Attacks grit (3), shrieking frenzy, thrown-weapon Strix
mastery
STATISTICS
Str 15, Dex 18, Con 16, Int 10, Wis 16, Cha 9 Urdefhan
Base Atk +6; CMB +7; CMD 23
Feats Dodge, GunsmithingUC, Mobility, Point-Blank
Shot, Precise Shot, Shot on the Run, Throw
AnythingB
Skills Acrobatics +10, Bluff +4, Climb +13,
Intimidate +4, Perception +11, Sleight of
Hand +8, Stealth +12, Survival +11;
Racial Modifiers +4 Stealth
Languages Abyssal, Polyglot
SQ deeds (deadeye, gunslinger
initiative, gunslinger’s dodge,
pistol-whip, quick clear, utility
shot), gunsmith
Combat Gear oil of jury-rigUC, oil of magic weapon, potions of
cure moderate wounds (2), potion of invisibility, potion of
protection from good, tracer bulletsUC (2), entangling shot
alchemical cartridgesUC (10), salt shot alchemical cartridgesUC
(10), tanglefoot bags (2); Other Gear mwk chain shirt, mwk
club, musketUC with 20 bulletsUC, amulet of natural armor +1,
powder horn with 20 doses of black powderUC

A decade ago, intent on impressing the Gorilla


King,  a tribe of charau-ka crossed the Brazen Peaks
and raided Alkenstar’s Dongun Hold, a dwarven
citadel loaded with the Grand Duchy’s prized
firearms. They suffered severe casualties but
absconded with scores of guns. Ruthazek
then handpicked several dozen promising ape-men

13
Devotee of the Ravener King The clergy of Angazhan—if such a word applies to the
Clad in bloodstains, ivory fetishes, and animal hides, this ape- jostling, bickering agents of the demon lord of beasts—
like priest’s regalia speaks to the horrible powers it serves. perform numerous malicious rites and rituals throughout
Usaro, continually working through the steady river
DEVOTEE OF THE RAVENER KING CR 7 of slaves that flows into the city. Devotees navigate the
XP 3,200 sticky, blood-slick temple stairs to march sacrifices to
Charau-ka cleric of Angazhan 5 (Pathfinder Campaign the waiting altars, or else break off to mingle with their
Setting: The Inner Sea World Guide 308) charau-ka flock, distributing blessings and beatings on
CE Small humanoid (charau-ka) their demon lord’s behalf. Those who earn the Gorilla
Init +2; Senses darkvision 60 ft., low-light vision, scent; King’s favor become cherished advisors, attending to the
Perception +4 living god personally, but the fickle temperament of their
DEFENSE sovereign means few devotees hold his good will for long.
AC 22, touch 14, flat-footed 20 (+5 armor, +1 deflection, Angazhan’s clerics are expert saboteurs and
+2 Dex, +3 natural, +1 size) provocateurs. When traveling with other charau-ka, they
hp 65 (8 HD; 3d8+5d8+29) throw foes into disarray before their charau-ka followers
Fort +8, Ref +6, Will +8 above let loose volleys of death.
OFFENSE Ostracized devotees of the Ravener King wander
Speed 20 ft., climb 30 ft. the jungles and spread the gifts of the Angazhan
Melee +1 spear +8 (1d6+2/×3), bite +2 to re-establish their worth. They may encourage
(1d3+1) growth in the wilderness, blight
Ranged rock +9 (1d4+1, 19–20) the croplands around Mwangi
Special Attacks channel negative villages, and carefully husband
energy 6/day (DC 15, 3d6), shrieking wild monsters, forcing the wild
frenzy, thrown-weapon mastery world into bloody competition
Domain Spell-Like Abilities (CL 5th; with human settlements.
concentration +8) Such wild hermits exchange
6/day—touch of chaos a cleric of Angazhan’s normal
6/day—touch of evil (2 rounds) spells for ones to help them
Cleric Spells Prepared (CL 5th; contain, augment, and direct
concentration +8) the natural world, using stone
3rd—bestow curse (DC 16), blindness/ shape and glyph of warding to
deafness (DC 16), magic circle fashion animal traps, sanctuary
against good D to move unharmed among wild
2nd—aid, align weaponD, desecrate, silence (DC 15) beasts, and bear’s endurance and bull’s
1st—bane (DC 14), cure light wounds (2), magic strength to augment their vile creations
stone, protection from good D before launching them into combat.
0 (at will)—bleed (DC 13), detect magic, detect Every devotee of the Ravener King
poison, purify food and drink journeys through the Mwangi Expanse at
D domain spell; Domains Chaos, Evil least once every few months in search of
STATISTICS victims transformed into trees by tobongos
Str 13, Dex 15, Con 16, Int 8, Wis 16, Cha 16 (Pathfinder Campaign Setting: Heart of the
Base Atk +5; CMB +5; CMD 18 Jungle 61). Using rituals revealed by the
Feats Combat Casting, Improved Natural Armor, Gorilla King, devotees bathe these new
Point-Blank Shot, Selective Channeling, plants with ape blood, transforming
Throw AnythingB them into corrupted fetishes capable
Skills Climb +11, Knowledge (religion) +4, of draining the life force from others.
Perception +4, Spellcraft +6, Stealth +8; Angazhan is said to occasionally look
Racial Modifiers +4 Stealth upon the realm and reward the most
Languages Abyssal, Polyglot productive creators of these chaotic
Combat Gear scroll of cure moderate totems of decay with his fiendish
wounds, scrolls of invisibility (2); blessing. The charau-ka’s already
Other Gear +1 hide armor, +1 spear, fiercely territorial nature rises
ring of protection +1, ivory holy to unbridled levels when tribes
symbol worth 30 gp, compete to gain their
mwk manacles god’s favor.

14
Inner Sea Monster Codex

Jungle Trickster Devious and aggressive, charau-ka range farther across


This lean ape-person is bedecked with a rattling collection of the Inner Sea than anyone truly expects. Their jungle
Introduction
whistles, drums, and charms. tricksters—masters of stealth, deception, and disguise—
roam freely, if sparsely, in the shadows of the world,
JUNGLE TRICKSTER CR 8 or boldly stride through cities cloaked in makeup or Centaur
XP 4,800 glamers. Across Garund they often pose as common apes,
Charau-ka bard (sound striker) 6 (Pathfinder Campaign but they sometimes travel abroad in the guise of exotic Charau-Ka
Setting: The Inner Sea World Guide 308, Pathfinder RPG pets of obedient human slaves or use illusions to pose
Ultimate Magic 27) as halflings or human children. Between Jalmeray and
CE Small humanoid (charau-ka) Vudra, resourceful apes pose as playful vanaras as well. Cyclops
Init +2; Senses darkvision 60 ft., low-light vision, scent; Some tricksters act as the eyes and ears of Usaro, but
Perception +10 many serve as thieves—gathering magic and wealth to sate Derro
DEFENSE Ruthazek—or as saboteurs undermining enemies of the
AC 22, touch 13, flat-footed 20 (+4 armor, +2 Dex, +3 natural, state or arranging bloody massacres for Angazhan’s glory.
Gillman
+2 shield, +1 size) They pose as guides or playful apes to lead adventurers
hp 55 (9 HD; 3d8+6d8+15) and travelers into the jungles’ many hazards.
Fort +4, Ref +10, Will +8; +4 vs. bardic performance, Girtablilu
language-dependent, and sonic
OFFENSE
Minotaur
Speed 30 ft., climb 30 ft.
Melee +1 whip +10/+5 (1d2+3 nonlethal), bite +4 (1d3+3)
Ranged rock +10 (1d4+2/19–20) Ogrekin
Special Attacks bardic performance 23 rounds/day
(countersong, distraction, fascinate [DC 16], inspire Strix
courage +2, weird words [DC 16, 1d8+3],
wordstrike [1d4+6]), shrieking frenzy, thrown-
weapon mastery Urdefhan
Bard Spells Known (CL 6th; concentration +9)
2nd (4/day)—cure moderate wounds,
detect thoughts (DC 15), invisibility,
suggestion (DC 15)
1st (5/day)—charm person (DC 14), disguise
self (DC 14), expeditious retreat, hideous
laughter (DC 14)
0 (at will)—detect magic, ghost sound (DC 13), lullaby
(DC 13), mage hand, prestidigitation (DC 13), read magic
STATISTICS
Str 15, Dex 15, Con 12, Int 12, Wis 14, Cha 16
Base Atk +6; CMB +7; CMD 19
Feats Extra Performance, Point-Blank Shot, Skill Focus
(Perform [oratory]), Skill Focus (Perform [act]),
SpellsongUM, Throw AnythingB
Skills Acrobatics +11, Appraise +5, Climb +14, Intimidate +8,
Knowledge (geography) +8, Knowledge (history) +8,
Knowledge (local) +8, Linguistics +6, Perception +10,
Perform (act) +17, Perform (dance) +10, Perform
(oratory) +17, Sleight of Hand +7, Spellcraft +8, Stealth +13,
Use Magic Device +7; Racial Modifiers +4 Stealth
Languages Abyssal, Common, Kelish, Polyglot, Vanaran
SQ bardic knowledge +3, lore master 1/day, versatile
performance (oratory, act)
Combat Gear potion of mirror image, wand of alter self
(21 charges), oil of taggit (2 doses); Other Gear +1
studded leather, mwk heavy wooden shield, +1 whip,
amulet of natural armor +1, disguise kit

15
Cyclops
Cyclopes are among Golarion’s oldest races, but almost all societies. Perhaps as a subconscious throwback to their
record of their magnificent and powerful past has been ancestral hubris, these living “gods” display all the
lost. Most modern cyclopes in the Inner Sea region eke hallmarks of a primitive deity: unnatural foresight, a total
out a selfish and disorganized existence as monstrous, disregard for their worshipers’ well-being, and an endless
ferocious bandits in the lands they once ruled, surrounded hunger sated only by bloody sacrifices.
by bitter reminders of what they have lost. Full statistics for cyclopes can be found on page 52 of
Evidence of their once-great societies persists in the the Pathfinder RPG Bestiary.
drowned ruins of Ghol-Gan in western Garund and the
abandoned cities of Koloran in Iobaria, but much of it has Cyclops Encounters
been polluted or plundered over many years of exploitation Cyclopes are most often encountered in small tribes near
by younger races’ adventurers and academics. Such places the ruins of their former empires. Cyclopes of the Inner
draw the few enlightened cyclopes who seek to rekindle Sea region are usually degenerate, barbaric shadows of the
their race’s lost glory—or at least want to understand its once-grand race, though it is not unknown to encounter
demise—but cyclopes are no longer a unified society. one or more enlightened cyclopes from distant Iblydos
They have almost no collective cultural memory, and most leading conclaves of followers and servants.
subsist in small tribes or as isolated and feared loners. A cyclops smasher often leads a small group of two to
Cyclopes’ robust constitutions and innate divinatory four degenerate cyclopes. These roving bands typically stay
abilities grant them an uncanny resilience, and some close to their communal lairs, but when prey is scarce they
long-lived cyclopes even attract the worship of primitive may migrate hundreds of miles to more fertile hunting

16
Inner Sea Monster Codex

grounds. To feed larger tribes, dedicated parties of two Recommended Mysteries: Ancestor (Pathfinder RPG
to five cyclops manhunters seek vulnerable humanoid Ultimate Magic 53), lore, nature, occult (Pathfinder Campaign
Introduction
settlements or unguarded livestock. Larger raiding groups Setting: Occult Mysteries 53), time (Ultimate Magic 56).
can also include up to six standard, degenerate cyclopes. Class Skills: A cyclopean seer adds Linguistics and all
A typical tribe consists of seven to 18 cyclopes, including Knowledge skills to her list of class skills. These replace Centaur
a dedicated hunting group, and is often led by a cyclops the additional class skills granted by her mystery.
grand-eye who serves as the chieftain and spiritual leader. Oracle’s Curse: A cyclopean seer must choose the Charau-Ka
Near the ruins of Koloran and Ghol-Gan, many tribes’ haunted, hunger (see above), powerless prophecy (see
chieftains are cyclops lorekeepers, who may even hail above), or tongues curse at 1st level.
from Iblydos. In such cases, several grand-eyes may serve Bonus Spells: Each time a cyclopean seer would gain Cyclops
as acolytes to the lorekeeper in spiritual matters. a bonus spell from her mystery, she instead selects a
divination spell from any class’s spell list. If the spell is Derro
Cyclops Oracles not on the cleric spell list, it must be at least 1 level lower
Cyclops oracles and those who worship the one-eyed giants than the highest-level oracle spell the cyclopean seer can
Gillman
use their gifts and burdens to channel or enhance some of cast. This ability alters the bonus spells granted by the
the prophetic (and sometimes bestial) abilities of a cyclops. oracle’s mystery.
Assume Fate (Su): As an immediate action when Girtablilu
Cyclops Oracle Curses targeted by an effect that requires a saving throw, you
The following new oracle curses are common among can choose another creature within line of sight that is Minotaur
cyclops oracles and oracles who worship cyclopes, and can attempting a save against the same effect. The target takes
be taken in place of any oracle’s curse at 1st level. Once a penalty on its saving throw equal to 1d4 + 1 for every
made, this choice cannot be changed, and each new curse 4  levels you possess. You gain the value of their penalty Ogrekin
is subject to the same rules as the oracle’s curses presented as a luck bonus on your saving throw. You can use this
in the Pathfinder RPG Advanced Player’s Guide. ability a number of times per day equal to your Charisma Strix
Hunger: Ravenous hunger wracks your body in bonus. This replaces the revelation gained at 1st level.
stressful situations. You gain none of the benefits from Brutal Trance (Su): Once per day as a standard action,
spells or magic items that provide nourishment, such as you can enter a trance that lasts 1 round per oracle level Urdefhan
goodberry, heroes’ feast, or a ring of sustenance. You also gain you possess. While in this trance, you are confused, but
a bite attack that deals an amount of piercing damage each round that you can act normally, you can ask a single
appropriate for your size (1d8 for a Large creature, 1d6 for question as if using commune. This replaces the revelation
Medium, 1d4 for Small) as a secondary natural attack. You gained at 7th level.
begin each combat with the sickened condition until you Revelations: All cyclopean seers have access to the
deal damage with your bite attack. At 5th level, you gain following revelations, regardless of their chosen mysteries.
the grab monster special ability on bite attacks against Doomsaying (Su): As a standard action, you can
creatures smaller than yourself. At 10th level, your bite pronounce doom on a creature within 30 feet. The target
attack deals damage as if you were one size category larger. takes a penalty equal to your oracle level on either all skill
At 15th level, you gain the blood drain monster special checks, all savings throws, or all attack rolls (your choice)
ability with your bite, dealing 1d2 points of Constitution for 1 minute or until he fails one such roll. You can use
damage at the end of a turn if you grapple a foe. this ability a number of times per day equal to your
Powerless Prophecy: You are forewarned of danger but Charisma bonus. This is a curse effect (Ultimate Magic 137).
can’t act to prevent it. You gain uncanny dodge, as the Flash of Insight (Su): You gain the cyclops racial ability
rogue class feature. However, you can’t take any actions in of the same name (Bestiary 52). If you already possess this
a surprise round, including free actions, except for flash ability, you gain an additional daily use.
of insight (see Revelations below). In the absence of a Prescience (Ex): You gain a +2 bonus to your Armor
surprise round, you are staggered for the entire first round Class against attacks of opportunity and a +2 bonus
of combat. At 5th level, you gain a +4 insight bonus on on concentration checks. At 5th level and every 5 levels
initiative checks. At 10th level, you gain improved uncanny thereafter, these bonuses increase by 1.
dodge as the rogue ability, using your oracle level as your This ability alters the revelation class feature.
rogue level. At 15th level, you gain a +4 insight bonus on all Final Revelation: Upon reaching 20th level, you
your saving throws and to your AC during surprise rounds embody ancient cyclopes’ insight. You can use each of
and when you are otherwise unaware of an attack. the following once per day as a spell-like ability: discern
location, prying eyes, and stone tell. In addition, using flash
Cyclopean Seer (Oracle Archetype) of insight to select a d20 roll result equal to or lower than
A cyclopean seer draws power from the mysterious your Charisma modifier doesn’t expend that ability. This
prophetic abilities of ancient giants. replaces the final revelation of the oracle’s mystery.

17
Cyclops Manhunter Ranged +1 composite longbow +10/+5 (2d6+8/×3)
This cyclops warrior clad in leathers and a flowing hood looms Space 10 ft.; Reach 10 ft.
over the terrain. A heavy axe stained with gore serves as a Special Attacks combat style (two-handed weaponAPG),
warning for opponents who dare draw closer. favored enemy (humans +2)
STATISTICS
CYCLOPS MANHUNTER CR 7 Str 25, Dex 12, Con 15, Int 8, Wis 15, Cha 10
XP 3,200 Base Atk +9; CMB +17 (+19 bull rush); CMD 28 (30 vs. bull rush)
Cyclops ranger 2 (Pathfinder RPG Bestiary 52) Feats Alertness, Cleave, Great Cleave, Improved Bull
NE Large humanoid (giant) Rush, Power Attack, Skill Focus (Survival), Weapon
Init +1; Senses low-light vision; Perception +21 Focus (greataxe)
DEFENSE Skills Intimidate +7, Perception +21, Sense Motive +6,
AC 21, touch 10, flat-footed 20 (+4 armor, +1 Dex, +7 natural, Survival +21; Racial Modifiers +8 Perception
–1 size) Languages Common, Cyclops, Giant
hp 80 (12 HD; 10d8+2d10+24) SQ flash of insight, track +1, wild empathy +2
Fort +13, Ref +8, Will +6 Combat Gear potion of cure serious wounds, smokestick,
Defensive Abilities ferocity tanglefoot bags (2); Other Gear +1 studded leather,
OFFENSE +1 composite longbow (+7 Str) with 32 arrows, mwk
Speed 30 ft. greataxe, cloak of resistance +1, tindertwigs (5)
Melee mwk greataxe +17/+12 (3d6+10/×3)
As the cyclopes’ civilization crumbled, the focus of
cyclops life shifted from intellectual and spiritual
pursuits to base survival, and those who excelled at
hunting, gathering, and enduring the harsh world rose
to positions of power and prestige over what remained
of their people. Though rarely leaders—cyclopes still
revere magical acumen over martial power, even in
their humbled state—manhunters occupy a position
of respect among cyclops tribes, feeding their peoples’
massive appetites with the flesh of beasts and sentient
beings alike. Though competent archers, these hunters
are rarely content to draw blood from afar, and train for
close combat. Taking advantage of their size, they learn
to reap foes with the same strength that their ancestors
reaped wheat. Most manhunters prefer to use their
archery skills only to harry and anger targets into closing
with them, or to stop fleeing opponents lest their tender
flesh be wasted. Familiar as they are with their tribal
lands and always on the move, these towering hunters
are often the first cyclopes that outsiders encounter, and
just as often the last.
Manhunters also enforce the law in their communities,
dispensing scars and capital punishment for crimes—
real or imagined—with swift brutality. Without courts
or prisons, modern cyclops justice has devolved into
scarification, mutilation, and execution for any crimes.
The manhunters impose these cyclopean standards of
justice on all they encounter, even when well beyond the
lands directly under their control, as they believe the
wisdom of the cyclopes is absolute.
While humanoids are their favored prey, manhunters
delight in tracking all manner of creatures and wearing
their skulls, skins, and shiny belongings as trophies. They
rarely use stealth, instead openly pursuing their victims
over great distances. In a proper hunt, exhaustion is as
likely to fell a manhunter’s prey as her axe.

18
Inner Sea Monster Codex

Cyclops Smasher crushing even the bricks themselves into gravel. Their
Massive even by cyclops standards, this imposing warrior wears disdain for manufactured goods doesn’t stop them from
Introduction
the skulls of his victims and wields a terrible club. using weapons, armor, or other useful items, however.
These one-eyed barbarians engage strangers with some
CYCLOPS SMASHER CR 9 degree of tactics and insight born of their prophetic Centaur
XP 6,400 talent. They tame mastodons and other massive beasts
Cyclops barbarian (breaker) 4 (Pathfinder RPG Bestiary 52, as mounts, and are skilled at leaving false trails that lead Charau-Ka
Pathfinder RPG Advanced Player’s Guide 78) pursuers into an ambush. The smashers’ favorite tactic is
NE Large humanoid (giant) to battle indoors or among ruins and destroy supports
Init +4; Senses low-light vision; Perception +22 until the structure collapses around them, trusting their Cyclops
DEFENSE phenomenal strength to save them from destruction.
AC 17, touch 7, flat-footed 17 (+3 armor, +7 natural, –2 rage, Derro
–1 size)
hp 155 (14 HD; 10d8+4d12+84)
Gillman
Fort +19, Ref +6, Will +11
Defensive Abilities ferocity, uncanny dodge
OFFENSE Girtablilu
Speed 30 ft.
Melee +1 greatclub +21/+16/+11 (2d8+14) Minotaur
Ranged longbow +10/+5/+0 (2d6/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks destructive +2, rage (20 rounds/day), rage Ogrekin
powers (smasherAPG, strength surge +4)
TACTICS
Strix
Base Statistics When not raging, the smasher’s statistics are
AC 19, touch 9, flat-footed 19; hp 132; Fort +17, Will +9;
+1 greatclub +19/+14/+9 (2d8+11); Str 25, Con 19; CMB +19, Urdefhan
CMD 29; Skills Climb +12, Swim +12.
STATISTICS
Str 29, Dex 10, Con 23, Int 8, Wis 16, Cha 8
Base Atk +11; CMB +21 (+23 sunder); CMD 29 (31 vs. sunder)
Feats Alertness, Extra Rage, Improved Initiative, Improved
Sunder, Power Attack, Step Up, Weapon Focus (greatclub)
Skills Climb +14, Handle Animal +6, Intimidate +6, Knowledge
(nature) +4, Perception +22, Ride +5, Sense Motive +5,
Survival +10, Swim +14; Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
SQ battle scavenger, flash of insight
Combat Gear potions of cure serious wounds (2), potion of
fly; Other Gear +1 leather armor, +1 greatclub, longbow
with 15 arrows, cloak of resistance +2

The cyclopes’ decline from greatness is not a finished


fact of history but an ongoing process, and some among
them creep closer to animalistic fury. The smashers
epitomize this descent, clothing themselves in rough
hides and living as nomadic predators. Filled with rage
and a total rejection of everything their people once
achieved, these massive brutes experience incredible
joy in destroying the works of civilization. They
tear down homes and buildings, rip out orchards,
slaughter livestock, and crush forges. The ruins
of their own peoples’ grandeur drive them into a
frenzy, and smashers may spend weeks or months
ripping down the remains of cyclopean temples or cities,

19
Cyclops Grand-Eye Ranged heavy crossbow +11 (2d8/19–20)
This enormous woman’s eye darts constantly, never settling or Space 10 ft.; Reach 10 ft.
focusing. Scrolls dangle from the belt that encircles her chiton. Oracle Spells Known (CL 8th; concentration +11)
4th (3/day)—arcane sight, inflict critical wounds (DC 17),
CYCLOPS GRAND-EYE CR 10 summon monster IV
XP 9,600 3rd (6/day)—bestow curse (DC 16), detect thoughts (DC 16),
Cyclops oracle (cyclopean seer) 8 (Pathfinder RPG Bestiary 52, inflict serious wounds (DC 16), speak with dead (DC 16)
Pathfinder RPG Advanced Player’s Guide 42, see page 17) 2nd (7/day)—aid, cure moderate wounds, inflict
N Large humanoid (giant) moderate wounds (DC 15), silence (DC 15), true strike
Init –1; Senses low-light vision; Perception +16 1st (7/day)—command (DC 14), comprehend languages,
DEFENSE detect poison, divine favor, obscuring mist, shield of faith
AC 21, touch 8, flat-footed 21 (+6 armor, –1 Dex, +7 natural, 0 (at will)—bleed (DC 13), create water, detect magic,
–1 size) guidance, know direction, purify food and drink,
hp 153 (18 HD; 10d8+8d8+72) stabilize, virtue
Fort +12, Ref +4, Will +13 Mystery ancestorUM
Defensive Abilities ferocity STATISTICS
OFFENSE Str 19, Dex 8, Con 17, Int 14, Wis 15, Cha 16
Speed 20 ft. Base Atk +13; CMB +18; CMD 27
Melee +1 quarterstaff +17/+12/+7 (1d8+7), bite +11 (1d8+2 Feats Alertness, Brew Potion, Combat Casting, Extra
plus grab) RevelationAPG, Iron Will, Power Attack, Scribe Scroll, Skill
Focus (Knowledge [history]), Toughness
Skills Diplomacy +10, Heal +7, Knowledge (arcana) +13,
Knowledge (geography) +9, Knowledge (history) +21,
Knowledge (local) +11, Knowledge (nature) +10,
Knowledge (nobility) +10, Knowledge (planes) +11,
Knowledge (religion) +11, Linguistics +9, Perception +16,
Perform (oratory) +5, Profession (soothsayer) +13, Sense
Motive +19, Spellcraft +15, Survival +7; Racial Modifiers
+8 Perception
Languages Aklo, Celestial, Common, Cyclops, Draconic,
Dwarven, Giant, Orc, Terran
SQ flash of insight, oracle’s curse (hunger*), revelations
(assume fate [3/day], brutal trance [8 rounds], doomsaying
[3/day], wisdom of the ancestors [commune, 1/day])
Combat Gear potions of cure moderate wounds (2), potion
of invisibility (2), potion of protection from chaos, scrolls
of dispel magic (2), scroll of locate object, scrolls of
remove curse (2), scrolls of tongues (2), wand of cure
light wounds (15 charges), wand of inflict serious wounds
(8 charges), wand of lesser restoration (9 charges), holy
water (2); Other Gear +2 hide armor, +1 quarterstaff,
heavy crossbow with 20 bolts, headband of alluring
charisma +2, antitoxin (2)

Despite their inherent divinatory gift, few cyclopes


embrace the path of the grand-eye. A dedicated minority—
respected and even revered by their brethren—retain some
semblance of their peoples’ grandeur. Though still cursed
with great rages and ravenous hunger, grand-eyes temper
those primal urges with spiritual wisdom and historical
insight. Most live apart from their kind, advising only
occasionally, for fear that other cyclopes’ terrible impulses
will drag them down as well. The grand-eyes are legendary
prophets, and sometimes meddle in other races’ affairs by
offering prophecy, spells, and magical goods.

20
Inner Sea Monster Codex

Cyclops Lorekeeper Feats Alertness, Combat Casting, Extend Spell, Improved


Ancient tomes and ornate robes lend this towering one-eyed Initiative, Improved Natural Armor, Iron Will, Magical
Introduction
figure an intellectual air, balanced by his toned muscles and a Aptitude, Scribe Scroll, Skill Focus (Knowledge [arcana]),
lingering stench of blood. Skill Focus (Knowledge [history]), Spell Penetration,
Toughness Centaur
CYCLOPS LOREKEEPER CR 13 Skills Appraise +17, Knowledge (arcana) +29, Knowledge
XP 25,600 (geography) +17, Knowledge (history) +29, Knowledge Charau-Ka
Cyclops arcanist 11 (Pathfinder RPG Bestiary 52, Pathfinder (local) +15, Knowledge (nature) +15, Knowledge
RPG Advanced Class Guide 8) (planes) +16, Knowledge (religion) +17, Linguistics +19,
NE Large humanoid (giant) Perception +29, Sense Motive +27, Spellcraft +25, Survival +6, Cyclops
Init +4; Senses low-light vision; Perception +29 Use Magic Device +29; Racial Modifiers +8 Perception
DEFENSE Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Derro
AC 18, touch 10, flat-footed 18 (+1 deflection, +8 natural, Cyclops, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin,
–1 size) Halfling, Ignan, Infernal, Orc, Sylvan, Terran
Gillman
hp 146 (21 HD; 11d6+10d8+63) SQ flash of insight
Fort +13, Ref +7, Will +15 Combat Gear potions of invisibility (2), scrolls of dimension
Defensive Abilities ferocity door (2), scroll of explosive runes, scroll of grease, scrolls Girtablilu
OFFENSE of identify (2), scroll of meld into stone, scroll of remove
Speed 30 ft. curse, scroll of stone shape, wand of cure serious wounds Minotaur
Melee quarterstaff +15/+10/+5 (1d8+6) (6 charges), wand of magic missile (19 charges); Other
Ranged mwk heavy crossbow +12 (2d8/19–20) Gear mwk heavy crossbow with 22 bolts, quarterstaff,
Space 10 ft.; Reach 10 ft. amulet of natural armor +1, cloak of resistance +1, Ogrekin
Special Attacks arcane reservoir (6/14), headband of vast intelligence +4, ring of
arcanist exploits (consume magic items, protection +1, backpack, scroll case, spellbook Strix
counterspell, energy shield, greater (contains all 0-level spells and all prepared spells
counterspell, metamagic knowledge, as well as an additional four 1st-level, two 2nd-
potent magic), consume spells level, four 3rd-level, three 4th-level, and three Urdefhan
Arcanist Spells Prepared (CL 11th; 5th-level spells of the GM’s choice)
concentration +16)
5th—teleport, wall of force Cyclops lorekeepers scour Golarion for the
4th—enervation, greater secrets of their ancestors,
invisibility, scrying (DC 19) hoping to rekindle the
3rd—air geyserACG (DC 18), arcane wisdom and majesty their
sight, dispel magic, race once embodied. Driven
lightning bolt (DC 18) by obsession and the faintest hints
2nd—aggressive of dream-whispered prophecies, they
thundercloudACG pursue their intellectual goals with
(DC 17), blindness/ a dispassionate violence, crushing
deafness (DC 17), anything and anyone that threatens
locate object, resist their goal of restoring the enlightened
energy, scorching ray cyclops civilizations of old. Already
1st—comprehend among the wisest and most learned of
languages, mage their dwindling kind, lorekeepers attempt
armor, magic missile, to uncover ever more of the
ray of enfeeblement knowledge and wisdom of
(DC 16), shield ancient Ghol-Gan.
0 (at will)—acid splash, These studied cyclopes are the
arcane mark, daze (DC 15), closest thing the race has to true
detect magic, detect poison, adventurers, raiding ancient ruins for
ghost sound (DC 15), light, lore, and even infiltrating the lands of
mage hand, read magic younger races to plumb their libraries.
STATISTICS Many attract like-minded cohorts, though
Str 19, Dex 10, Con 15, Int 20, more often their power attracts less
Wis 15, Cha 12 civilized cyclopes hoping for leadership
Base Atk +12; CMB +17; CMD 28 and protection against the human usurpers.

21
Derro
With twisted minds that mirror their convoluted modify their victims’ memories before stitching the
subterranean realm, derros look to the surface with a poor wretches back together. The luckiest of these
mix of loathing and jealousy. Obsessed with studying subjects forget their horrific experiences—save for
the vibrant life above, derros build their settlements deeply buried psychological traumas that emerge only
beneath bustling metropolises ripe for harvesting. Their during nightmares.
machinations often spur surface rumors of kidnappings, Full statistics for derros can be found on page 70 of the
disappearances, and maniacal pale-skinned bogeymen. Pathfinder RPG Bestiary.
These white-eyed psychopaths are masters of subterfuge
who brazenly snatch victims, even from the safety of their Derro Encounters
beds, and drag them into fungus-encrusted tunnels—not Even though many derros live mere miles below major
to kill them, but to expose them to prolonged torment in cities such as Cassomir and Egorian, few surface dwellers
the name of twisted science. know much about the true terror that lurks below.
In their quest to gain a tolerance to the searing light Derros are expert infiltrators who work under the cover
of the sun, derros take apart their victims’ bodies with of night and skillfully hide their tracks. Underground,
careful deliberation. Skilled at dissection, vivisection, they quickly silence any strangers who stumble upon
and grafting, these miniature humanoids work in their settlements.
bizarre, unsanitary laboratories flooded with a strange Derros target undesirables, slum-dwellers, and people
blue glow. Once the derros have studied their test living on a city’s outskirts, for even the shameless derro
subjects’ glistening viscera, these devious maniacs have learned to avoid reprisal from surface authorities.

22
Inner Sea Monster Codex

On these frightful nights, a gang of eight to 12 derros led deals 1d6 points of damage (1d4 for a Small alchemist).
by a derro bodysnatcher infiltrate a city, quietly subdue If the grafted limb is a leg, the alchemist gains one of
Introduction
unwilling subjects, and drag them below. the following benefits: a +5 bonus to land speed, a swim
Once secured in their territory, derros fasten victims to speed of 15 feet, or a +5 bonus on Acrobatics checks when
stone slabs and prepare them for the devious white-eyed jumping. For each limb the alchemist replaces in this Centaur
torturers who subject their captives to bizarre procedures. manner, he takes a –2 penalty to Wisdom as he loses his
Derros mend and release test subjects who survive this sense of self. Derros are immune to this penalty. Charau-Ka
gruesome ordeal, though they often return for future Precise Poison (Ex): The alchemist is adept at
abductions to track their weird experiments’ progress. delivering poison to the most vulnerable areas of his
Derro brainwashers set upon the rare subjects targets. When the alchemist confirms a critical hit with a Cyclops
who draw too much attention to their activities or poisoned weapon, he increases the save DC of the poison
audaciously attempt to trace their way back to derro by an amount equal to the weapon’s critical multiplier. Derro
enclaves in Nar-Voth. Masters of clouding memories Sleeper Agent (Su): The alchemist learns how to create
and tweaking neural pathways, brainwashers ensure a sleeper agent, whom he releases back into its original
Gillman
that their former guests’ recollections of their time society none the wiser. The alchemist can create a sleeper
underground remain suppressed. If this fails, or if there agent in a ritual that takes 1 minute; the target must be
is no time for this delicate procedure, the derro cut unconscious for the ritual’s duration. At any time during Girtablilu
ties with their specimen and send an urban hunter to the next year, as long as he is within 1 mile of the sleeper
terminate the experiment. agent, the alchemist can activate the agent’s programming. Minotaur
When the sleeper agent is activated, treat her as if she
Derro Alchemist Discoveries were the target of a dominate person spell with a caster
Derro alchemists’ twisted experiments have led to the level equal to the alchemist’s level at the time the sleeper Ogrekin
following discoveries. agent was created. If the sleeper agent is killed or the
Cytillesh Bomb: When the alchemist creates a bomb, dominate person effect’s duration expires, the sleeper agent Strix
he can infuse it with cytillesh extract. Cytillesh bombs is permanently released from the alchemist’s control.
deal 1d4 points of damage, plus 1d4 points of damage for The alchemist can also release any sleeper agent as a free
every odd-numbered level, instead of 1d6. Creatures that action. The alchemist can have one active sleeper agent Urdefhan
take a direct hit from a cytillesh bomb are sickened for 1 for every 6  alchemist levels he possesses. An alchemist
round per alchemist level unless they succeed at Fortitude must be at least 12th level before selecting this discovery.
saves. If a creature is rendered unconscious from this Subsumed Spirit (Ex): As the alchemist grows in
bomb or any other attack before it is able to remove the power, his parasitic twin laps up a portion of his soul,
sickened condition, the victim loses all memory from the like a dog feeding on its master’s scraps. The alchemist’s
last hour and cannot form new memories for 8 hours. parasitic twin can now manifest or hide within the
The lost and prevented memories might return later as alchemist’s torso as a move action. As a standard action,
dreams, and can be restored with a restoration spell. This the alchemist can cause his manifested twin to babble,
discovery doesn’t stack with other discoveries that alter an driving listeners insane. All creatures without the
alchemist’s bomb. insanity special ability that are within 60  feet of the
Method to the Madness (Ex): The alchemist has learned alchemist must succeed at a Will save or be affected by
to channel his madness into one of his alchemist class confusion for 1 round per alchemist level. The alchemist
abilities. When the alchemist takes this discovery, he can urge his parasitic twin to babble a number of times
chooses one of either bombs or extracts. If he selects per day equal to 3 + the alchemist’s Intelligence modifier.
bombs, he uses his Charisma bonus in place of his Creatures that successfully save can’t be affected by
Intelligence bonus when determining the bonus to this effect for 24 hours. The alchemist is immune to
damage and the saving throw DCs of his bombs. If the its sibling’s babbling. This is a sonic, mind-affecting
alchemist selects extracts, he uses his Charisma bonus compulsion effect. The alchemist must have the parasitic
in place of his Intelligence bonus to calculate bonus twin discovery (Pathfinder RPG Ultimate Magic 16) before
extracts per day. The alchemist must have the madness selecting this discovery.
extraordinary ability to take this discovery. This discovery Sunlight Acclimation (Ex): Time spent in the bright
can be taken twice, allowing the alchemist to select both light of day has partially inured the alchemist to its effects.
bombs and extracts. When the alchemist would normally take Constitution
Monstrous Graft (Ex): The alchemist can replace up damage as a result of vulnerability to sunlight, he can
to four of his own amputated limbs with those of a attempt a DC 11 Fortitude saving throw to negate the
monstrous beast of the same size category. If the grafted effects. The DC of this saving throw increases by 1 for
limb is an arm, the alchemist gains either a climb each hour after the first spent in sunlight within the last
speed of 15 feet or a claw or slam natural attack that 24 hours.

23
Derro Brainwasher Spell-Like Abilities (CL 3rd; concentration +8)
This pallid woman’s clothing is adorned with leather straps, At will—darkness, ghost sound (DC 15)
wicked barbs, and surgical tools. Her eyes twinkle with madness. 1/day—daze (DC 15), sound burst (DC 17)
Bard Spells Known (CL 2nd; concentration +7)
DERRO BRAINWASHER CR 5 1st (4/day)—cause fear (DC 16), memory lapseAPG (DC 16),
XP 1,600 sleep (DC 16)
Derro bard 2 (Pathfinder RPG Bestiary 70) 0 (at will)—detect magic, flare (DC 15), lullaby (DC 15),
CE Small humanoid (derro) mage hand, message
Init +4; Senses darkvision 60 ft.; Perception +2 STATISTICS
DEFENSE Str 11, Dex 19, Con 16, Int 12, Wis 7, Cha 20
AC 22, touch 16, flat-footed 17 (+4 armor, +4 Dex, +1 dodge, Base Atk +3; CMB +2; CMD 17
+2 natural, +1 size) Feats Combat Casting, Dodge, Extra Performance
hp 39 (5 HD; 3d8+2d8+17) Skills Acrobatics +8 (+4 when jumping), Bluff +12,
Fort +4, Ref +8, Will +10 Disguise +10, Escape Artist +7, Knowledge (geography) +6,
SR 16 Knowledge (local) +6, Linguistics +5, Perception +2,
Weaknesses vulnerable to sunlight Perform (oratory) +13, Stealth +12, Use Magic Device +11
OFFENSE Languages Aklo, Common, Undercommon
Speed 20 ft. SQ bardic knowledge +1, madness, poison use, versatile
Melee aklys +4 (1d6) performance (oratory)
Ranged repeating light crossbow +8 (1d6/19–20) or Combat Gear wand of charm person (15 charges), wand
aklys +8 (1d6) of hold person (8 charges), wand of modify memory
Special Attacks bardic performance 17 rounds/day (12 charges), medium spider venom (5 doses), striped
(countersong, distraction, fascinate [DC 16], inspire toadstool (5 doses); Other Gear mwk chain shirt, aklysUC,
courage +1), sneak attack +1d6 repeating light crossbow with 20 mwk bolts

These sinister derros specialize in the skills needed


to keep their underground civilization hidden from
the surface world. Years of study and experimentation
provide them with an unnatural understanding of
how the humanoid mind works, especially the sections
governing memory. Derro brainwashers program new
memories into their targets and remove unwanted
memories altogether; they edit away any evidence of
their people and sow chaos within a subject’s psyche,
leaving the unfortunate soul jabbering and confused.
Brainwashers typically venture aboveground to
examine former test subjects when their memories
of Nar-Voth visits threaten to return with unwelcome
clarity. Instead of killing these leaks outright, the
derro would rather protect their investment and try
to recover these subjects, open them up to see what
went wrong, and return them after appropriate repairs.
Fortunately for the brainwashers, these former guests are
generally so unhinged from their experience that they’re
unable to hide effectively. Most rave about white-eyed
abductors, slobbering in seedy taverns where they quell
the horrible visions with strong drink, or are locked away
in asylums when they’re caught violently preparing for
their tormentors’ return. Once the brainwashers locate
their targets, they incapacitate the unfortunate victims,
bring them back underground, and alter their
memories of recent events using either magic or
drastic surgery. They rarely come to the surface
unprepared or alone, however, and their expeditions
often return with new subjects as well as old ones.

24
Inner Sea Monster Codex

Urban Stalker modification, derros abandon their research and


This furtive gray-skinned woman wears a tattered cloak and a send specialized killers to hunt down the wayward
Introduction
spiky circlet. The barbed hook of her weapon glistens with poison. experiments. Urban stalkers excel at moving about
cityscapes unnoticed and removing any traces of their
URBAN STALKER CR 7 passage. These skilled trackers often walk the streets in Centaur
XP 3,200 disguise, listening for and investigating rumors of derro
Derro slayer 4 (Pathfinder RPG Bestiary 70, Pathfinder RPG activities. To sow confusion, these derros sometimes Charau-Ka
Advanced Class Guide 53) invent their own stories of mysterious human men
CE Small humanoid (derro) and women in black who steal evidence and terrorize
Init +3; Senses Perception +7 witnesses of abductions. Cyclops
DEFENSE Urban stalkers pursue their targets over several days
AC 20, touch 14, flat-footed 17 (+4 armor, +3 Dex, +2 natural, and take great satisfaction in seeing their marks during Derro
+1 size) the most intimate moments of their lives, even forming
hp 81 (7 HD; 3d8+4d10+46) an unreciprocated obsession during their pursuit. When
Gillman
Fort +11, Ref +8, Will +6 the moment finally comes to quiet those too stubborn
SR 18 to forget their experiences in Nar-Voth, these sadistic
Weaknesses vulnerable to sunlight derros savor the last moments they have with their Girtablilu
OFFENSE victims, even crying to themselves once the deed is done
Speed 20 ft. and their new “friends” lie quiet and cold. To protect Minotaur
Melee +1 aklys +8/+3 (1d6+3), mwk spiked gauntlet +8 themselves from this painful separation, urban stalkers
(1d3+1) stretch the killing out over an inhumane amount of time
Ranged dart +10 (1d3+2) or and always collect a memento from each victim that they Ogrekin
+1 aklys +11 (1d6+3) lovingly care for and keep in a safe place alongside their
Special Attacks sneak attack +2d6, studied target +1 other souvenirs. Strix
(1st, move action)
Spell-Like Abilities (CL 3rd; concentration +5)
At will—darkness, ghost sound (DC 12) Urdefhan
1/day—daze (DC 12), sound burst (DC 14)
STATISTICS
Str 15, Dex 17, Con 22, Int 13, Wis 5,
Cha 14
Base Atk +6; CMB +7 (+11 trip);
CMD 20 (22 vs. trip)
Feats Combat Expertise,
Greater Trip, Improved
Trip, Two-Weapon
Fighting
Skills Acrobatics +6 (+2 when
jumping), Bluff +9, Climb +5,
Disguise +6, Intimidate +8,
Knowledge (local) +8, Perception +7, Sense
Motive +5, Stealth +10, Survival +7
Languages Aklo, Common, Undercommon
SQ favored terrain (urban +2), madness, poison
use, slayer talents (slowing strike, terrain
mastery), track +2
Combat Gear potion of bull’s strength,
potion of enlarge person, potion of
invisibility (2), medium spider venom
(4 doses); Other Gear chain shirt,
+1 aklysUC, darts (10), mwk spiked
gauntlet, hat of disguise

When a victim of derro machinations escapes captivity,


or when a subject’s memories remain clear despite

25
Derro Bodysnatcher mwk sap, net, amulet of natural armor +1, mwk manacles,
Wily and well groomed, this diminutive blue-tinged man exudes mwk thieves’ tools, silk rope (50 feet)
detached patience. A wicked-looking crossbow and blood-stained
manacles enhance his aura of quiet menace. These master infiltrators creep through dark alleys and
shadowy corners looking to waylay victims and drag
DERRO BODYSNATCHER CR 10 them to Nar-Voth. Bodysnatchers prefer marginalized
XP 9,600 targets who walk the streets alone: criminals, the
Derro rogue 7 (Pathfinder RPG Bestiary 70) homeless, addicts, and any person few others would
CE Small humanoid (derro) miss. Well studied in nonlethal tactics, bodysnatchers
Init +4; Senses darkvision 60 ft.; Perception +11 switch to deadly force only if their presence is exposed.
DEFENSE When detected, these kidnappers usually break off
AC 23, touch 15, flat-footed 19 (+5 armor, +4 Dex, +3 natural, pursuit, knowing all too well that they can plan another
+1 size) attempt during the next starless night. Abandoned
hp 82 (10 HD; 3d8+7d8+37) targets usually then shout maniacal warnings, telling
Fort +6, Ref +10, Will +9 and retelling of their encounters with a race of
Defensive Abilities evasion, trap sense +2, uncanny dodge; unblinking nightmares that dwell below the city streets.
SR 21 Unfortunately, most of these testimonials fall on deaf
Weaknesses vulnerable to sunlight ears. Derros depend on this surface-world indifference
OFFENSE to conceal their nocturnal expeditions and keep their
Speed 20 ft. slave pens stocked.
Melee mwk sap +12/+7 When the moon and stars above shine too brightly,
(1d4+2 nonlethal) derros forgo the surface and turn upon their Darklands
Ranged +1 repeating heavy crossbow neighbors, abducting dwarven miners, dark folk
+13/+8 (1d8+1 nonlethal/19–20) or cultists, and even the rare lone drow. Only kobolds—
net +12 touch (entangle) for reasons that remain
Special Attacks sneak attack +5d6 largely mysterious even
Spell-Like Abilities (CL 3rd; to other derros—escape
concentration +7) these hunters’ sights.
At will—darkness, ghost sound Derros consider the
(DC 14) stock of subterranean
1/day—daze (DC 14), sound burst races common at best
(DC 16) and tainted at worst, but a steady
STATISTICS supply of captives is needed for slave
Str 15, Dex 18, Con 16, Int 10, labor and as subjects of experiments,
Wis 9, Cha 18 so even second-rate bodies will
Base Atk +7; CMB +8; CMD 22 suffice in lean times.
Feats Dazzling Display, Point-Blank When derros grow brazen enough to
Shot, Precise Shot, Rapid Shot, take multiple specimens, they target
Sap AdeptUC, Sap Master UC, Weapon complete households. Bodysnatchers
Focus (sap) are unparalleled in their ability to pluck
Skills Bluff +14, Climb +11, Disable victims from secure havens. Since news
Device +16, Disguise +13, Intimidate +14, of an entire family’s disappearance creates
Knowledge (local) +7, Perception +11, a stir, derros often direct such operations
Stealth +16, Use Magic Device +16 toward a settlement’s rural outskirts and
Languages Aklo, Undercommon make it look like their marks were the
SQ madness, poison use, rogue talents victims of raiding bandits or a wild beast.
(combat trick, surprise attack, weapon Sometimes bodysnatchers even provide
training), trapfinding +3 such cover themselves, dragging
Combat Gear +1 merciful captured monsters with them
bolts (20), potion of from the depths to rampage
invisibility, wand of silence through a home once their own
(11 charges), tanglefoot work is complete, covering up
bags (2), medium spider any trace of derro involvement
venom (10 doses); Other Gear and leaving a delightful surprise for any concerned
+1 chain shirt, +1 repeating heavy crossbow with 10 bolts, citizens who rush to their neighbors’ aid.

26
Inner Sea Monster Codex

White-Eyed Torturer Combat Gear potions of cure moderate wounds (3), potions
A scorpion’s claw and twisted goat legs, all stitched into place with of haste (2), blue whinnis (4 doses), medium spider
Introduction
ragged black thread, replace three of this wild-haired man’s limbs. venom (10 doses); Other Gear +2 chain shirt, aklysUC,
mwk repeating light crossbow with 20 bolts, amulet of
WHITE-EYED TORTURER CR 12 natural armor +1, goggles of minute seeing, headband Centaur
XP 19,200 of vast intelligence +2, ring of protection +1, antitoxin (3),
Derro alchemist (vivisectionist) 11 (Pathfinder RPG formula book (contains all prepared extracts, plus an Charau-Ka
Bestiary 70, Pathfinder RPG Advanced Player’s Guide 26, additional four 1st-level, four 2nd-level, three 3rd-level,
Pathfinder RPG Ultimate Magic 20) and two 4th-level extracts of the GM’s choice), healer’s
CE Small humanoid (derro) kit, surgeon’s toolsUE, veterinarian’s kitUE, granite and Cyclops
Init +7; Senses darkvision 60 ft.; Perception +11 diamond dust (750 gp), powdered platinum (300 gp)
DEFENSE Derro
AC 25, touch 16, flat-footed 21 (+6 armor, +1 deflection, The self-mutilated white-eyed torturer carves into
+3 Dex, +1 dodge, +3 natural, +1 size) humanoid flesh with deviant glee and bestial hands,
Gillman
hp 144 (14 HD; 3d8+11d8+81) eager to learn the limits of anatomy. Armed with cutting
Fort +12, Ref +11, Will +8 implements, pliers, clamps, and perhaps even aberrant
Immune poison; SR 23 claws, this twisted surgeon goes about his work modifying Girtablilu
Weaknesses vulnerable to sunlight his patients and himself. To this derro, his subject is at
OFFENSE best a beast, and as his victim’s screams echo through Minotaur
Speed 30 ft. the nearby fungus-lined tunnels, other derros become
Melee aklys +13/+8 (1d6+2) or drawn to the song and wait eagerly outside the torturer’s
claw +13/+8 (1d4+3) laboratory to see what wonder he has created. Ogrekin
Ranged mwk repeating light crossbow +15/+10 (1d6/19–20)
or aklys +14 (1d6+2) Strix
Special Attacks sneak attack +7d6
Spell-Like Abilities (CL 3rd; concentration +5)
At will—darkness, ghost sound (DC 12) Urdefhan
1/day—daze (DC 12), sound burst (DC 14)
Alchemist Extracts Prepared (CL 11th)
4th—discern lies (DC 18), stoneskin, universal formulaAPG
3rd—draconic reservoirAPG, fly, gaseous form, haste,
remove blindness/deafness
2nd—blur, cure moderate wounds, detect thoughts
(DC 16), eagle’s splendor, vomit swarmAPG
1st—cure light wounds, disguise self, enlarge
person (DC 15), expeditious retreat, shield,
true strike
STATISTICS
Str 15, Dex 17, Con 18, Int 18, Wis 7, Cha 14
Base Atk +10; CMB +11; CMD 26
Feats Alertness, Brew Potion, Combat Casting, Combat
Reflexes, Dodge, Improved Initiative, Power Attack, Throw
Anything, Toughness
Skills Bluff +13, Craft (alchemy) +17, Disable Device +15,
Heal +2, Knowledge (arcana) +12, Knowledge (nature) +18,
Perception +11, Sense Motive +12, Sleight of Hand +15,
Spellcraft +21, Stealth +16, Use Magic Device +11
Languages Abyssal, Aklo, Common, Dwarven,
Goblin, Undercommon
SQ alchemy (alchemy crafting +11, identify potions), cruel
anatomist, mutagen (+4/–2, +2 natural, 110 minutes),
discoveries (infusion, monstrous graft* [arm], monstrous
graft* [leg ×2], sleeper agent*), madness, poison use,
swift alchemy, swift poisoning, torturer’s eye, torturous
transformation

27
Gillman
Although they live in undersea communities all around to distrust them and reinforce the most ominous rumor
Avistan, including in the Arcadian Ocean and the about them, known to only a few: that gillmen are secretly
Steaming Sea, gillmen are best known to the people of sleeper agents of the evil aboleth race.
Absalom. The city’s connection to ancient Azlant and its This distrust leaves most surface-friendly gillmen in
position at the heart of the Inner Sea make it a logical poverty-ridden slums and isolated boroughs of human
place for these aquatic, semi-amphibious humanoids settlements near rivers, lakes, or oceans. However, the
to interact with land dwellers. Absalom benefits greatly military city of Escadar on the Isle of Erran, just north
from its good relations with the gillmen, who prefer to of the Isle of Kortos, hosts an embassy named the
call themselves “Low Azlanti” and are considered by some House of the Cresting Wave from which gillmen of the
to be the last inheritors of the Azlanti legacy. Inner Sea can formally interact with the governments
The gillmen’s aquatic nature makes it difficult for of Absalom and other nations. In addition to this
surface races to learn much about gillman culture beyond diplomatic presence, the gillmen also train Absalom’s
what the gillmen themselves are willing to share. Some hippocampus-mounted sea cavalry known as the Wave
gillmen are happy to talk about their lives beneath the Riders and serve as advisors to the nation’s powerful
sea, but even these few leave out important details or navy. Despite their important role in the naval outpost,
avoid certain topics. When pressed, they either change many of Escadar’s gillmen nevertheless live lives of vice
the subject or claim to forget what they were saying. Their in brothels, taverns, and gambling dens on the shore.
evasive behavior, strange superstitions, and apparent Full statistics for gillmen can be found on page 188 of
veneration of ancient, otherworldly beings cause many the Pathfinder RPG Advanced Race Guide.

28
Inner Sea Monster Codex

Gillman Encounters MASTERS’ CALL PRICE


34,000 GP
In the waters of the Inner Sea, gillmen are most often
SLOT neck CL 10th WEIGHT — Introduction
encountered patrolling with Absalom’s sea cavalry or
AURA moderate enchantment
protecting their own peoples’ interests. Groups consisting
of four to six riders and their hippocampus mounts Platinum filigree wraps around this small, spiral-shell Centaur
range far from the city, but become more numerous as amulet, which hangs on an ornate chain that resembles
one approaches the Absalom harbor. The squads employ entwined tentacles. Enchantment spells and effects created Charau-Ka
hit-and-run tactics against dangerous vessels, but they are by the wearer of a masters’ call are treated as though they
difficult to intimidate when they are acting with the full came from an aboleth source, so gillman targets take their
force of Absalom’s political and economic might. racial –2 penalty on Will saves to resist the amulet’s effects. Cyclops
Land-dwelling Low Azlanti find few people willing to Once per day, the wearer can speak a trigger phrase
trust them with anything but low-paying jobs, effectively in the Aboleth language to cast dominate person on a Derro
trapping most of them in lifelong poverty. As a result, single target (Will DC 18 negates). Regardless of whether
many gillmen join gangs of their kind in places like the dominate person spell succeeds, the wearer can then
Gillman
Diobel’s Underdocks, where they extort protection money attempt to cast modify memory on the same target to
from merchants and shake down unsuspecting travelers. change its memory of either the actions the target
Gang members typically don’t threaten dangerous targets, performed while dominated or the attempted domination Girtablilu
but they aren’t afraid to pick pockets and can handle (Will DC 17 negates).
themselves if a fight breaks out. The Underdocks’ maze CONSTRUCTION REQUIREMENTS COST 17,000 GP Minotaur
of piers, alleys, and darkened waterways makes it easy to Craft Wondrous Item, dominate person, modify memory
escape trouble—or to lead enemies into an ambush.
While members of Absalom’s Low Council say the PRICE Ogrekin
RING OF REFUSAL 32,500 GP
most dangerous gillmen are the ones who set the
SLOT ring CL 13th WEIGHT —
fees for training Absalom’s navy, those who know Strix
AURA strong conjuration and transmutation
the true history of the Low Azlanti disagree; gillmen
who willingly serve the aboleths, humanity’s ancient Powerful gillmen who suspect they harbor unwitting
enemies, frighten such scholars far more. Others who allegiance to hidden masters use rings of refusal to Urdefhan
are driven mad by the voices of these hidden masters resist such bonds. The wearer of a ring of refusal gains
come to worship the Great Old Ones or venerate other a +2 bonus on saving throws against enchantment
vile entities. These cultists operate in the poorest parts spells and effects. When the wearer is targeted by
of Absalom, Diobel, and Escadar, manipulating people break enchantment or a similar effect that ends an
and events toward terrible goals that even they barely enchantment, the caster gains a +2 bonus on caster level
understand. These cultists often operate alone, but checks to resolve the effect.
may have allies gained through enchantment or other The wearer can also activate the ring once per day as
forms of manipulation. an immediate action to gain spell resistance 25 against a
single enchantment spell or effect.
Gillman Magic Items CONSTRUCTION REQUIREMENTS COST 16,250 GP
The Low Azlanti can craft many strange treasures, though Forge Ring, break enchantment, spell resistance
not all of them are meant to serve noble purposes.
PRICE
WAVERIDER BREASTPLATE 5,000 GP
PRICE
BATHING BASIN 6,750 GP SLOT armor CL 5th WEIGHT 30 lbs.
SLOT none CL 5th WEIGHT 5 lbs. AURA faint transmutation
AURA faint conjuration and transmutation
This flat, gray +1 breastplate is embossed with the iron
This heavy bronze bowl, etched with outlines of waves, fin symbol of the Wave Riders (Absalom’s sea cavalry),
feels cool to the touch. Once per day as a standard action, and is enchanted to make it lighter in water. The armor
the bowl can be commanded to grow in size and fill with imposes no armor check penalty on Swim checks,
25 gallons of cool, fresh water. In its enlarged state, the basin but still contributes to the wearer’s encumbrance and
can accommodate a Medium or smaller creature. The basin applies all other armor check penalties as normal. Once
remains enlarged for 1 hour or until the user commands it per day, the wearer can speak a command word even
to shrink. All water in the basin disappears when the item if submerged to cause the armor—and the wearer if
shrinks, and any creatures or objects that don’t fit in the the armor is worn—to float as per the buoyancy spell
shrunken bowl are expelled into an adjacent square. (Pathfinder RPG Advanced Class Guide 177).
CONSTRUCTION REQUIREMENTS COST 3,375 GP CONSTRUCTION REQUIREMENTS COST 2,500 GP
Craft Wondrous Item, create water, shrink item Craft Magic Arms and Armor, buoyancy, water walk

29
Ship Scavenger Melee +1 shortspear +8/+3 (1d6+3), mwk short sword +7
This gillman’s lean, athletic frame speaks to a life of hard work, (1d6+2/19–20)
but his keen eyes and appraising smirk suggest a sharp mind Ranged shortspear +9/+4 (1d6+2)
and daring nature. Special Attacks combat style (two-weapon), favored enemy
(animals +2, aquatic humanoids +4)
SHIP SCAVENGER CR 5 Ranger Spells Prepared (CL 3rd; concentration +4)
XP 1,600 1st—resist energy, summon nature’s ally I
Gillman ranger 6 (Pathfinder RPG Advanced Race Guide 188) STATISTICS
N Medium humanoid (aquatic) Str 14, Dex 15, Con 14, Int 10, Wis 12, Cha 10
Init +2; Senses Perception +9 Base Atk +6; CMB +8; CMD 20
DEFENSE Feats Athletic, Endurance, Quick Draw, Two-Weapon Defense,
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield) Two-Weapon Fighting, Weapon Focus (shortspear)
hp 51 (6d10+18) Skills Climb +8, Handle Animal +8, Knowledge
Fort +7, Ref +7, Will +3; +2 vs. non-aboleth enchantments, (engineering) +6, Knowledge (nature) +9, Perception +9,
–2 vs. aboleth enchantments Stealth +10, Survival +10, Swim +17
Defensive Abilities enchantment resistance Languages Aboleth, Common
Weaknesses water dependent SQ amphibious, favored terrain (water +2), hunter’s bond
OFFENSE (companions), track +3, wild empathy +6
Speed 30 ft., swim 30 ft. Combat Gear potion of barkskin, potion of bull’s strength,
potions of cure light wounds (2); Other Gear +1 wooden
armorUE, +1 shortspear, mwk short sword, shortspears (5),
block and tackle, crowbar, mwk backpack, sacks (4), silk
rope (100 feet), whetstoneUE

Hunting below the waves secures only a precarious living,


and forges don’t burn underwater. To acquire worked
goods and supplement their income, many Low Azlanti
turn to scavenging. Shipwrecks, storm-washed flotsam,
and jetsam abandoned to dodge customs officers all offer
a wealth of goods now beyond the reach of their human
creators and free to any aquatic creature strong and brave
enough to claim them. Those gillmen who pick the bones
of sunken hulks must compete with other ocean-going
scavengers, from sharks and giant crabs to sahuagin.
Fierce battles can erupt over new opportunities, just as
surface peoples may battle over a mine or treasure-laden
tomb. Truly successful scavengers often conceal or booby-
trap their most lucrative discoveries, or recruit additional
gillmen to help them guard a find and swiftly pick it
clean. Groups of gillmen ranging in size from small
gangs to large organized companies may claim especially
treacherous waters and identify these jagged reefs, storm-
wracked passes, and monster-infested shoals with distinct
markers, which canny sailors learn to use for navigation.
While most ship scavengers content themselves with
recovering lost treasures from past accidents or battles,
a greedy few cause shipwrecks by moving buoys,
extinguishing lighthouses, disseminating false
charts, and sabotaging vessels. The worst are
little better than pirates, prying ships apart from below
the waves or setting them aflame, then slaughtering the
crew as they leap into the ocean. Whether they’re malign
or merely opportunistic, ship scavengers are unlikely to
share a wreck’s treasures, even—or especially—with its
air-breathing former owners.

30
Inner Sea Monster Codex

Wet-House Emissary (contains all prepared extracts, plus an additional three


Swathed in striking turquoise robes, this gillwoman has a cold, 1st-level and two 2nd-level extracts of the GM’s choice),
Introduction
appraising stare. mwk thieves’ tools

WET-HOUSE EMISSARY CR 7 The distinctive ambassadors of Escadar’s House of Centaur


XP 6,400 the Cresting Wave—the gillman embassy colloquially
Gillman aristocrat 2/investigator (mastermind) 7 (Pathfinder known as the Wet-House—serve as the Low Azlanti’s Charau-Ka
RPG Advanced Race Guide 188, Pathfinder RPG Advanced most public face to the surface world, as well as the
Class Guide 30, 101) agents most likely to involve themselves in surface
N Medium humanoid (aquatic) politics. Training from childhood in areas ranging from Cyclops
Init –1; Senses Perception +12 history and heraldry to swordplay and alchemy, these
DEFENSE gillmen are expected to solve any and all problems they Derro
AC 12, touch 9, flat-footed 12 (+3 armor, –1 Dex) uncover, both on the city’s behalf and for their people’s
hp 56 (9d8+16) betterment. Wet-House emissaries see themselves as
Gillman
Fort +4, Ref +5, Will +11; +4 bonus vs. poison, +2 vs. non- the last true bastion of Azlanti culture and wisdom,
aboleth enchantments, –2 vs. aboleth enchantments and stoically shoulder the burden of educating other
Defensive Abilities enchantment resistance, poison resistance humans while protecting them from the danger of Girtablilu
Weaknesses water dependent knowing too much.
OFFENSE The vast majority of an emissary’s time is spent Minotaur
Speed 30 ft., swim 30 ft. handling the complaints and inquiries of land
Melee +1 sword cane +8/+3 (1d6+2) dwellers. They negotiate trade agreements,
Ranged mwk light crossbow +6 (1d8/19-20) organize salvage operations and undersea Ogrekin
Special Attacks studied combat (+3, 3 rounds), studied expeditions, and connect human diplomats
strike +2d6 and scholars with other skilled Low Azlanti. Strix
Investigator Extracts Prepared (CL 7th; But when the need arises, an emissary
concentration +10) transforms into a spy, provocateur, or
3rd—nondetection, tongues saboteur capable of facing incredible Urdefhan
2nd—barkskin, eagle’s splendor, focused scrutinyACG, threats, undermining overly
investigative mindACG curious surface dwellers, and
1st—blurred movementACG, cure light retrieving Azlanti artifacts never
wounds, disguise self, heightened meant for the clumsy hands of
awarenessACG, shield non-Azlanti humans. Most walk
STATISTICS a fine line, gathering agents and
Str 12, Dex 8, Con 12, Int 16, Wis 14, Cha 14 contacts to assist them while keeping
Base Atk +6; CMB +7; CMD 16 their underlings forever ignorant of
Feats Deceitful, Deft Hands, Extra Investigator their true goals.
Talent ACG, Focused Inspiration ACG, Persuasive With the whole ocean as a resource,
Skills Bluff +16, Diplomacy +16, Disable emissaries excel at distracting those
Device +13, Disguise +11, Intimidate +8, who would investigate the Low Azlanti
Knowledge (arcana) +10, Knowledge too closely with strange new challenges.
(geography) +8, Knowledge (history) +10, They possess an almost endless supply
Knowledge (local) +10, Knowledge of sea-creature venoms, aquatic beasts that
(nobility) +10, Perception +12, Sense Motive +12, boggle description, and secret magic lost
Sleight of Hand +13, Stealth +7, Swim +13 below the waves for centuries. With access to
Languages Aboleth, Aklo, Aquan, Common, Draconic all manner of twisting, secluded hideaways,
SQ a quiet word, alchemy (alchemy crafting +7), these gillmen can lead the overly curious
amphibious, inspiration (6/day), investigator talents into undertaking convoluted quests
(charmer, coax information, empathy, underworld while the Low Azlanti accomplish their
inspiration), keen recollection, mastermind defense, real objectives. Victims who survive the
poison lore, servitor emissaries’ poisons or monster attacks
Combat Gear potions of cure moderate wounds (2), may look forward to a short,
potion of invisibility, potion of shield of faith; desperate future spent
Other Gear +1 leather armor, +1 sword trapped in lightless sea
cane UE, mwk light crossbow, cloak of caves unseen by  landwalkers’ eyes for
resistance +1, disguise kit, formula book 10,000 years.

31
Squall Seer Weaknesses water dependent
The tricorne hat this gillwoman wears is encrusted with salt, OFFENSE
suggesting years spent at sea. Speed 30 ft., swim 30 ft.
Melee mwk quarterstaff +8/+3 (1d6)
SQUALL SEER CR 9 Ranged mwk light crossbow +11 (1d8/19–20)
XP 6,400 Special Attacks bardic performance 31 rounds/day (move
Gillman bard (sea singer) 10 (Pathfinder RPG Advanced Race action; dirge of doom [DC 18], distraction, fascinate [DC 18],
Guide 188, Pathfinder RPG Advanced Player’s Guide 84) inspire courage +2, inspire greatness, sea shanty, still
CN Medium humanoid (aquatic) water, whistle the wind)
Init +3; Senses Perception +10 Bard Spells Known (CL 10th; concentration +13)
DEFENSE 4th (1/day)—legend lore, shadow conjuration (DC 17)
AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex) 3rd (4/day)—charm monster (DC 16), elemental speechAPG,
hp 75 (10d8+30) seek thoughtsAPG (DC 16), summon monster III
Fort +7, Ref +12, Will +10; +4 vs. bardic performance, 2nd (5/day)—create treasure mapAPG, enthrall (DC 15),
language-dependent, and sonic, +4 vs. air and water heroism, suggestion (DC 15), whispering wind
effects, +2 vs. non-aboleth enchantments, –2 vs. aboleth 1st (6/day)—animate rope, comprehend languages,
enchantments invigorateAPG, remove fear, sleep (DC 14)
Defensive Abilities enchantment resistance 0 (at will)—dancing lights, daze (DC 13), know direction,
mage hand, message, resistance
STATISTICS
Str 10, Dex 16, Con 14, Int 8, Wis 12, Cha 16
Base Atk +7; CMB +7; CMD 21 (23 vs. grapple, overrun,
and trip)
Feats Arcane Strike, Extra Performance, Lingering
PerformanceAPG, Skill Focus (Survival), Two-Weapon Fighting
Skills Acrobatics +11, Climb +8, Knowledge (geography)
+11, Knowledge (local) +13, Knowledge (nature) +11,
Linguistics +4, Perception +10, Perform (sing) +16,
Survival +11, Swim +14
Languages Aboleth, Common
SQ amphibious, familiar (parrot), jack-of-all-trades (use any
skill), lore master 1/day, sea legs, world traveler
Combat Gear potions of cure moderate wounds (2), potions
of endure elements (2), potion of shield of faith; Other
Gear +2 studded leather, mwk quarterstaff, mwk light
crossbow with 20 bolts, cloak of resistance +2, ring of
protection +1, seer’s teaUE (3 doses)

The Low Azlanti are a people of the sea, and squall seers
find special purpose and insight in buffeting winds and
driving rain. They use these times to plumb the nature of
reality through magic and drugs, letting their visions guide
their voyages and adventures. These gillmen feel the most
primal displays of nature’s fury echoing in their pulses and
eventually learn to bend that power to their command.
Equal parts clergy and sailors, squall seers often amass
cultish crews of gillmen and humans with blind faith in
their ability to see ships through any storm as they journey
across Golarion, whether they’re crashing through ice floes
in the Steaming Sea, riding the storm-lashed currents
of the Eye of Abendego, or challenging beasts from the
darkest ocean trenches. More than a few alternate between
piracy and pirate-hunting, following whatever impulse
seems most exciting; they may be denounced in one city
only to be celebrated 50 miles up the coast.

32
Inner Sea Monster Codex

Awakened Agent Base Atk +6; CMB +5; CMD 17


Raiment made from monstrous sea creatures conceals the Feats Alertness, Combat Casting, Eschew Materials, Greater
Introduction
sallow complexion and strange sores of this sickly gillman. Spell Focus (divination), Improved Initiative, Iron Will,
Abnormal muscles and joints flex just beneath his flesh. Spell Focus (divination), Spell Focus (enchantment)
Skills Bluff +18, Intimidate +16, Knowledge (arcana) +15, Centaur
AWAKENED AGENT CR 11 Knowledge (dungeoneering) +10, Perception +9, Sense
XP 12,800 Motive +1, Spellcraft +15, Swim +7, Use Magic Device +17 Charau-Ka
Gillman sorcerer 12 (Pathfinder RPG Advanced Race Guide 188) Languages Aboleth, Aklo, Aquan, Common
LE Medium humanoid (aquatic) SQ amphibious, bloodline arcana (+50% duration on
Init +6; Senses Perception +9 polymorphs) Cyclops
DEFENSE Combat Gear potion of bull’s strength, potion of eagle’s
AC 14, touch 13, flat-footed 12 (+1 deflection, +2 Dex, splendor, potion of invisibility, potion of nondetection, Derro
+1 natural) scroll of mind fog, scroll of teleport, wand of mage armor
hp 66 (12d6+24) (12 charges), wand of magic missile (CL 9th, 22 charges),
Gillman
Fort +8, Ref +8, Will +11; +2 vs. non-aboleth enchantments greenblood oil (3 doses); Other Gear mithral dagger,
and –2 vs. aboleth enchantments amulet of natural armor +1, cloak of resistance +2,
Defensive Abilities enchantment resistance, unusual headband of alluring charisma +2, ring of protection +1, Girtablilu
anatomy (25%) silver mirror (1,000 gp)
Weaknesses water dependent Minotaur
OFFENSE Occasionally, the programming locked within a Low
Speed 30 ft., swim 30 ft. Azlanti’s mind triggers in a very overt way. While
Melee mithral dagger +5/+0 (1d4–1/19–20) some fall quickly to violent madness, the most self- Ogrekin
Special Attacks long limbs (+10 ft.) aware members of the race quickly realize the
Bloodline Spell-Like Abilities (CL 12th; meaning of the change within themselves, and Strix
concentration +17) some of these gillmen choose to embrace
8/day—acidic ray (1d6+6 acid) their roles as servants of deep-dwelling
Sorcerer Spells Known (CL 12th; masters. The will of the aboleths is Urdefhan
concentration +17) ancient, unyielding, and potent
6th (3/day)—mass suggestion enough to reach out to them even
(DC 22) across 5,000 years, after all—what
5th (6/day)—dominate person mere humanoid could deny such a
(DC 21), feeblemind (DC 21), glorious and timeless master?
polymorph (DC 20) Awakened agents gather data
4th (7/day)—black tentacles, about the surface world and use their
charm monster (DC 20), locate influence over other Low Azlanti to
creature, scrying (DC 21) complete whatever tasks are doled
3rd (7/day)—clairaudience/ out by their aboleth masters. Many
clairvoyance, deep slumber lead cults, ostensibly leading their
(DC 19), greater invisibility, ray people in the worship of “hidden
of exhaustion (DC 18), tongues Azlanti gods” or “newly risen ocean
2nd (7/day)—alter self, blur, spirits”—their congregations never
detect thoughts (DC 19), false realize they bow to the very foes who
life, hideous laughter (DC 18), laid their ancient empire low. Some
see invisibility awakened agents teeter on the brink
1st (8/day)—comprehend languages, of madness, never fully understanding
enlarge person (DC 16), expeditious the purpose behind their own actions.
retreat, hypnotism (DC 17), Others carry out their assignments in
identify, shield the belief that everything they do is
0 (at will)—acid splash, daze (DC 16), absolutely necessary for the well-being
detect magic, light, mage hand, of their race—sacrificing the world to
message, read magic, resistance, guarantee their people a role as favored
touch of fatigue (DC 15) pets. Aboleths frequently trust these skilled
Bloodline aberrant servants with strange and advanced magic,
STATISTICS such as the mind-warping masters’ call
Str 8, Dex 14, Con 14, Int 14, Wis 8, Cha 21 amulets (see page 29).

33
Girtablilu
The scorpionfolk known as girtablilus guard many of the In the Inner Sea region, girtablilus live throughout
oldest ruins in Golarion’s deserts. They drive intruders northern Garund and Qadira. They guard ancient ruins
out of their territories with dire warnings and violence dating back to the height of Osirion’s power, as well as
to protect ancient secrets. The race maintains a tribal lost sites of the fallen Jistka Imperium and the Tekritanin
culture of family groups who live near the sites they guard. League. In Rahadoum, where the worship of any god is
Many chieftains are clerics of forgotten gods, oracles of forbidden, girtablilus guard holy sites that predate the
mysterious ancient practices, or shamans empowered by Oath Wars and maintain some of the last bastions of faith
the spirits of the past. within the secular nation. As long as they remain in the
Because ancient religion plays such a large role distant hinterlands and don’t proselytize their beliefs, the
in girtablilu society, the race has a reputation for Pure Legion largely leave girtablilus in peace. In Qadira,
cultish zealotry and dedication to archaic faiths. What girtablilus protect the ruined remnants of cultures
girtablilus don’t usually share with outsiders, however, and faiths displaced by the expanding Sarenite society,
is that they believe they protect the mortal realms from much as they do in the rest of the vast Padishah Empire
the terrible spaces beyond by performing the rituals of Kelesh. Even the magic-blasted blight of the Mana
of long-forgotten creeds and preventing intruders Wastes hosts a handful of girtablilu tribes, which guard
from defiling sacred places. While they might make the abandoned temples of the Nexians and Gebbites who
exploration of sacrosanct locations dangerous for the lived in the region before the archmages’ great war.
curious, girtablilus do so out of a powerful sense of duty Full statistics for girtablilus can be found on page 130
to a purpose that few will ever understand. of Pathfinder RPG Bestiary 3.

34
Inner Sea Monster Codex

Girtablilu Encounters Surefooted (Ex): At 8th level, your speed is not reduced
Adventurers usually encounter girtablilus in hunting by difficult terrain unless the terrain has been magically
Introduction
or raiding parties. Hunting parties consist of two to manipulated to impede motion.
four dune striders and usually at least one trained Domain Spells: 1st—magic stone, 2nd—stone callAPG,
giant scorpion. If the search for food takes the group a 3rd—meld into stone, 4th—rusting grasp, 5th—commune with Centaur
significant distance from the tribe’s home, the hunters nature, 6th—stone tell, 7th—statue, 8th—earthquake, 9th—
may not consider an adventuring party a threat, allowing clashing rocksAPG Charau-Ka
for a peaceful meeting. However, if explorers roam too
close to the tribe’s territory, the hunters attack in order to Vermin Domain
prevent the adventurers from stumbling upon the ruins Granted Powers: You share a deep connection with Cyclops
under the tribe’s protection. mindless invertebrates.
When girtablilu territory is violated—especially if Familiar: You gain a greensting scorpion familiar Derro
an item of importance is taken from their ruins—the (Ultimate Magic 118). Your effective wizard level for this
scorpionfolk send out raiding parties or recovery teams ability is equal to your druid level. Your druid level stacks
Gillman
of dune striders accompanied by three to five raging sting with levels from other classes that grant familiars when
barbarians and at least one quick striker rogue to punish determining the powers of your familiar.
interlopers. Such parties generally don’t waste time Vermin Friend (Ex): You can use wild empathy to Girtablilu
parleying with trespassers, operating under the belief that influence vermin as easily as you influence animals if you
any they find in their territory are potential tomb robbers. do not already possess this ability. Minotaur
Divine chieftains lead girtablilu villages and serve as Tremorsense (Ex): At 6th level, you gain tremorsense
spiritual guides. If the tribe venerates a spirit or deity 30 feet. At 12th level, you gain tremorsense 60 feet.
whose worship is not long dead, they might benefit from Domain Spells: 1st—jump, 2nd—vomit swarmAPG, 3rd— Ogrekin
the presence of a cleric. However, their strange connection darkvision, 4th—insect plague, 5th—swarm skinAPG (spider, crab,
to the ancient places they protect most often manifests as centipede, and army ant swarms only), 6th—whip of antsACG, Strix
a girtablilu druid, oracle, or shaman. A girtablilu oracle 7th—creeping doom, 8th—mass flyAPG, 9th—mind blank.
may even bear a strange curse that forces her to stay near
a particular site. Girtablilu Oracle Curse Urdefhan
Girtablilu oracles may bond with ancient monuments or
Girtablilu Druid Domains other sites within ruins as part of their curse.
The following domains are common among girtablilu Site-Bound: You bond with a particular 10-foot
druids. Rules for alternate druid domains can be found square, and must remain within 1,500 feet of that site
on page 33 of Pathfinder RPG Ultimate Magic. or immediately become sickened. You must succeed at
a DC 15 Fortitude save each minute you spend outside
Ruins Domain of the boundary or become nauseated. For every hour
Granted Powers: You sense nature’s creeping reclamation spent outside of the boundary, you also take 1d4 points
of what once belonged to the civilized world and of Constitution damage (no save). When within range
understand how to ensure ruins that hold power or of your bonded site, you gain a +1 bonus to your caster
significance will persist. level when casting oracle spells. At 5th level, the radius
Ruin Touch (Su): You can strengthen or weaken objects increases to 2,250 feet. At 10th level, the radius increases to
with your touch. With a melee touch attack, you can 3,000 feet and the bonus to your caster level when casting
increase or decrease the hardness of an object (up to a oracle spells within the boundary increases by 1. At 15th
10-foot cube) or construct by an amount equal to half level, you can move up to 1 mile from your bonded site.
your druid level (minimum 1) for 1 minute. You cannot
reduce an object’s hardness below 0, and the same target Girtablilu Feat
cannot be affected by this ability more than once. You can The following feat is commonly chosen by girtablilu
use this ability a number of times per day equal to 3 + your clerics and inquisitors.
Wisdom modifier.
Remembrance (Sp): At 4th level, when within a ruin or Guardian of Tradition
other structure that is no longer claimed by civilization, you Your deity rewards your devotion to the duty of your race.
can call upon the wisdom of the land and its long-dead Prerequisites: Domain class feature, girtablilu.
residents. Once per day for every 4 druid levels you possess, Benefit: You can replace one of the domains offered
you can cast divination as a spell-like ability. Additionally, by your deity with one of the following druid domains:
if you are within ruins when you cast commune with nature, Desert (Ultimate Magic 34), Ruins, or Vermin. You gain a
you gain information about the crumbling structures +1 bonus to your caster level when casting domain spells
around you as though they were part of nature. from the selected domain.

35
Raging Sting touch 12, flat-footed 23; hp 149 Fort +13, Will +11;
Scars and tattoos intersect across this glowering scorpion-bodied Melee +1 greatclub +18/+13/+8 (1d10+11), 2 claws +13
man, and his muscles strain against the leather of his armor. (1d8+3 plus grab), sting +13 (1d6+3 plus poison);
Ranged throwing axe +13/+8/+3 (1d6+7); Str 24,
RAGING STING CR 9 Con 25; CMB +19 (+23 grapple); CMD 30 (42 vs. trip);
XP 6,400 Skills Climb +13.
Girtablilu barbarian 1 (Pathfinder RPG Bestiary 3 130) STATISTICS
CN Large monstrous humanoid Str 28, Dex 17, Con 29, Int 8, Wis 16, Cha 11
Init +7; Senses darkvision 60 ft., tremorsense 30 ft.; Base Atk +11; CMB +21 (+25 grapple); CMD 32 (44 vs. trip)
Perception +18 Feats Improved Initiative, Improved Natural Armor,
DEFENSE Improved Natural Attack (claws), Power Attack,
AC 24, touch 10, flat-footed 21 (+5 armor, +3 Dex, +9 natural, Toughness, Vital Strike
–2 rage, –1 size) Skills Climb +15, Craft (stonemasonry) +6, Knowledge
hp 171 (11 HD; 10d10+1d12+110) (history) +4, Knowledge (religion) +4, Perception +18,
Fort +15, Ref +11, Will +13 Stealth +9, Survival +14; Racial Modifiers +4 Climb,
OFFENSE +4 Perception, +4 Stealth
Speed 45 ft. Languages Common, Girtablilu
Melee +1 greatclub +20/+15/+10 (1d10+14), 2 claws +15 SQ fast movement, scorpion empathy +11, undersized weapons
(1d8+5 plus grab), sting +15 (1d6+5 plus poison) Combat Gear potions of cure moderate wounds (2), potions
Ranged throwing axe +13/+8/+3 (1d6+9) of lesser restoration (2); Other Gear +1 hide armor,
Space 10 ft.; Reach 10 ft. +1 greatclub, throwing axes (4), amulet of mighty fists +1,
Special Attacks constrict (1d6+5), poison (DC 24), rage cloak of resistance +1, mwk artisan’s tools
(11 rounds/day)
Spell-Like Abilities (CL 9th; concentration +9) Forces of nature as much as combatants, raging stings tear
1/day—summon nature’s ally V through their enemies. These passionate but disciplined
(1d3 giant scorpions) scorpionfolk drive back invaders by destroying their
TACTICS wagons, killing their draft animals, and capturing their
Base Statistics When not raging, supplies. Few raging stings are genuinely bloodthirsty;
the barbarian’s statistics are AC 26, instead, most prefer to terrify outsiders with a brief
show of brutality by devastating the interlopers’ ability
to sustain a camp.
In peacetime, raging stings make up much
of a tribe’s labor force, working to preserve
important sites. Raging stings see themselves
as a natural balance to the desert sands,
uncovering ancient works, honing age-worn edges, and
treading on intruders rather than being trodden upon.

36
Inner Sea Monster Codex

Dune Strider their settlements by providing food, locating water,


Sprightly despite his bulk and swathed in layers of cloth against patrolling the nearby desert, tracking trespassers, and
Introduction
the relentless sun, this hunter has a wicked bow and a scorpion- executing thieves. Dune striders also try to conceal their
like lower body. tribes from outsiders by covering tracks and blocking
roads or trails leading into their territory. Some travel Centaur
DUNE STRIDER CR 11 far from their homes to carry messages to neighboring
XP 12,800 girtablilu tribes and scout for new ruins to watch over; Charau-Ka
Girtablilu ranger 3 (Pathfinder RPG Bestiary 3 130) these are more likely than most of their kind to run
N Large monstrous humanoid across humanoids or engage in trade with outsiders.
Init +8; Senses darkvision 60 ft., tremorsense 30 ft.; Quick and sure-footed, dune striders prefer to follow Cyclops
Perception +24 targets from dune tops or ragged bluffs, snipe at them,
DEFENSE and then move on before enemies can close in. The Derro
AC 25, touch 14, flat-footed 20 (+3 armor, +4 Dex, +1 dodge, dune striders’ victims often die before ever noticing the
+8 natural, –1 size) massive hunters’ presence, and travelers and adventurers
Gillman
hp 152 (13 HD; 10d10+3d10+81) spread stories through Qadira, Osirion, and Thuvia of
Fort +12, Ref +14, Will +12 explorers abandoning their expeditions upon waking to
OFFENSE discover that all their guards and porters were silently Girtablilu
Speed 50 ft. executed in the night.
Melee mwk falchion +17/+12/+7 (2d4+6/18–20), 2 claws +11 Minotaur
(1d6+2 plus grab), sting +11 (1d6+2 plus poison)
Ranged +1 composite longbow +17/+12/+7 (1d8+5/×3)
Space 10 ft.; Reach 10 ft. Ogrekin
Special Attacks combat style (archery), constrict (1d6+5),
favored enemy (humans +2), poison Strix
Spell-Like Abilities (CL 11th; concentration +12)
1/day—summon nature’s ally V (1d3 giant scorpions)
STATISTICS Urdefhan
Str 18, Dex 19, Con 23, Int 10, Wis 18, Cha 13
Base Atk +13; CMB +18 (+22 grapple); CMD 33 (45 vs. trip)
Feats Deadly Aim, Dodge, Endurance, Far Shot,
Improved Initiative, Mobility, Point-
Blank Shot, Precise Shot, Shot on
the Run
Skills Climb +20, Craft (weapons) +8,
Knowledge (history) +8,
Knowledge (nature) +7,
Perception +24, Sense Motive +9,
Stealth +19, Survival +20; Racial
Modifiers +4 Climb, +4 Perception,
+4 Stealth
Languages Common, Girtablilu
SQ favored terrain (desert +2), scorpion
empathy +13, track +1, undersized weapons, wild
empathy +4
Combat Gear +1 frost arrows (10), potion of cat’s
grace, potions of cure serious wounds (3),
potion of owl’s wisdom, potions of pass
without trace (2), potions of spider climb (2);
Other Gear +1 expeditiousUE leather armor,
+1 composite longbow with 50 arrows, mwk
falchion, eyes of the eagle, backpack, camouflage
nettingUE, compassUE

Skilled hunters and masters of the


desert sands, dune striders serve

37
Quick Striker Special Attacks constrict (1d6+4), poison (DC 24), scout’s
Foul liquid drips in equal measure from this scorpion-woman’s charge, skirmisher, sneak attack +4d6
fearsome spear and tail stinger. Spell-Like Abilities (CL 18th, concentration +19)
1/day—summon nature’s ally V (1d3 giant scorpions)
QUICK STRIKER CR 12 STATISTICS
XP 19,200 Str 18, Dex 23, Con 21, Int 14, Wis 16, Cha 13
Girtablilu rogue (scout) 8 (Pathfinder RPG Bestiary 3 130, Base Atk +16; CMB +21 (+25 grapple); CMD 38 (50 vs. trip)
Pathfinder RPG Advanced Player’s Guide 134) Feats Deadly Aim, Dodge, Improved Initiative, Lightning
N Large monstrous humanoid Reflexes, Mobility, Multiattack, Point-Blank Shot, Shot on
Init +10; Senses darkvision 60 ft., tremorsense 30 ft.; the Run, Spring Attack
Perception +25 Skills Acrobatics +22 (+30 when jumping), Bluff +9,
DEFENSE Climb +20, Craft (alchemy) +16, Disable Device +15, Escape
AC 28, touch 15, flat-footed 22 (+3 armor, +5 Dex, +1 dodge, Artist +14, Heal +13, Knowledge (geography, history) +7,
+10 natural, –1 size) Knowledge (local) +15, Perception +25, Sense Motive +16,
hp 189 (18 HD; 8d8+10d10+98) Stealth +26, Survival +24; Racial Modifiers +4 Climb, +4
Fort +10, Ref +21, Will +12 Perception, +4 Stealth
Defensive Abilities evasion, trap sense +2 Languages Common, Girtablilu, Gnoll, Kelish
OFFENSE SQ rogue talents (assault leaderAPG, lasting poisonAPG,
Speed 50 ft. survivalist APG, swift poisonAPG), scorpion empathy +18,
Melee +1 spear +20/+15/+10/+5 (1d8+7/×3 plus poison), trapfinding +4, undersized weapons
2 claws +17 (1d6+2 plus grab), sting +17 (1d6+2 plus poison) Combat Gear potions of cure serious wounds (2), potion
Ranged +1 composite shortbow of haste, potions of invisibility (3), alchemist’s fire (2),
+22/+17/+12/+7 (1d6+5/×3 antitoxin (3), smokesticks (5), thunderstones (3); Other
plus poison) or Gear studded leather, +1 spear, +1 composite shortbow
+1 spear +22/+17/+12/+7 with 30 arrows, amulet of natural armor +2, belt of
(1d8+7×3 plus poison) incredible dexterity +2, elixirs of hiding (2), portable
Space 10 ft.; Reach 10 ft. alchemist’s labUE, tindertwigs (10)

Quick strikers attack and withdraw with surgical


precision, serving both as assassins and cavalry among
girtablilu. They spread their venom across whatever
weapons they wield, trusting the poison to linger even
after they vanish from battle. These girtablilu prefer
to target enemy leaders before an offensive by using
their stealth, knowledge of the land, and skill with
poisons to eliminate dangerous foes and sow confusion.
Regardless of the range, quick strikers excel at drawing
enemy ranks apart and splitting their attention to allow
focused formations of allies to press into otherwise
impenetrable formations.
Quick strikers are vital to helping a tribe
establish its hold on new territory.
Their skills make them good at
harassing monsters in newly
discovered ruins and
disarming any dangers
left behind by past
masters. Because
of their knowledge
of alchemy and
anatomy, they may
also serve as healers, treating
injuries as mundane as
snakebites as the tribe ekes
out an existence in the desert.

38
Inner Sea Monster Codex

Divine Chieftain Initiative, Improved Natural Armor, Multiattack,


This authoritative, scorpion-bodied woman is bedecked with Persuasive, Shatter Defenses, Weapon Focus (claw, sting)
Introduction
amulets and other regalia. Skills Climb +12, Diplomacy +23, Intimidate +23,
Knowledge (dungeoneering, engineering, geography,
DIVINE CHIEFTAIN CR 14 history, nature, religion) +11, Perception +22, Sense Centaur
XP 38,400 Motive +23, Stealth +17, Survival +20; Racial Modifiers
Girtablilu druid (desert druid) 10 (Pathfinder RPG Bestiary 3 +4 Climb, +4 Perception, +4 Stealth Charau-Ka
130, Pathfinder RPG Advanced Player’s Guide 99) Languages Common, Druidic, Girtablilu, Kelish
N Large monstrous humanoid SQ desert endurance, desert native +5, nature bond (Ruins
Init +11; Senses darkvision 60 ft., tremorsense 30 ft.; domain), nature sense, sandwalker, scorpion empathy +20, Cyclops
Perception +17 shaded vision, undersized weapons, wild empathy +13
DEFENSE Combat Gear oils of make whole (3), wand of call lightning Derro
AC 30, touch 12, flat-footed 27 (+8 armor, +2 Dex, +1 dodge, (13 charges); Other Gear +2 scorpion-hide breastplate
+10 natural, –1 size) (worth 5,350 gp), +1 spear, mwk sling, amulet of natural
Gillman
hp 240 (20 HD; 10d8+10d10+140) armor +1, belt of giant strength +2, cloak of resistance +2,
Fort +19, Ref +14, Will +21; +2 vs. gaze attacks and figment headband of mental prowess +2 (Wis, Cha), ring of
and pattern illusions protection +1, granite and diamond dust (1,000 gp) Girtablilu
Immune blinding and dazzling effects
OFFENSE A divine chieftain wields absolute authority over her tribe. Minotaur
Speed 35 ft. She embodies the girtablilus’ dedication to their self-
Melee +1 spear +23/+18/+13/+8 (2d6+10/×3), 2 claws +21 appointed sacred duties: studied in history, an expert on lost
(1d6+3 plus grab), sting +21 (1d6+3 plus poison) ruins, a compassionate diplomat, and a fearsome warrior. Ogrekin
Ranged mwk sling +19/+14/+9/+4 (1d4+6) or
+1 spear +19 (2d6+10/×3) Strix
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+5), poison (DC 27), wild
shape 4/day Urdefhan
Spell-Like Abilities (CL 10th; concentration +13)
1/day—summon nature’s ally V (1d3 giant scorpions)
Druid Spells Prepared (CL 10th; concentration +15)
5th—baleful polymorph (DC 20), commune with natureD,
cure critical wounds, stoneskin
4th—dispel magic, freedom of movement, giant
vermin, rusting grasp D, scrying (DC 19)
3rd—cure moderate wounds,
greater magic fang,
meld into stone D,
protection from
energy, stone shape
2nd—barkskin, bear’s
strength, lesser
restoration, owl’s wisdom,
spider climb, stone callD, APG
1st—cure light
wounds, expeditious excavationAPG,
longstrider, magic fang, magic stone D, pass without
trace, speak with animals
0 (at will)—create water, guidance, mending, read magic
D Domain spell; Domain Ruins*
STATISTICS
Str 22, Dex 14, Con 25, Int 12, Wis 20, Cha 16
Base Atk +17; CMB +24 (+28 grapple); CMD 38
(50 vs. trip)
Feats Dazzling Display, Deadly
Stroke, Dodge, Improved

39
Minotaur
The bull-headed minotaur race is shrouded in mystery in humanoid societies. Some minotaurs forgo the cultivation
the Inner Sea region, in part because they originally hail of a physical labyrinth in favor of a maze of betrayal,
from the distant, mythic land of Iblydos. First created by secret societies, hidden cults, and unknown allegiances,
Lamashtu as a curse on the children of a village that raised disorienting their victims in a political morass just as
her ire, minotaurs have grown into a thriving people in surely as if they wandered through a physical puzzle.
their own right. Most minotaurs in the Inner Sea region Other minotaurs hire themselves out as mercenaries
live among the mountains of the Isle of Kortos, within the or scouts so long as they don’t need to completely quell
Five Kings and Menador Mountains of Avistan, and the their most bestial instincts. Perhaps the most mysterious
Shattered Range of Garund. minotaur in the Inner Sea region is the albino Minotaur
Many minotaurs prefer solitary lives on the surface, Prince of Absalom, Nuar Spiritskin, who has set aside his
with each minotaur tending to a labyrinth crafted of stone, more primal urges in favor of diplomacy and operates an
glacial ice, or forest brambles, or some other suitable embassy in the City at the Center of the World.
material. Only in large, underground cavern networks Full statistics for minotaurs can be found on page 206
do minotaur tribes live in anything resembling large of the Pathfinder RPG Bestiary.
numbers. Even then, such colonies can exist only where
plentiful prey is near at hand, for minotaurs have voracious Minotaur Encounters
appetites and do not share well, even with their closest kin. Minotaur marauders are much more nimble and confident
Most minotaurs worship the demon lord Baphomet, on the slopes than their bulk would suggest. They are most
who is a subtle force of corruption within civilized often encountered stalking prey, including humanoids,

40
Inner Sea Monster Codex

in the wilds. Raiding parties of two or more marauders took in the last hour (but not details of encounters along the
surround their prey, braying and stamping from all sides way) and become lost (Pathfinder RPG Core Rulebook 424).
Introduction
to confuse, frighten, and scatter. If they occupy higher
ground, these minotaurs prefer to attack with their bows, MIND MAZE
but they are equally competent in melee if a foe survives School enchantment (compulsion) [mind-affecting]; Level Centaur
long enough to engage toe-to-hoof. bard 3, cleric 3, shaman 3, witch 3
Resistant as they are to spells, energy, and physical Casting Time 1 standard action Charau-Ka
damage, labyrinth guardians’ closest thing to a weakness Components V, S, M/DF (a chicken skull)
is their single-mindedness. Most are tied to the mazes or Range medium (100 ft. + 10 ft./level)
tombs in which they dwell and will not chase foes out into Target one living creature Cyclops
the light. Tangle tenders hold similar sway over their lairs, Duration 1 round/level
but act more with cunning than with brute force. These Saving Throw Will negates; Spell Resistance yes Derro
devious trapsmiths delight in building wicked mechanical This spell causes the target to act as though it’s wandering
devices to harm those that dare intrude on their mazes. through a maze. While under the effects of the spell, the
Gillman
Baphomet’s minotaur prophets are much more brutal target can’t make attacks or cast spells and must take at least
than his humanoid cultists. Through fear, manipulation, one move action each round to walk in a random direction
and reverence, the prophets command disproportionate determined using the guidelines for missed splash weapons Girtablilu
respect from the Templars of the Ivory Labyrinth, a secret (Core Rulebook 202). The target must move at its maximum
cabal of the demon lord’s most devious worshipers. The speed during this required movement, though additional Minotaur
prophets wield their clout in the same ways that they wield move actions after the first can cover shorter distances. If
their brass glaives of office—by striking from a distance. this movement takes the target into a dangerous area, such
as through a threatened square or off a ledge, the target Ogrekin
Minotaur Spells receives a second saving throw to end the effect before
The following spells were first discovered by minotaur moving into peril. Walking into a harmless obstacle, such as a Strix
spellcasters but have since been shared with other races, wall, ends the target’s movement.
especially among cultists of Baphomet.
PUZZLE BOX Urdefhan
ILLUSORY MAZE School enchantment (compulsion) [curseUM, mind-affecting];
School illusion (figment); Level bard 2, sorcerer/wizard 2, Level bard 2, sorcerer/wizard 3, witch 3
witch 2 Casting Time 1 standard action
Casting Time 1 standard action Components V, S
Components V, S Range close (25 ft. + 5 ft./2 levels) or touch; see text
Range medium (100 ft. + 10 ft./level) Target one creature or one object up to 5 lbs./level
Area 20-ft.-radius spread Duration 1 round/level or permanent; see text
Duration 1 round/level Saving Throw Will negates or none; Spell Resistance yes
Saving Throw Will disbelief (if interacted with); Spell This spell causes even commonly used objects to become
Resistance yes conundrums. When cast on a creature, the target loses all
This spell creates the illusion of a translucent, ever-changing weapon and shield proficiencies. The target also forgets how
maze of glass in the target area. Creatures in the area who to use all spell-completion, spell-trigger, and use-activated
believe the maze to be real cannot move more than 5 feet magic items, as well as any mundane items used as part of a
continuously in any one direction and can’t move diagonally, skill check, imposing a –5 penalty on all ability and skill checks
forcing them to take a circuitous route to their destination. attempted with such items. These effects last for 1 round per
level. As a move action, the target can attempt a skill check to
MAKE LOST negate the effects of this spell for one object. Weapons, shields,
School enchantment (compulsion) [mind-affecting]; Level and mundane objects require a successful Craft skill check of
bard 2, druid 2, ranger 1 the type required to craft the item in question, with a DC equal
Casting Time 1 round to the spell’s save DC. Magic items require a successful Spellcraft
Components V, S or Use Magic Device skill check against the spell’s save DC.
Range close (25 ft. + 5 ft./2 levels) Alternatively, this spell can be cast on a single touched
Target one creature/level, no two of which can be more object that weighs up to 5 pounds per the caster’s level. Use
than 30 ft. apart of this object becomes a puzzle even to those previously
Duration instantaneous familiar with it. Any creature attempting to use an item
Saving Throw Will negates; Spell Resistance yes affected in this way is treated as though the creature was
You strip the targets of their senses of direction and recent the target of puzzle box for that item only. When cast on an
memories of travel. They immediately forget the route they object, the duration of this spell is permanent.

41
Minotaur Marauder STATISTICS
The battle-worn axe and scarred leather armor born by this sun- Str 19, Dex 14, Con 13, Int 11, Wis 12, Cha 10
bleached minotaur woman mark her as a seasoned combatant. Base Atk +8; CMB +13; CMD 25
Feats Point-Blank Shot, Power Attack, Rapid Shot,
MINOTAUR MARAUDER CR 6 Toughness, Weapon Focus (composite longbow)
XP 2,400 Skills Acrobatics +7, Climb +11, Handle Animal +5, Heal +6,
Minotaur ranger 2 (Pathfinder RPG Bestiary 206) Knowledge (geography) +7, Perception +16, Survival +16,
CE Large monstrous humanoid Swim +10; Racial Modifiers +4 Perception, +4 Survival
Init +2; Senses darkvision 60 ft.; Perception +16 Languages Giant
DEFENSE SQ track +1, wild empathy +2
AC 19, touch 11, flat-footed 17 (+3 armor, +2 Dex, +5 natural, Combat Gear potion of cure moderate wounds, potion
–1 size) of delay poison, potion of magic fang, potion of resist
hp 62 (8 HD; 6d10+2d10+18) energy, wand of entangle (12 charges), smokesticks (3),
Fort +6, Ref +10, Will +6 tanglefoot bag; Other Gear mwk studded leather,
Defensive Abilities natural cunning +1 greataxe, mwk composite longbow (+6 Str) with
OFFENSE 40 arrows, antitoxin, backpack, healer’s kit, rope
Speed 30 ft. (50 feet), tindertwigs (10)
Melee +1 greataxe +12/+7 (3d6+7/×3), gore +11 (1d6+2)
Ranged mwk composite longbow +11/+6 (2d6+6/×3) As the elite warriors of minotaur communities,
Space 10 ft.; Reach 10 ft. marauders are far-ranging and vicious defenders of
Special Attacks combat style (two-handed weapon), their tribal lands, fearless scouts, and tireless trackers.
favored enemy (monstrous humanoids +2), powerful They fall upon settlements to steal worked goods, free
charge (gore, 1d6+17) or kill livestock, and capture humanoids for their
tribes to feed upon. Marauders also skirmish with
other monstrous inhabitants of their rocky badlands—
especially harpies and centaurs, for whom they hold
a legendary hatred—to claim the best land, lairs, and
water sources.
Young marauders train by letting their brethren
hunt them like beasts, competitions that end in
vicious, hours-long wrestling matches and fistfights.
These childhood games eventually evolve into contests
of arms, speed, and marksmanship that often result
in painful—but not debilitating—permanent
injuries that contribute to the marauders’
legendarily short tempers.
Marauders show a keener mind for tactics
than do many of their kin. While they still
prefer to finish enemies off with a gore-
spattering axe blow, they see nothing wrong with
first softening up opponents from a distance with
a bow or a few well-placed traps. They can control their
aggression well enough to benefit from hit-and-run
tactics, charging an overwhelming force before falling
back to lure their enemy into an ambush, a rockslide,
or—in the case of flying pests like harpies—nets.
Thanks to their varied responsibilities and opponents,
marauders train until they achieve incredible skill
with both axes and bows. They make the most of the
labyrinthine caverns and twisting canyons of their
domains to confuse and separate foolish enemies who
press into their lands.
These minotaurs show an uncharacteristic kindness
to beasts of the field, sometimes training goats, dogs, or
bulls to serve them as pets and guardians.

42
Inner Sea Monster Codex

Labyrinth Guardian for destruction. Dedicated  servants of Baphomet or


A cold chill trails this ironclad minotaur skeleton, yet flames pour Lamashtu, labyrinth guardians rule their tiny, maze-like
Introduction
from the undead abomination’s enormous blade. kingdoms with fearless power. Depraved minotaurs flock
to their banner, hoping for protection and to appease
LABYRINTH GUARDIAN CR 8 whatever material or divine power the guardian serves. Centaur
XP 4,800 In life, guardians stood vigil over catacombs, dungeons,
Minotaur graveknight fighter 1 (Pathfinder RPG Bestiary 206, or lost cities, and were unique not for their combat Charau-Ka
Pathfinder RPG Bestiary 3 138) prowess, but rather for their endless devotion to their
CE Large undead (augmented monstrous humanoid) duty and foul gods. This loyalty, coupled with vile rituals
Init +5; Senses darkvision 60 ft.; Perception +20 whispered by their patrons, bound the guardians’ souls to Cyclops
Aura sacrilegious aura (30 ft., DC 16) the iron of their armor and resurrected them as twisted,
DEFENSE ageless defenders. The same sense of commitment that Derro
AC 29, touch 10, flat-footed 28 (+10 armor, +1 Dex, +9 natural, enabled the guardians’ transformation also shackles
–1 size) them to their labyrinthine territories. This stunts the
Gillman
hp 60 (7 HD; 6d8+1d10+28) guardians’ dreams of expansion, limiting them to steadily
Fort +4, Ref +8, Will +9 adding on to their sprawling, confusing complexes. Over
Defensive Abilities channel resistance +4, natural cunning, time, the legend of an ancient labyrinth guardian often Girtablilu
rejuvenation; DR 10/magic; Immune undead traits; SR 19 exceeds that of the maze’s original treasure.
OFFENSE
Minotaur
Speed 20 ft.
Melee +1 bastard sword +15/+10 (2d8+8/19–20 plus
1d6 fire), slam +8 (1d6+3), gore +8 (1d6+3) Ogrekin
Ranged mwk heavy crossbow +8 (2d8/19–20 plus 1d6 fire)
Space 10 ft.; Reach 10 ft. Strix
Special Attacks channel destruction, devastating blast
(4d6 fire, DC 16), powerful charge (gore, 2d6+10), undead
mastery (DC 16) Urdefhan
STATISTICS
Str 25, Dex 12, Con —, Int 14, Wis 18, Cha 16
Base Atk +7; CMB +15; CMD 26
Feats Exotic Weapon Proficiency (bastard sword),
Improved InitiativeB, Lightning Reflexes, Mounted
CombatB, Power Attack, Ride-By AttackB,
ToughnessB, Vital Strike, Weapon Focus
(bastard sword)
Skills Climb +12, Intimidate +18,
Knowledge (dungeoneering) +12,
Knowledge (engineering) +10,
Knowledge (religion) +12,
Perception +20, Ride +14, Survival +13;
Racial Modifiers +8 Intimidate,
+12 Perception, +8 Ride, +4 Survival
Languages Common, Giant
SQ phantom mount, ruinous revivification
Combat Gear potions of inflict
moderate wounds (2); Other Gear
+1 full plate, +1 bastard sword,
mwk heavy crossbow

A hopeless, claustrophobic maze alone is


enough to induce fear and despair, but the
presence of a labyrinth guardian turns the
situation into a nightmare. Relentless,
ruthless, and almost unstoppable, these
undead monstrosities have an unquenchable thirst

43
Tangle Tender Ranged +1 repeating heavy crossbow +14/+9/+4
The cold eyes of this minotaur are without fear or emotion. An (2d8+1/19–20)
arsenal of devices rattle from its belt, not the least of which is its Space 10 ft.; Reach 10 ft.
mechanical monstrosity of a crossbow. Special Attacks powerful charge (gore +16, 2d6+4), sneak
attack +4d6
TANGLE TENDER CR 10 STATISTICS
XP 9,600 Str 17, Dex 14, Con 18, Int 12, Wis 12, Cha 8
Minotaur rogue (trapsmith) 8 (Pathfinder RPG Bestiary 206, Base Atk +12; CMB +16; CMD 30
Pathfinder RPG Advanced Player’s Guide 135) Feats Dodge, Improved Initiative, Iron Will, Magical
NE Large monstrous humanoid Aptitude, Mobility, Point-Blank Shot, Skill Focus (Stealth)
Init +6; Senses darkvision 60 ft.; Perception +20 Skills Acrobatics +16, Climb +14, Craft (traps) +16, Disable
DEFENSE Device +20, Knowledge (dungeoneering) +12, Knowledge
AC 23, touch 13, flat-footed 20 (+5 armor, +1 deflection, (history) +3, Perception +20, Sense Motive +9, Sleight of
+2 Dex, +1 dodge, +5 natural, –1 size) Hand +6, Spellcraft +8, Stealth +23, Survival +9, Use Magic
hp 133 (14 HD; 8d8+6d10+64) Device +16; Racial Modifiers +4 Perception, +4 Survival
Fort +8, Ref +13, Will +10 Languages Giant
Defensive Abilities evasion, natural cunning, trap sense +2 SQ careful disarm, rogue talents (fast stealth, trap spotter,
OFFENSE cunning triggerAPG, quick trapsmithAPG), trap master,
Speed 30 ft. trapfinding +4
Melee mwk short sword +15/+10/+5 (1d8+3/19–20), Combat Gear wand of expeditious retreat (12 charges),
gore +14 (1d6+1) wand of invisibility (8 charges); Other Gear +1 chain shirt,
+1 repeating heavy crossbow, mwk short sword, cloak
of elvenkind, ring of protection +1, masterwork thieves’
tools, trap components (CR 1 arrow trap, CR 1 poison
dart trap, CR 1 swinging axe trap, CR 2 javelin trap,
CR 4 electricity arc trap)

Weaker than many of their brutish kin, tangle tenders


instead apply their racial cunning and understanding
of complex systems to mechanical devices, constructing
ingenious traps that whittle away those lost in the
labyrinths with little or no direct danger to themselves.
They build and reset traps, alter or conceal carefully
whatever trails their victims attempt to leave,
and strike from the shadows only once their
victims are desperate, exhausted, and at each
others’ throats. Their tactics aren’t motivated
by cowardice; rather, these cruel creators love to
inflict misery by outwitting their enemies rather
than out-muscling them. Tangle tenders
belong to the maze; they are intimately
familiar with every twist and turn, and are
keen to introduce interlopers to each in turn.
Among minotaur tribes, tangle tenders hold
a strange position, both necessary and loathed.
They never shy away from bragging about their
genius, and their kin recognize the value of a
tangle tender’s devices for trapping prey. But minotaurs
respect strength, courage, and aggression first and
foremost, and these clever rogues excel at none of those
qualities—most thus see these trapsmiths as socially
stunted, needlessly sadistic (even by minotaur standards),
and physically weak to the point of embarrassment. Few
voice these opinions, however, as those who do frequently
face tragic accidents deep within the maze.

44
Inner Sea Monster Codex

Prophet of Baphomet Skills Intimidate +11, Knowledge (planes) +6, Knowledge


This white-maned minotaur’s gilt-edged robes project elegance (religion) +6, Linguistics +4, Perception +12, Spellcraft +8
Introduction
and terror in equal measure. The cloud of heady incense about Languages Abyssal, Common, Giant
her form doesn’t conceal the distinct scent of brimstone. Combat Gear potion of bear’s endurance, potion of rage,
scrolls of find traps (2), scroll of invisibility purge, scroll Centaur
PROPHET OF BAPHOMET CR 13 of lesser planar ally, scroll of mass bull’s strength,
XP 25,600 wand of cure serious wounds (12 charges), wand of Charau-Ka
Minotaur cleric of Baphomet 11 (Pathfinder RPG Bestiary 206) protection from law (22 charges), wand of shield of
CE Large monstrous humanoid faith (15 charges), alchemist’s fire (5), unholy water (2);
Init +4; Senses darkvision 60 ft.; Perception +12 Other Gear +2 breastplate, +1 glaive, mwk light crossbow Cyclops
DEFENSE with 20 bolts, amulet of natural armor +1, cloak of
AC 24, touch 10, flat-footed 24 (+8 armor, +1 deflection, resistance +2, headband of inspired wisdom +2, ring of Derro
+6 natural, –1 size) protection +1, brass unholy symbol, spell component
hp 127 (17 HD; 11d8+6d10+45) pouch, granite and diamond dust (500 gp)
Gillman
Fort +14, Ref +12, Will +18
Defensive Abilities natural cunning Just as minotaurs believe they’re direct descendants of
OFFENSE Baphomet, minotaur prophets consider themselves his Girtablilu
Speed 20 ft. ideal mortal servitors. Prophets favor cunning gambits
Melee +1 glaive +21/+16/+11 (2d8+10/19–20/×3), gore +19 and manipulation over direct confrontation, and toy with Minotaur
(1d6+9) captives and even their own cultists. Prophets also honor
Ranged mwk light crossbow +14 (2d6/19–20) the Lord of the Labyrinth’s more bestial
Space 10 ft.; Reach 10 ft. interests; worshipers and enemies Ogrekin
Special Attacks channel negative energy 3/day alike often fall victim to a prophet’s
(DC 15, 6d6), scythe of evil (5 rounds, 1/day), might monstrous appetite for flesh. Strix
of the gods (+11, 11 rounds/day), powerful charge
(gore, 2d6+9)
Domain Spell-Like Abilities (CL 11th; concentration +15) Urdefhan
7/day—touch of evil (5 rounds)
7/day—strength surge (+5)
Cleric Spells Prepared (CL 11th;
concentration +15)
6th—blade barrier (DC 21), stoneskinD
5th—flame strike (DC 20), righteous
mightD, slay living (DC 19)
4th—air walk, chaos hammer (DC 19), cure
critical wounds, greater magic weapon,
spell immunityD
3rd—cure serious wounds, deeper darkness, dispel
magic, magic circle against good D, meld into stone,
mind maze* (DC 17)
2nd— bull’s strengthD, resist energy, shatter (DC 17),
spiritual weapon, status, wind wall
1st—bane (DC 15), cause fear (DC 15), cure light wounds,
divine favor, protection from good D, shield of faith
0 (at will)—bleed (DC 14), detect magic, guidance,
read magic
D domain spell; Domains Evil, Strength
STATISTICS
Str 23, Dex 10, Con 13, Int 9, Wis 18, Cha 10
Base Atk +14; CMB +21 (+23 bull rush); CMD 32 (34 vs.
bull rush)
Feats Combat Reflexes, Improved Bull Rush, Improved
Critical (glaive), Improved Initiative, Lightning Reflexes,
Power Attack, Spell Focus (evocation), Toughness,
Weapon Focus (glaive)

45
Ogrekin
Viewed as weak by ogres and as aberrant freaks by their Full statistics for ogrekin can be found on page 204 of
other humanoid parents, ogrekin are disfigured creatures the Pathfinder RPG Bestiary 2.
who find no shelter with either of their progenitor races.
Bearing only a slight resemblance to their humanoid Ogrekin Encounters
parents, each of these exiles is unique, but all share Ogrekin are solitary creatures and rarely live in groups of
the experience of universal rejection by the peoples of more than six. While not particularly intelligent, ogrekin
Golarion. These mutated offspring stalk the outskirts can plan simple ambushes and tactics but quickly fall back
of civilized settlements to prey on weak travelers, folks on the savagery of their monstrous parents, aggressively
unwise enough to wander alone, and anyone who looks attacking the most physically imposing enemies first and
particularly tasty. using their deformities and great strength to terrible
This intense discrimination drives ogrekin to violent effect at close range. At their most merciful, ogrekin
xenophobia, reinforcing their reputation as brutal savages prefer to take living captives that they treat with widely
and encouraging the notion that they cannot be accepted varied levels of hospitality.
into civilization. With few viable, willing mates to turn Ogrekin are rarely encountered in settlements,
to, most ogrekin conceive with their relatives, leading to though they often prowl close to a town’s fence or
deeply inbred clans. Not all ogrekin are evil, however, and city’s gate, waiting for unsuspecting travelers. This
a few who are good at heart are lauded for great heroism— lonely existence leads many ogrekin to tame and train
though their tales are often drowned out by the far-too- wild animals, a practice ogrekin take to with ease by
common stories of their malignant kin. quickly establishing dominance over beasts with their

46
Inner Sea Monster Codex

prodigious physical strength. These pets form resilient 3—Brittle Bones: The ogrekin’s bones are malformed
bonds with their masters and remain fiercely protective and weak. Creatures gain a +4 circumstance bonus on
Introduction
even after their owners’ death. attack rolls to confirm critical hits against the ogrekin.
The few ogrekin who have found acceptance into more 4—Deformed Feet: The ogrekin can’t run and takes a
civilized groups are often used as dispensable tools, sent –2 penalty to its CMD against bull rush, overrun, and trip Centaur
out as the first lines of defense to deal with potential combat maneuvers.
troublemakers. Though rarely treated with any kindness, 5—Distractible: If the ogrekin rolls a natural 1 on an Charau-Ka
these ogrekin strive for approval from their fellows, ability check, attack roll, saving throw, or skill check, it
and can demonstrate great bravery when opportunities becomes confused until the end of its next turn.
present themselves. Among tribes of their own kind, 6—Flaking Skin: The ogrekin reduces the bonus to Cyclops
some ogrekin readily take up divine spellcasting. Healers natural armor granted by the ogrekin template to +1 and
and seers are highly valued for their utility both in battle gains vulnerability to nonlethal damage. Derro
and when processing new slaves. 7—Massive Girth: The ogrekin is treated as being one
size category larger when attempting Stealth checks.
Gillman
Ogrekin Deformities 8—Offensive Odor: Increase the Charisma penalty
All ogrekin have distinct deformities as a result of their imposed by the ogrekin template to –4. Creatures with scent
incessant inbreeding and the partially incompatible can detect the ogrekin from twice the normal distance. Girtablilu
genetics between ogres and other humanoid races. In 9—Trusting: The ogrekin takes a –2 penalty on Will
addition to the deformities available in Bestiary 2, ogrekin saves against mind-affecting effects and a –1  penalty on Minotaur
can have any of the new deformities presented below. initiative checks.
10—Twisted Spine: The ogrekin takes a –4 penalty on
Beneficial Deformities grapple and trip combat maneuver checks. Standing up Ogrekin
The ogrekin gains one of the following, chosen randomly. from prone requires the ogrekin to take a full-round action.
1­—Bulging Eye: The ogrekin gains darkvision 60 feet. Strix
2—Enlarged Skull: The ogrekin takes no penalty to Half-Ogres
Intelligence from the ogrekin template. While most ogrekin are the result of an ogre mating
3—Gnarled Hands: The ogrekin gains a claw attack. This with a Medium humanoid, some ogres breed with Urdefhan
attack is considered a primary natural attack that deals other giants, especially ash giants (Pathfinder RPG
1d6 points of damage. If the ogrekin already possesses Bestiary  3  126), hill giants, marsh giants (Bestiary 2 129),
a claw attack, it instead gains Improved Natural Attack and trolls. Offspring of such a union are referred to
(claw) as a bonus feat. as half-ogres, and are generally outcasts from both
4—Grotesque Ears: The ogrekin gains blindsense 10 feet societies. Such ogrekin are typically weaker than their
and a +4 racial bonus on Perception checks. pureblooded giant kin, inheriting more of the ogre
5—Lanky: The ogrekin’s natural reach increases by 5 feet. parent’s defects than the giant parent’s advantages,
6—Snout: The ogrekin gains the scent ability. and still suffer from beneficial and disadvantageous
7—Thick Feet: The ogrekin gains a +4 racial bonus to deformities, the result of the inherent corruption in the
its CMD against bull rush, overrun, and trip combat ogre parent’s limited gene pool.
maneuvers, as well as a +2 bonus to its AC against attacks
made as part of a charge action. Creating a Half-Ogre
8—Vice Grip: The ogrekin gains a +2 racial bonus on “Half-ogre” is an inherited template that can be added to
disarm and grapple combat maneuver checks and a +4 racial any Large humanoid with the giant subtype (referred to
bonus to CMD against disarm and grapple maneuvers. hereafter as the base creature). A half-ogre retains all of
9—Warty Knuckles: The ogrekin gains Improved the base creature’s statistics and special abilities except
Unarmed Strike as a bonus feat. as noted here.
10—Webbed Fingers: The ogrekin gains a swim speed CR: HD 10 or fewer, as base creature +0; HD 11 or more,
equal to half its land speed. as base creature –1.
Alignment: Usually evil.
Disadvantageous Deformities Armor Class: If the base creature’s natural armor bonus
The ogrekin gains one of the following, chosen randomly. is +4 or less, increase it by 1. If the base creature’s natural
1—Atrophied Eyes: The ogrekin gains the light armor bonus is 6 or greater, decrease it by 1. Otherwise,
blindness weakness. there’s no change.
2—Bad Eyes: The ogrekin is partially blind. Creatures Ability Scores: Str or Con +2, Cha or Int –2.
targeting the ogrekin increase their attack bonuses for Special Qualities and Defenses: A half-ogre receives
flanking to +4, and the ogrekin takes a –2 penalty on all two random deformities, one beneficial and one
ranged attack rolls against targets more than 30 feet away. disadvantageous, as per the ogrekin template.

47
Kreegwood Stalker STATISTICS
No loving god would craft this man’s malformed limbs and Str 23, Dex 13, Con 20, Int 10, Wis 10, Cha 6
jagged teeth. His clothes and oversized hammer follow the same Base Atk +3; CMB +9; CMD 20
ill-measured design. Feats Cleave, Endurance, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +4, Climb +10, Heal +6, Intimidate +4,
KREEGWOOD STALKER CR 3 Perception +6, Stealth +8, Survival +6, Swim +10
XP 800 Languages Common
Human ogrekin ranger 3 (Pathfinder RPG Bestiary 2 204) SQ deformities (atrophied eyes*, oversized limb), favored
NE Medium humanoid (giant) terrain (forest +2), track +1, wild empathy +1
Init +1; Senses low-light vision; Perception +6 Combat Gear potions of blur (2), potions of cure
DEFENSE light wounds (4), potions of enlarge person (2),
AC 16, touch 11, flat-footed 15 (+2 armor, +1 Dex, +3 natural) smokesticks (2); Other Gear leather armor, Large mwk
hp 34 (3d10+18) warhammer, throwing axe, healer’s kit, tindertwigs (5)
Fort +8, Ref +4, Will +1
OFFENSE Deep within the gnarled, lightless depths of Varisia’s
Speed 30 ft. Kreegwood, a degenerate offshoot of ogrekin stalk
Melee mwk warhammer +10 (2d6+6/×3) trespassers for food, entertainment, and far worse.
Ranged throwing axe +4 (1d6+6) The backwoods mutants are territorial recluses who
Special Attacks combat style (two-handed weapon), thankfully stay within their own domains, possessed
favored enemy (humans +2) as they are with a deep distrust of strangers and a
superstitious hatred of the outside world. Ugly and
unlikable even by ogrekin standards, these creatures
lack any of the beauty or compassion of their humanoid
parents, leaning heavily toward the ogres with whom
they sometimes breed. They’ve honed their survival skills
through self-sufficiency and isolation and walk quietly
through the trees, quickly overwhelming woodcutters,
hunters, and trappers unfortunate enough to cross
the ever-shifting borders of the stalkers’ territories.
Kreegwood stalkers are potent warriors—
capable of dealing catastrophic damage with a
single blow—and train their increasingly inbred
descendents to be brutally effective with oversized
weapons. Kreegwood stalkers like to fell large trees
near paths through their forests to redirect travelers
into ambushes at dead ends, switchbacks, and briars.
When bloodied but not defeated, these ogrekin fall
back into nearby overgrown woods and stalk their prey
unseen. They stay ahead of savvy enemies so they can
build snares, rile up wild animals, and drop impromptu
avalanches of massive trees or stones upon foes.
Kreegwood stalkers quickly evaluate the health of
subdued quarry. Any creature that’s still breathing is
bound or shackled before its wounds are treated—a
slave or meal for later is far more valuable than a corpse,
and keeps far longer as provisions. When all other
enemies are defeated, the ogrekin hoist their bound
captives onto the hafts of their huge hammers and
carry these victims off to be kept with the rest of
the stalkers’ unfortunate prey. Of all of Golarion’s
ogrekin, stalkers are the most sentimental, frequently
taking spoils of victory from those they’ve defeated.
Kreegwood homes are grotesque affairs, built
in the fashion of human cabins but decorated
with the bones, teeth, and skin of victims.

48
Inner Sea Monster Codex

Thanegraves Looter stand out for their willingness to feed on undead flesh.
This blue-skinned humanoid’s hulking figure is covered in patches While the boreal ogres of the region fight to control the
Introduction
of thick ice, and its jutting jaw dominates its monstrous face. burial site’s wights and zombies, looters feast on these
fetid walking corpses, depriving the ogres of their undead
THANEGRAVES LOOTER CR 4 minions, but suffering from the plagues that run rampant Centaur
XP 1,200 through the area as a result. Despite their legendary
Half-ogre ice troll (page 47, Pathfinder RPG Bestiary 2 271) durability, few of these half-breeds appear healthy or Charau-Ka
CE Large humanoid (cold, giant) live long past adulthood. Their racial maladies are severe
Init +4; Senses darkvision 60 ft., low-light vision; Perception +9 enough that worship of Urgathoa has begun to spring up
DEFENSE among them, foreshadowing the birth of strange cults, Cyclops
AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size); even by Irrisen’s standards.
+2 vs. charge Small clans of these half-trolls thrive in the mountains Derro
hp 45 (6d8+18); regeneration 5 (acid or fire) and plains, overcoming their meager numbers through
Fort +8, Ref +8, Will +2 fearsome power and absolute lack of fear—every
Gillman
Immune cold Thanegraves looter is born to die, by their estimation.
Weaknesses light sensitivity, vulnerable to fire Many travelers in Irrisen claim to have witnessed entire
OFFENSE hillsides awash with blood from these creatures’ raids, Girtablilu
Speed 30 ft. but never with bodies left behind. Everything from these
Melee bite +8 (1d6+5), 2 claws +8 (1d4+5) clashes is salvaged, though the looters’ frames and hands Minotaur
Space 10 ft.; Reach 10 ft. are generally too large and clumsy to use much of human
Special Attacks rend (2 claws, 1d6+7) equipment beyond decorative baubles.
STATISTICS Ogrekin
Str 21, Dex 18, Con 16, Int 7, Wis 10, Cha 7
Base Atk +4; CMB +10; CMD 24 (28 vs. bull rush, 28 vs. Strix
overrun, 28 vs. trip)
Feats Intimidating Prowess, Lightning Reflexes, Skill
Focus (Perception) Urdefhan
Skills Intimidate +9, Perception +9
Languages Giant
SQ deformities (light sensitive, thick feet*)

A new threat wanders Irrisen, the Land of Eternal


Winter: the incredibly strong and profoundly
durable spawn of ice trolls and ogres in the
Thanegraves of Wintercrux. Born when the
boreal ogre clans of the region began to take
consorts from neighboring troll families, this
new breed of giant is rejected and hunted
by both its parent races. Most keep to the
thanes’ tombs, plundering from the dead
whatever coins and long-preserved meat
they can find. But raids from both boreal
ogres and ice trolls regularly force the
looters out from the Thanegraves and
down into settled valleys, making the
creatures desperate for food, living space,
and someone smaller than themselves to abuse. Now
all across Wintercrux and the Verge, half-ogres threaten
travelers and townsfolk. Thanegraves looters brazenly lope
down from the mountains to raid settlements or
waylay caravans, threatening the delicate
balance of power between human subjects
and their monstrous rulers.
Whether because of their desperation for food or bitter
rejection of their ogre heritage, Thanegraves looters

49
Kin Seeker Druid Spells Prepared (CL 6th; concentration +7)
Bone-studded joints and gangly, twisted limbs mark this heap 2nd (3/day)—fog cloud, resist energy, warp wood, whip
of orc-shaped flesh. of spidersACG
1st (5/day)—magic fang, pass without trace, produce
KIN SEEKER CR 6 flame, summon nature’s ally I
XP 2,400 0 (at will)—create water, detect poison, guidance, know
Orc ogrekin hunter 6 (Pathfinder RPG Bestiary 222, Pathfinder direction, resistance, virtue
RPG Bestiary 2 204, Pathfinder RPG Advanced Class Guide 26) STATISTICS
NE Medium humanoid (giant, orc) Str 22, Dex 16, Con 14, Int 9, Wis 12, Cha 4
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6 Base Atk +4; CMB +10 (+12 grapple); CMD 23 (25 vs. grapple)
DEFENSE Feats Distracting ChargeACG, Exotic Weapon Proficiency
AC 21, touch 13, flat-footed 18 (+3 armor, +3 Dex, +3 natural, (bolas), Improved Grapple, Improved Unarmed Strike,
+2 shield) Power Attack, Precise ShotB
hp 48 (6d8+18) Skills Climb +9, Handle Animal +6, Heal +8, Intimidate +5,
Fort +5, Ref +6, Will +3 Knowledge (geography) +3, Knowledge (nature) +3,
Defensive Abilities ferocity Perception +6, Stealth +9, Survival +8, Swim +10
Weakness light sensitivity Languages Giant, Orc
OFFENSE SQ animal companion (boar), animal focus (6 minutes/day),
Speed 30 ft. deformities (distractible*, warty knuckles*), hunter tactics,
Melee mwk club +11 (1d6+6), unarmed strike +10 (1d8+6) improved empathic link, nature training, track +3, weapon
Ranged bolas +7 (1d4+6) or familiarity, wild empathy +3, woodland stride
mwk composite shortbow +8 (1d6+6/×3) Combat Gear potions of bear’s endurance (2), potions of
cure moderate wounds (2), potions of longstrider (2);
Other Gear mwk studded leather, mwk heavy wooden
shield, bolas (4), mwk club, mwk composite shortbow
(+6 Str) with 28 arrows, animal callACG, backpack, rope
(50 feet), manacles, musk kit ACG, tracker’s snuffACG (2 doses)

BOAR COMPANION CR —
XP —
N Medium animal
Init +1; Senses low-light vision, scent; Perception +6
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
hp 51 (6d8+24)
Fort +8, Ref +6, Will +3
Defensive Abilities evasion, ferocity
OFFENSE
Speed 40 ft.
Melee gore +9 (2d6+7)
STATISTICS
Str 20, Dex 12, Con 17, Int 2, Wis 13, Cha 4
Base Atk +4; CMB +9; CMD 20 (24 vs. trip)
Feats Distracting ChargeB, ACG, Improved Natural Armor,
Improved Natural Attack (gore), Toughness
Skills Perception +6, Stealth +6, Survival +3
SQ devotion, link, share spells

Abandoned by her orc parents, a kin seeker


wants a family and scours the wilderness
for new companions to share in her
malformed misery. She eagerly serves a
family of ogres or abducts other orcs to
assemble her brood. Her boar is friend,
pet, and sibling in equal measure.

50
Inner Sea Monster Codex

Stroud Apprentice within the River Kingdoms’ tumultuous wilds, the


Obese and reeking of the swamp, this ogre-tainted woman lives of the Stroud Sisters’ children are as dismal as
Introduction
nonetheless projects an aura of animal magnetism. Her long their boggy homes. Favoring their fathers’ strength but
hair drags in the mud. still wielding their mothers’ magic, these half-breeds
gain what little joy they can by tormenting others, and Centaur
STROUD APPRENTICE CR 10 use their natural inclination for the water to their
XP 9,600 advantage. By slinking unseen through the marsh and Charau-Ka
Changeling ogrekin witch 10 (Pathfinder RPG Bestiary 4 29, destroying traveling caravans with their spells, they can
Pathfinder RPG Bestiary 2 204, Pathfinder RPG Advanced snatch any survivors away to horrid fates deep within
Player’s Guide 65) the Ditches. Sometimes a Stroud apprentice lets her Cyclops
NE Medium humanoid (giant) prey escape, only to watch the swamp wear her quarry
Init +5; Senses low-light vision; Perception +7 down in a morbid game of cat and mouse that can last Derro
DEFENSE for days—and sometimes weeks.
AC 16, touch 12, flat-footed 15 (+1 deflection, +1 Dex, Though these changelings are left to be reared among
Gillman
+4 natural) ogres, denying the call of their hag heritage is virtually
hp 75 (10d6+40) impossible for them, and the Stroud Sisters deeply value
Fort +7, Ref +6, Will +12 their children’s instinctual loyalty. Though their brood Girtablilu
OFFENSE is still only a dozen members strong, the hags grow ever
Speed 30 ft. bolder. They encourage their offspring to travel beyond Minotaur
Melee 2 claws +7 (1d4+2) the Ditches to expand their territory, bringing treasures
Special Attacks hexes (blight [100 feet], cackle, coven, and victims back as gifts for their dear mothers. Rumors
disguise [10 hours], evil eye [–4, 6 rounds], hag’s eye of dozens of roaming ogrekin have reached the courts Ogrekin
[10 minutes/day], misfortune [2 rounds]) of many nearby realms, inspiring exploratory parties
Witch Spells Prepared (CL 10th; concentration +13) to venture into the marshlands, most of Strix
5th—baleful polymorph (DC 18), dominate person (DC 18) whom are never heard from again.
4th—dimension door, phantasmal killer (DC 17), spiteAPG
3rd—bestow curse (DC 16), pain strikeAPG (DC 16), Urdefhan
stinking cloud (DC 16), water breathing
2nd—alter self, blindness/deafness, festerAPG
(DC 15), vomit swarmAPG, web (DC 15)
1st—cause fear (DC 14), charm person
(DC 14), mage armor, obscuring mist, ray of
enfeeblement (DC 14)
0 (at will)—bleed (DC 13), detect magic, detect
poison, purify food and drink
Patron Water
STATISTICS
Str 14, Dex 12, Con 15, Int 17, Wis 16, Cha 10
Base Atk +5; CMB +7; CMD 19
Feats Combat Casting, Deceitful, Extra Hex APG,
Improved Initiative, Toughness
Skills Bluff +14, Craft (alchemy) +8, Disguise +2,
Fly +9, Intimidate +13, Knowledge (arcana) +11,
Knowledge (history) +7, Knowledge (nature) +7,
Perception +7, Spellcraft +12, Use Magic
Device +9
Languages Aquan, Common, Giant
SQ deformities (obese, webbed fingers*), green
widow, familiar (toad)
Gear cloak of resistance +2, headband of vast
intelligence +2, ring of protection +1

Born from the grotesque


coupling of green hags and
their ogre neighbors deep

51
Strix
High atop jagged spires, black-winged shadows sail amid dwindling numbers, the strix claim dominion over
the infamous Chelish crags of Devil’s Perch. From there the most inaccessible peaks of Devil’s Perch. From
the fiercely territorial, xenophobic strix wage war against their central settlement of Ciricskree—the Screeching
the human settlement of Pezzack for its populace’s Spire—their domain stretches outward as far as their
intrusion upon their favored fishing grounds. In turn, keen eyes can see.
the Pezzacki have hunted the strix to near extinction, Full statistics for strix can be found on page 200 of
partly for revenge, and partly because they’ve mistaken Pathfinder RPG Advanced Race Guide.
these avians for winged devils under the diabolic yoke
of the Pezzacki’s political enemies within the Thrice- Strix Encounters
Damned House of Thrune. The strix’s territory is limited to Devil’s Perch, a
However, nothing could be further from the truth. singular, spire-filled expanse along the western Chelish
The strix are not devils, but rather a race in exile that coastline, where strange rock spurs and unnaturally
has called this region home since the Age of Darkness. deep crevasses bar easy access to the region’s towering
Their original homeland, a lost island far to the west, peaks. Those brave or foolish enough to advance soon
is forgotten to the strix, save for a few elders who speak encounter dozens of perched strix warriors glaring with
of fleeing a great storm. These mysterious winged folk tilted heads and squatting just out of arrow range. Before
fiercely protect their kind from the nearby human flying away, the winged humanoids verbally assault the
scourge, vowing to claim the lives of a hundred enemies invaders in the Strix tongue, something more akin to an
for every one of theirs murdered. To shelter their eagle screeching than a cultured language, and prepare

52
Inner Sea Monster Codex

to release a barrage of boulders down the cliffs to sweep Prerequisites: Flyby Attack, Powerful Wings, Snatch
flightless enemies off the spires to their deaths. and Drop, Throw Anything.
Introduction
Along with such assaults, strix warriors use trained Benefit: Whenever you successfully grapple an
birds of prey and exercise hit-and-run tactics until opponent using the Snatch and Drop feat, you can
their enemies are killed or crest a spire’s plateau. At instead fling your victim at another target. You can throw Centaur
this point, the breach is met by a coven of three to five a creature 10 feet, plus an additional 5 feet for every size
Devil’s Perch rebels (Pathfinder Campaign Setting: Inner Sea category by which it is smaller than you. To strike another Charau-Ka
NPC Codex 18) who unleash their hexes and arcane magic target, make a ranged touch attack. If you hit, the attack
on any survivors. A few rounds later, a flight of three deals damage to both the creature flung and its intended
itaraak champions snatch any enemies and fling them target. This damage is equal to that of a slam attack of Cyclops
off the spire. If any foray into strix territory approaches a creature two sizes larger than the creature being flung
Ciricskree, double the above numbers and add a strix (see page 302 of the Pathfinder RPG Bestiary) plus your Derro
rokoa and a company of 50 to 80 strix warriors. The strix Strength modifier. The flung creature lands prone in the
defend their capital and pursue enemies to the death. nearest adjacent square to the target, and the target must
Gillman
Outside of strix territory, individual strix occasionally succeed at a Reflex saving throw (DC = 10 + damage dealt)
infiltrate Pezzack under a human guise. While these or also fall prone in its own square. You can’t use this feat
clandestine forays into enemy territory are much rarer if the weight of the creature you intend to fling exceeds Girtablilu
than a raiding party, a singular strix infiltrator can bring the amount you can carry as a heavy load.
down more enemies with her gleaned information than Minotaur
a hundred of her more militant brethren. Graceful Flier
When unencumbered, you fly with exceptional speed
Strix Feats and agility. Ogrekin
Strix have mastered the art of aerial combat and have Prerequisites: Skill Focus (Fly), fly speed.
developed unique ways of fighting with their wings. Benefit: You are a gifted flier. While wearing light or Strix
While the following feats are primarily taken by strix, no armor, your fly speed increases by 5 feet and your
other creatures with natural wings can also take them maneuverability is one step better than normal, to a
at the GM’s discretion (including ignoring the racial maximum of good. You lose the benefits of this feat if you Urdefhan
prerequisite of Cloak of Feathers). carry a medium or heavy load.

Buffeting Wings (Combat) Powerful Wings (Combat)


You can create a gust of wind with your wings. You have a large wingspan for a member of your race, and
Prerequisites: Hover, Powerful Wings. can use these appendages to batter your foes.
Benefit: As a full-round action, you can beat your wings Prerequisites: Str 13, Skill Focus (Fly), base attack
to create a blast of air as the gust of wind spell. This is an bonus +8.
extraordinary ability. Benefit: You gain two wing attacks. These are secondary
natural attacks that each deal damage appropriate to
Cloak of Feathers a creature one size category larger than yourself (see
You have learned to blend in with wingless humanoids, page 302 of the Bestiary). You are also considered one size
and as long as you are not flying, you can fold your wings category larger for the purposes of any feats or abilities
in a manner that resembles a cloak or robe. related to your wings, such as the Hover feat.
Prerequisites: Cha 13, strix.
Benefit: When you fold your wings, you gain a +2 Snatch and Drop (Combat)
bonus on Disguise checks to pose as a human, and You have mastered the ability to grab foes while you fly
ignore the penalties for disguising yourself as a different by them, carry them into the air, and drop them from
race while doing so. Additionally, you can hide one small extreme heights.
item within your wings’ folds (such as a potion, a wand, Prerequisites: Flyby Attack, Powerful Wings.
a weapon weighing 1 pound or less, or a similarly sized Benefit: When you succeed at a grapple combat
item at your GM’s discretion). Any such hidden item maneuver check as part of a flyby attack, you can move
requires a successful DC 25 Perception check for others yourself and your target up to half your remaining fly
to notice. You can retrieve this item with a swift action, speed. You must drop your target before the end of your
but unfolding your wings causes it to drop to the ground. turn, or both you and your target crash to the ground
immediately and take 2d6 points of falling damage each.
Fling (Combat) A dropped creature takes falling damage as normal. You
You can throw grappled enemies a short distance, turning can’t use this feat on creatures whose weight would exceed
them into makeshift missiles against their allies. the amount you can carry as a heavy load.

53
Strix Infiltrator Ranged shortbow +6 (1d6/×3)
Seemingly human at first glance, this feathered woman conceals Special Attacks hatred, studied combat (+2, 2 rounds),
wings beneath a heavy cloak. studied strike +1d6
Investigator Extracts Prepared (CL 4th; concentration +6)
STRIX INFILTRATOR CR 3 2nd—detect thoughts (DC 14), invisibility
XP 800 1st—disguise self, expeditious retreat, keen sensesAPG
Strix investigator 4 (Pathfinder RPG Advanced Race (DC 13), shield
Guide 200, Pathfinder RPG Advanced Class Guide 30) STATISTICS
N Medium humanoid (strix) Str 12, Dex 16, Con 10, Int 14, Wis 8, Cha 13
Init +3; Senses darkvision 60 ft., low-light vision; Base Atk +3; CMB +4; CMD 17
Perception +6 (+8 in dim light or darkness) Feats Cloak of Feathers*, Deceitful
DEFENSE Skills Bluff +10, Craft (alchemy) +6 (+10 to create alchemical
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) items), Disable Device +9, Disguise +10, Fly +4, Knowledge
hp 22 (4d8+4) (geography) +6, Knowledge (local) +6, Knowledge
Fort +1, Ref +7, Will +3; +2 bonus vs. poison, +2 bonus vs. (nobility) +6, Knowledge (religion) +6, Linguistics +6,
illusion spells or effects Perception +6 (+8 in dim light or darkness), Sense
Defensive Abilities trap sense +1 Motive +4, Sleight of Hand +5, Stealth +6 (+8 in dim light
OFFENSE or darkness), Use Magic Device +8
Speed 30 ft., fly 60 ft. (average) Languages Common, Elven, Infernal, Strix
Melee shortsword +4 (1d6+1/19–20) or SQ alchemy (alchemy crafting +4), inspiration (4/day),
dagger +4 (1d4+1/19–20) investigator talent (underworld inspiration), keen
recollection, nocturnal, poison lore, suspicious, swift
alchemy, trapfinding +2
Combat Gear oil of disguise weaponACG , potion of cure light
wounds, wand of alter self (6 charges), wand of cure light
wounds (18 charges); Other Gear +1 studded leather,
dagger, short sword, shortbow with 20 arrows, courtier’s
outfit, disguise kit, entertainer’s outfit, glass cutter,
mwk thieves’ tools, scholar’s outfit, small steel mirror,
traveler’s outfit

Most members of this avian race balk at the idea of


blending in with humans, but that is exactly the goal of
strix infiltrators. Their magnificent plumage is clipped
and stuffed under bulky garments in their efforts to pass
as humans, and they learn the clumsy speech and blunt
gestures of their enemies to better walk among foes and
learn their secrets. Few succeed perfectly without the aid
of magic, though, so infiltrators also study the ancient
concoctions used by their people for years, turning the
arts of hunting and healing to deception and murder.
Hearing the droning voices of humanity, seeing
their featherless, leathery flesh, and dealing with their
smell wears on any strix, but being unable to stretch
one’s wings and take flight when instinct calls for it is
a chronic torture infiltrators must endure. Despite this
discomfort, these quiet spies understand that of all the
campaigns launched against the human settlements that
encroach upon their territory, none is more important to
maintaining the strix way of life than theirs. Posing
as a friend and sometimes more to their despised
foes, infiltrators keep a close and personal eye on
their neighbors and position themselves for success
in espionage and sabotage. The occasional assassination
mission provides a small reward for their pain.

54
Inner Sea Monster Codex

Strix Voyager the Strix word for their race—of Devil’s Perch. While
The attire of this winged man, whose wooden mask is carved welcomed as family, voyagers are not born amid their
Introduction
into an eerie smile, is devoid of the stark-white bones commonly clutches, claiming instead to have flown across the
worn by his people. western ocean. Draped in the mysterious regalia of
the ancients, the newcomers supposedly hail from the Centaur
STRIX VOYAGER CR 5 Island of the Gods, a place of legend known only to the
XP 1,600 oldest rokoa. They entertain and inspire the curious Charau-Ka
Strix bard 6 (Pathfinder RPG Advanced Race Guide 200) locals who crowd around the roost with tales of their
N Medium humanoid (strix) mythical homeland and promises of a return to glory.
Init +2; Senses darkvision 60 ft., low-light vision; Most voyagers’ tales describe strix ancestors sitting as Cyclops
Perception +9 (+11 in dim light or darkness) equals beside a lost race of men and powerful elves, but
DEFENSE then facing a mysterious exile on the winds of a green Derro
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +1 natural, storm. The validity of their claims is open to debate, but
+1 shield) the fact remains that the strix cannot account for the
Gillman
hp 27 (6d8) location of the bones of these visitors’ ancestors.
Fort +1, Ref +7, Will +6; +4 vs. bardic performance,
language-dependent, and sonic, +2 bonus vs. illusion Girtablilu
spells or effects
OFFENSE
Minotaur
Speed 0 ft., fly 60 ft. (average)
Melee mwk spear +5 (1d6/×3)
Ranged mwk sling +7 (1d4) Ogrekin
Special Attacks bardic performance 16 rounds/day
(countersong, distraction, fascinate [DC 15], inspire Strix
competence +2, inspire courage +2, suggestion
[DC 15]), hatred
Bard Spells Known (CL 6th; concentration +8) Urdefhan
2nd (4/day)—eagle’s splendor, minor image (DC 14),
mirror image, summon monster II
1st (5/day)—charm person (DC 13), cure light wounds,
disguise self, summon monster I
0 (at will)—dancing lights, detect magic, flare (DC 12),
mending, prestidigitation, resistance
STATISTICS
Str 10, Dex 14, Con 8, Int 14, Wis 13, Cha 14
Base Atk +4; CMB +4; CMD 16
Feats Augment Summoning, Skill Focus (Perform [oratory]),
Spell Focus (conjuration)
Skills Acrobatics +11, Climb +5, Handle Animal +4, Heal +3,
Knowledge (local) +9, Knowledge (nature) +14, Knowledge
(planes) +9, Knowledge (religion) +9, Linguistics +8,
Perception +9 (+11 in dim light or darkness), Perform
(dance) +11, Perform (oratory) +14, Spellcraft +10, Stealth –1
(+1 in dim light or darkness), Survival +6
Languages Auran, Common, Elven, Hallit, Skald, Strix
SQ bardic knowledge +3, lore master 1/day, nocturnal,
suspicious, versatile performances (dance, oratory)
Combat Gear oil of magic weapon, scroll of grease, scrolls
of invisibility (2), scroll of scare, scroll of ventriloquism,
tanglefoot bags (2); Other Gear +1 chain shirt, buckler,
mwk sling with 10 bullets, mwk shortspear, amulet of
natural armor +1, backpack, wooden mask (10 gp)

Oddities found high atop the spire nests of Ciricskree,


these masked visitors bring hope to the fading itarii—

55
Itaraak Champion OFFENSE
Armored in sun-bleached bones and smelling of stale blood, this Speed 20 ft., fly 45 ft. (average)
scarred man with massive wings keeps his bow at the ready. Melee +1 longspear +13/+8 (1d8+4/×3), 2 wings +7 (1d6+1)
Ranged mwk composite longbow +17/+12 (1d8+2/×3)
ITARAAK CHAMPION CR 9 Special Attacks hatred, sneak attack +3d6, studied target +3
XP 6,400 (3 targets)
Strix slayer 10 (Pathfinder RPG Advanced Race Guide 200, STATISTICS
Pathfinder RPG Advanced Class Guide 53) Str 14, Dex 20, Con 14, Int 8, Wis 12, Cha 8
CN Medium humanoid (strix) Base Atk +10; CMB +12; CMD 27
Init +5; Senses darkvision 60 ft., low-light vision; Perception Feats Fling*, Flyby Attack, Point-Blank Shot, Powerful
+12 (+14 in dim light or darkness) Wings*, Rapid Shot, Skill Focus (Fly), Snatch and Drop*,
DEFENSE Weapon Focus (longbow)
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex) Skills Acrobatics +11 (+7 when jumping), Climb +5, Fly +21,
hp 85 (10d10+30) Intimidate +6, Knowledge (geography) +5, Perception +12
Fort +9, Ref +12, Will +4; +2 bonus vs. illusion spells (+14 in dim light or darkness), Stealth +13 (+15 in dim light
or effects or darkness), Survival +12
Languages Strix
SQ nocturnal, slayer talents (combat trick, fast stealth,
ranger combat style [archery], sniper’s eye, weapon
training), stalker, suspicious, track +5
Combat Gear +1 human-bane arrows (8), potion of
barkskin, potion of invisibility; Other Gear +2 boneUE
breastplate, +1 longspear, mwk composite longbow
(+2 Str) with 40 arrows, belt of incredible dexterity +2

Equally competent hunters and warriors, members of


the itaraak caste defend their people from all threats—
and to an itaraak, anything may be a threat—with
such ferocity that the mention of these so-called “strix
revengers” makes even the most stoic Chelish soldier
shudder. These pitch-black guardians, lauded
as heroes among their kind, release the fury of a
nation upon any who cross them. Birthed from the
largest eggs and raised for combat from nestlings, the
greatest and most heavily scarred itaraak maintain a
warriors’ tradition from before a time of great darkness.
This caste was originally formed to defend their people
from a sister race of avians remembered only as the
“betrayers,” but the itaraak have adapted their hit-and-
run tactics, strikes from cover, and devastating diving
charges to push back human intruders. The strix have
also incorporated brutally efficient grappling techniques
over the years, lifting land-bound opponents into the
sky and letting the rocky terrain of the Devil’s Perch
deliver the final blow.
These warriors run many civil matters that are
outside the rokoa’s spiritual authority with a gruff
and haphazard democracy, with tribe members’ votes
weighted by the resources they provide the group. Only
the rokoa herself can override these group decisions, and
even then only for a time. Unfortunately, the itaraak’s
inflamed animosity and general bitterness often push
them to make ill-advised raids on otherwise peaceful
settlements, bringing down a disproportionate response
from Chelish forces.

56
Inner Sea Monster Codex

Strix Rokoa Perception +12 (+14 in dim light or darkness),


This proud avian woman stands tall and alert despite her years. Spellcraft +15, Stealth –2 (+0 in dim light or darkness),
Introduction
Claws, bones, and feathers clatter on her crown and staff. Survival +9
Languages Auran, Goblin, Strix
STRIX ROKOA CR 11 SQ nocturnal, revelations of the past (momentary Centaur
XP 12,800 glimpseUM, voice of the graveUM, wisdom of the
Strix shaman (speaker for the past) 12 (Pathfinder RPG ancestorsUM), shocking touch (1d6+6 electricity), spark Charau-Ka
Advanced Race Guide 200, Pathfinder RPG Advanced Class soul (12d4 electricity), suspicious
Guide 35, 111) Combat Gear potion of invisibility, scroll of eagle’s splendor,
LN Medium humanoid (strix) scroll of flame strike, scroll of fog cloud, wand of owl’s Cyclops
Init +1; Senses darkvision 60 ft., low-light vision; wisdom (9 charges); Other Gear +3 bone scale mail,
Perception +12 (+14 in dim light or darkness) darts (10), mwk quarterstaff, amulet of natural armor +1, Derro
DEFENSE cloak of resistance +2, ring of protection +1
AC 20, touch 12, flat-footed 19 (+7 armor, +1 deflection, +1 Dex,
Gillman
+1 natural) A rokoa is the spiritual leader of a strix tribe. Her duties
hp 78 (12d8+24) include deciphering portents, performing
Fort +7, Ref +7, Will +14; +2 bonus vs. illusion spells or funeral rites, tending to the bones of the Girtablilu
effects deceased, and recalling the
Resist electricity 10 names of fallen heroes. She Minotaur
OFFENSE is considered the spiritual
Speed 20 ft., fly 45 ft. (average) mother of the tribe.
Melee mwk quarterstaff +9/+4 (1d6–1 Ogrekin
plus 1d6 electricity)
Ranged dart +10 (1d4–1 plus 1d6 electricity) Strix
Special Attacks hatred, hexes (air barrier, fortune,
healing, wind sight, wind ward)
Spell-Like Abilities (CL 12th; concentration +12) Urdefhan
Constant—know direction
1/day­—virtue
Shaman Spells Prepared (CL 12th; concentration +16)
6th—cone of cold (DC 21), greater dispel magic,
siroccoS, APG (DC 21)
5th—baleful polymorph (DC 19), control windsS (DC 19),
dominate person (DC 19), wall of fire
4th—air geyserACG (DC 19), cure critical wounds, ice storm,
poison (DC 18), river of wind S, APG (DC 19)
3rd—bestow curse (DC 17), call lightning (DC 18), cloak of
windsS, APG (DC 17), deep slumber (DC 17), dispel magic,
speak with dead (DC 17)
2nd—aid, focused scrutinyACG, gust of windS (DC 17), hold
person (DC 16), lesser restoration, summon swarm
1st—alter windsS, APG (DC 15), bless, hide from animals,
magic weapon, obscuring mist, sense spirit magicACG
0 (at will)—detect magic, guidance, purify food and drink
(DC 14), read magic
S spirit magic spell; Spirit Wind
STATISTICS
Str 8, Dex 12, Con 13, Int 14, Wis 18, Cha 10
Base Atk +9; CMB +8; CMD 20
Feats Combat Casting, Nature Magic ACG, Persuasive, Skill
Focus (Knowledge [history]), Spell Focus (evocation),
Spirit TalkerACG
Skills Acrobatics –2 (–6 when jumping), Diplomacy +17,
Fly +9, Heal +17, Intimidate +7, Knowledge (arcana) +7,
Knowledge (history) +23, Knowledge (nature) +10,

57
Urdefhan
Urdefhans are daemon-worshiping, subterranean in the Kodar Mountains of Varisia, where they capture
native outsiders who live only to spread war, death, and victims in nighttime ambushes among the hidden trails
depravity. The Oinodaemon, eldest of the Horsemen of and passes scattered throughout the range. Through
Abaddon, created these tortured creatures, but urdefhans gruesome deaths and mind-shattering horrors, these
themselves are currently most closely aligned with Szuriel twisted humanoids immerse the doomed mortals they
and Trelmarixian—the Horsemen of War and Famine, abduct in unfettered terror and despair.
respectively. With their nearly transparent skin, painfully Full statistics for urdefhans can be found on page 276
tight bandage-like leather armor, and unbearably wide of Pathfinder RPG Bestiary 2.
and fang-filled mouths, the urdefhans’ appearance
is a mockery of human life—which was exactly the Urdefhan Encounters
Oinodaemon’s intention. Visitors to the Darklands most often encounter urdefhans
These living nightmares can be found as far in patrols seeking slaves and food—these terms are
underground as the Orvian vault of Doga-Delloth, and synonymous to urdefhans. Surface dwellers might also
in these places untouched by the sun’s rays, urdefhans come across a group of a few urdefhan merchants en
maintain a culture founded on brutality and death. From route to one of the prominent underground hubs to
there, they range throughout the Darklands, with many trade for supplies, but these merchants are always
living in the lost city of Ilvarandin, the Mute Metropolis. accompanied by a squad of 8–10 guards, who seize every
Though they live in the Darklands, not all urdefhans opportunity to gather more flesh. Hunting patrols
stay underground. Some recently breached the surface usually consist of four to eight soldiers. If the terrain

58
Inner Sea Monster Codex

allows, one to three skaveling riders and their mounts Siphoning Blade (Combat)
accompany the soldiers. You can empower yourself by drawing blood through
Introduction
In and around their fortresses, which are built your rhoka sword.
from scavenged materials or usurped from previous Prerequisites: Voracious Blade, Weapon Focus (rhoka
inhabitants, urdefhans appear in smaller groups of two sword), base attack bonus +8, urdefhan. Centaur
to three soldiers while skaveling riders patrol the air in Benefit: When you use the Voracious Blade feat to
pairs. They are often bolstered by nearby reinforcements, deal Strength damage with your rhoka sword, you also Charau-Ka
especially if the fortress hosts a powerful half-daemon. drain the victim’s blood. The attack deals 1 point of bleed
Urdefhans are much more furtive aboveground, keeping damage in addition to its normal damage, and you gain
to shadows not because they fear the light (though they fast healing 2 for 3 rounds. You can use this ability only Cyclops
shy away from fire), but because the darkness maximizes once against an individual creature in a 24-hour period.
their victims’ fear. Derro
Urdefhans are vicious combatants who surround their Skaveling Companion
enemies and deliver jagged, painful wounds that kill You are bonded with a terrifying undead mount created
Gillman
victims slowly with their signature dual-bladed rhoka through foul daemonic rites.
swords (Pathfinder RPG Ultimate Equipment 35). Even Prerequisites: 7th level in a class that grants an animal
when faced with tougher opponents, urdefhans use their companion or mount, urdefhan. Girtablilu
savagery to their advantage in hopes that the terrible, Benefit: In place of the animal companion or mount
bloody death of a strong foe will demoralize its weaker granted by your class feature, you are bonded with a Minotaur
allies. Unless the urdefhans are looking for slaves, these skaveling (Bestiary 2 42). Though less intelligent than others
so-called “Orvian vampires” don’t wait for their defeated of its kind and lacking the ability to paralyze and infect
victims to die before they begin feasting. Urdefhan victims with its bite, the beast serves you unerringly. Ogrekin
spellcasters use magic to cause as much pain, fear, and
destruction as possible; whether they do this with directly BAT, SKAVELING Strix
offensive spells or by calling up undead or otherworldly Size Large; Speed 20 ft., fly 40 ft. (good); AC +6 natural
minions is simply a matter of ghoulish taste. armor; Attack bite +10 (2d8+6); Ability Scores Str 23, Dex 19,
Con —, Int 2, Wis 15, Cha 14; Special Attacks screech (DC 15); Urdefhan
Urdefhan Feats Languages none; Special Abilities Screech (Su) Once per day
Urdefhans have access to the following feats. as a standard action, a skaveling can utter an ear-splitting
screech that stuns non-skavelings in a 20-foot burst. All
Assured Destruction creatures within the area must succeed at a DC 15 Fortitude
Your zeal for death—including your own—brings even save or be stunned for 1d3 rounds. Other skavelings, mobats,
greater harm to those around you. and urdefhans are immune to this effect. This is a sonic
Prerequisites: Empowered Daemonic Pact, urdefhan. mind-affecting effect. The save DC is Charisma-based.
Benefit: When you use your daemonic pact ability
and allow your soul to be consumed, you automatically Urdefhan Bladebreaker (Combat)
succeed. The amount of negative energy damage dealt by You can use your rhoka sword to destroy your foes’ blades.
your daemonic pact ability increases to 3d6 points, and Prerequisites: Base attack bonus +1, proficiency with
the profane bonus to the save DC increases to +4. the rhoka sword, urdefhan.
Normal: The daemonic pact ability has a 50% chance Benefit: When wielding a rhoka sword, you can attempt
of success per attempt, and it deals 2d6 points of negative to sunder an opponent’s sword or other slender-bladed
energy damage. weapon without provoking an attack of opportunity. You
gain a +2 circumstance bonus on the combat maneuver
Empowered Daemonic Pact check to do so.
Your violent death brings woe to the enemies of your
daemon masters. Voracious Blade (Combat)
Prerequisite: Urdefhan. You can channel your daemonic energies through the vile
Benefit: When you succeed at using your daemonic blade you wield.
pact ability and allow your soul to be consumed, the Prerequisites: Weapon Focus (rhoka sword), base attack
resulting blast’s radius increases to 10 feet, and you gain bonus +4, urdefhan.
a +2 profane bonus to the DC of the Reflex save victims Benefit: When wielding a rhoka sword, you can channel
must attempt to halve this damage. your daemonic energies through the blade as a swift
Normal: A successful use of the daemonic pact action, causing it to deal Strength damage as your bite
ability deals negative energy damage to creatures in a attack. You can use this ability a number of times per day
5-foot radius. equal to your Constitution modifier (minimum 1).

59
Sightless Sea Sailor Ranged mwk dagger +9 (1d4+4/19–20)
The smell of brine mingles with the sickly stench of uncured Special Attacks blood drain (1 Con), deeds (derring-do,
leather that surrounds this ferocious buccaneer. dodging panache, opportune parry, riposte), panache (4),
Strength damage
SIGHTLESS SEA SAILOR CR 4 Spell-Like Abilities (CL 3rd; concentration +7)
XP 1,200 At will—feather fall
Urdefhan swashbuckler 1 (Pathfinder RPG Bestiary 2 276, 3/day—align weapon, death knell (DC 15), ray of
Pathfinder RPG Advanced Class Guide 56) enfeeblement (DC 15)
NE Medium outsider (native) STATISTICS
Init +3; Senses darkvision 120 ft.; Perception +6 Str 19, Dex 16, Con 15, Int 16, Wis 15, Cha 18
DEFENSE Base Atk +4; CMB +8; CMD 21
AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural) Feats Slashing GraceACG, Weapon Focus (rhoka sword)
hp 31 (4 HD; 3d10+1d10+9) Skills Acrobatics +10, Bluff +11, Diplomacy +10, Intimidate +11,
Fort +5, Ref +8, Will +3 Knowledge (dungeoneering) +7, Knowledge (planes) +7,
DR 5/good or silver; Immune death effects, disease, fear, Perception +6, Profession (sailor) +9, Ride +7, Sense
level drain; Resist acid 10; SR 15 Motive +9, Swim +11
OFFENSE Languages Aklo, Dwarven, Infernal, Orvian, Undercommon
Speed 30 ft. SQ daemonic pact, swashbuckler finesse
Melee mwk rhoka sword +10 (1d8+4/18–20), bite +3 (1d4+2) Combat Gear potion of cure light wounds (3), potion of cure
moderate wounds, potion of jump; Other Gear eel hideUE
studded leather, mwk dagger, mwk rhoka swordUE

Urdefhan culture relies on the forceful maintenance


of authority, and many of the urdefhans’ farthest-flung
conquests see brutal enforcement of their will thanks
to the arterial link of the Sightless Sea. Many urdefhans
crew ocean-going vessels for their people, treading a thin
line between marines and pirates. Their crimson-sailed
ships ply the Sightless Sea deep below Golarion’s surface
to impose daemonic law on foreign shores, press other
sailors into service—albeit briefly before working or
torturing them to death—and sink any vessel that shows
the audacity to resist being boarded and “inspected.”
Inclined as they are towards suffering (both their own
and that of others), some independent urdefhans also
sail the Sightless Sea and other bodies of water in the
Darklands as freebooters or traders, but
only the most depraved, strongest,
and most foolhardy of other races
would dare sign on with such a
grotesque crew.
Thanks to their years spent on rolling decks and in
tight quarters, urdefhan sailors are faster and more
dexterous than the landlubber soldiers of their empire,
and all the more vicious and desperate in battle for their
lack of overwhelming reinforcements. Their vessels,
which are freely traded between urdefhans whenever
they find port, are floating sanctuaries of disease
and torture and are chronically undersupplied. Crew
members eat only by claiming the cargo and passengers
aboard the enemy ships they raid; conveniently, to the
urdefhans, everyone is an enemy. When these stolen
supplies run dry, crew members readily devour the flesh
of weaker shipmates to continue their grim voyages of
theft, conquest, and slaughter.

60
Inner Sea Monster Codex

Skaveling Rider DEFENSE


Additional straps and hooks concealed beneath this muscular AC 23, touch 15, flat-footed 17 (+2 armor, +5 Dex, +1 dodge,
Introduction
horror’s cloak secure it to the saddle of the rotting, flapping +6 natural, –1 size)
undead monstrosity he rides. hp 39 (6d8+12)
Fort +4, Ref +7, Will +7 Centaur
SKAVELING RIDER CR 10 Immune undead traits
XP 9,600 OFFENSE
Charau-Ka
Urdefhan cavalier 7 (Pathfinder RPG Bestiary 2 276, Speed 20 ft., fly 40 ft. (good)
Pathfinder RPG Advanced Player’s Guide 32) Melee bite +10 (2d8+7)
NE Medium outsider (native) Space 10 ft.; Reach 10 ft. Cyclops
Init +3; Senses darkvision 120 ft.; Perception +15 Special Attacks screech (DC 15)
DEFENSE STATISTICS Derro
AC 22, touch 13, flat-footed 19 (+5 armor, +3 Dex, +3 natural, Str 25, Dex 21, Con —, Int 2, Wis 15, Cha 14
+1 shield) Base Atk +4; CMB +12; CMD 28
Gillman
hp 92 (10 HD; 3d10+7d10+37) Feats Dodge, Improved Initiative, Mobility
Fort +12, Ref +9, Will +6 Skills Fly +12, Perception +7, Stealth +6
DR 5/good or silver; Immune death effects, disease, fear, Gear leather barding, military saddle Girtablilu
level drain; Resist acid 10; SR 21
OFFENSE Urdefhans created the first skavelings—flying undead Minotaur
Speed 30 ft. horrors nicknamed “ghoul bats”—and rely on them
Melee +1 rhoka sword +18/+13 (1d8+8/18–20), bite +12 to maintain air superiority in Orv’s colossal caverns.
(1d4+4) or While some urdefhans subdue wild undead mobats for Ogrekin
mwk glaive +18/+13 (1d10+10/×3) use as mounts, others create new skavelings and form
Ranged +1 composite shortbow +14/+9 (1d6+8/×3) permanent bonds with the resulting less intelligent but Strix
Special Attacks banner +2, blood drain (1 Con), braggart, more loyal specimens. Skaveling riders serve as forward
cavalier’s charge, challenge 3/day (+7 damage), Strength scouts who report on enemy movements, track intruders
damage, tactician 2/day (Outflank) in urdefhan lands, and support or lead urdefhan Urdefhan
Spell-Like Abilities (CL 3rd; concentration +6) soldiers in battle. The casual urdefhan view of death and
At will—feather fall destruction doesn’t extend to these riders’ skavelings, and
3/day—align weapon, death knell (DC 14), ray of an urdefhan will shake the foundations of Golarion to
enfeeblement (DC 14) murder the creature who destroys its mount.
STATISTICS
Str 24, Dex 16, Con 17, Int 12, Wis 15, Cha 16
Base Atk +10; CMB +17; CMD 30
Feats Dazzling
Display,
Deadly Aim,
Mounted Archery, Mounted
Combat, Outflank APG, Power Attack,
Ride-By Attack, Skaveling Companion*
Skills Climb +11, Handle Animal +16, Intimidate +11,
Knowledge (dungeoneering) +5, Knowledge
(planes) +5, Knowledge (religion) +5, Perception +15,
Ride +15, Sense Motive +6, Stealth +11, Survival +11
Languages Aklo, Orvian, Undercommon
SQ daemonic pact, expert trainer +3, mount (skaveling),
order of the cockatrice
Combat Gear potion of cat’s grace; Other Gear +2 studded
leather, buckler, +1 composite shortbow (+7 Str) with
40 arrows, +1 rhoka swordUE, mwk glaive, amulet of
natural armor +1, cloak of resistance +1

SKAVELING MOUNT CR —
CE Large undead
Init +9; Senses darkvision 60 ft.; Perception +7

61
Orvian Necromancer OFFENSE
An elegant leather gown, skull-shaped studs, and a silken veil Speed 30 ft.
conceal much of this humanoid’s transparent flesh. Melee mwk dagger +12/+7 (1d4+3/19–20), bite +6 (1d4+1)
Special Attacks blood drain (1 Con), Strength damage
ORVIAN NECROMANCER CR 12 Spell-Like Abilities (CL 3rd; concentration +6)
XP 19,200 At will—feather fall
Urdefhan necromancer 11 (Pathfinder RPG Bestiary 2 276) 3/day—align weapon, death knell (DC 16), ray of
NE Medium outsider (native) enfeeblement (DC 16)
Init +3; Senses darkvision 120 ft.; Perception +11 Arcane School Spell-Like Abilities (CL 3rd; concentration +6)
DEFENSE 8/day—grave touch (5 rounds)
AC 21, touch 15, flat-footed 18 (+4 armor, +2 deflection, +3 Dex, Necromancer Spells Prepared (CL 11th; concentration +16)
+2 natural) 6th—eyebite (DC 23), globe of invulnerability
hp 108 (14 HD; 11d6+3d10+53) 5th—cloudkill (DC 20), magic jar (DC 22), suffocationAPG
Fort +13, Ref +11, Will +14 (DC 22), teleport
DR 5/good or silver; Immune death effects, disease, fear, 4th—bestow curse (DC 21), enervation (2), shadow
level drain; Resist acid 10; SR 23 projectionAPG, reach vampiric touch
3rd—dispel magic, reach ghoul touch (DC 19), ray of
exhaustion (DC 20), slow (DC 18), vampiric touch (2)
2nd—command undead (DC 19), false life (2), ghoul touch
(DC 19), shatter (DC 17), web (DC 17)
1st—cause fear (DC 18), detect undead, expeditious
excavationAPG, expeditious retreat, protection from
good, shield, reach touch of fatigue (DC 17)
0 (at will)—bleed (DC 17), detect magic, read magic,
touch of fatigue (DC 17)
Opposition Schools Enchantment, Illusion
STATISTICS
Str 17, Dex 16, Con 17, Int 20, Wis 15, Cha 16
Base Atk +8; CMB +11; CMD 26
Feats Arcane Armor Training, Combat Casting, Craft Wand,
Great Fortitude, Greater Spell Focus (necromancy),
Improved Channel, Iron Will, Reach SpellAPG, Scribe Scroll,
Spell Focus (necromancy), Turn Undead
Skills Bluff +13, Intimidate +14, Knowledge (arcana,
dungeoneering, planes, religion) +20, Linguistics +18,
Perception +11, Sense Motive +12, Spellcraft +22, Stealth +16
Languages Aboleth, Abyssal, Aklo, Common, Dark Folk,
Dwarven, Elven, Gnome, Goblin, Infernal, Orc, Orvian,
Shae, Thassilonian, Undercommon, Yithian
SQ arcane bond (ring of protection +2), daemonic pact, life
sight 10 ft. (11 rounds/day), power over undead
Combat Gear scroll of summon monster V, wand of
dimension door (22 charges); Other Gear +1 spell storing
studded leather, mwk dagger, cloak of resistance +2, ring
of protection +2, spellbook (contains all prepared spells,
plus animate dead, create undead, six 1st-level, four 2nd-
level, three 3rd-level, three 4th-level, and two 5th-level
spells of the GM’s choice), 20 onyx gems (50 gp each)

In their philosophy on life’s futility, urdefhans see being


raised as an undead as a suitable punishment for enemies
since it wrenches their souls from the sweet oblivion that
awaits them beyond and forces their continued suffering on
the Material Plane. Necromancers flourish among urdefhans,
serving as jailers, mercenaries, and labor contractors.

62
Inner Sea Monster Codex

Half-Fiend Scion Skills Acrobatics –1 (–5 when jumping), Bluff +14, Fly +7,
The scent of death pours from this disheveled woman. Leather Intimidate +19, Knowledge (dungeoneering) +7,
Introduction
straps dotted with iron buckles bind her lean form. Knowledge (planes) +17, Knowledge (religion) +17,
Perception +20, Sense Motive +16, Spellcraft +16
HALF-FIEND SCION CR 15 Languages Aklo, Elven, Infernal, Orvian, Undercommon Centaur
XP 153,600 SQ blessings (evil: battle companion, unholy strike; war:
Half-fiend urdefhan warpriest of Szuriel 12 (Pathfinder RPG battle lust, war mind), daemonic pact Charau-Ka
Bestiary 171, Pathfinder RPG Bestiary 2 276, Pathfinder Combat Gear potion of barkskin (CL 9th), potion of bear’s
RPG Advanced Class Guide 60) endurance, potion of cat’s grace, potion of haste; Other
NE Medium outsider (native) Gear +2 glamered chainmail, +1 viciousUE rhoka swordUE, Cyclops
Init +7; Senses darkvision 120 ft.; Perception +20 mwk silver light mace, belt of giant strength +2, cloak of
DEFENSE resistance +3, headband of inspired wisdom +2, incense Derro
AC 23, touch 12, flat-footed 21 (+8 armor, +2 Dex, +3 natural) of meditation, ring of protection +2, iron unholy symbol
hp 157 (15 HD; 12d8+3d10+87)
Gillman
Fort +15, Ref +12, Will +16 Urdefhans never forget who created them, and they
Defensive Abilities sacred armor (+2, 12 minutes/day); spend their lives awaiting the day they will be destroyed
DR 10/magic, 5/good or silver; Immune death effects, and returned to Abaddon for an eternity of torment. Girtablilu
disease, fear, level drain, poison; Resist acid 10, cold 10, Their frequent interactions with daemons occasionally
electricity 10, fire 10; SR 26 spawns reality-warping half-blood children who rise to Minotaur
OFFENSE positions of great power in urdefhan society—if they
Speed 20 ft., fly 45 ft. (good) manage to survive.
Melee +1 vicious rhoka sword +20/+15/+10 (1d10+7/18–20 Ogrekin
plus 2d6), bite +13 (1d6+3), claw +13 (1d4+3) or
mwk silver light mace +19/+14/+9 (1d6+6), bite +13 Strix
(1d6+3), claw +13 (1d4+3)
Special Attacks blessings 9/day, blood drain (1 Con), channel
negative energy 6/day (DC 23, 4d6), fervor 13/day (4d6), Urdefhan
sacred weapon (+3 1d10, 12 rounds/day), smite good,
Strength damage
Spell-Like Abilities (CL 3rd; concentration +9)
At will—feather fall
3/day—align weapon, darkness, death knell (DC 17),
poison, ray of enfeeblement (DC 17), unholy aura
1/day—blasphemy, contagion, desecrate, horrid wilting,
unhallow, unholy blight
Warpriest Spells Prepared (CL 12th; concentration +19)
4th—dismissal (DC 21), divine power, inflict critical
wounds (DC 21), summon monster IV
3rd—bestow curse (DC 20), contagion (DC 20), deeper
darkness, magic circle against good, protection from
energy, summon monster III
2nd—augury, bull’s strength, enthrall (DC 19), lesser
restoration, spiritual weapon, summon monster II (2)
1st—bless, cause fear (DC 18), command (DC 18), divine
favor, shield of faith, summon monster I (2)
0 (at will)—bleed (DC 17), detect magic, guidance, read
magic, resistance
STATISTICS
Str 23, Dex 16, Con 19, Int 14, Wis 24, Cha 22
Base Atk +12; CMB +18; CMD 31
Feats Augment Summoning, Combat Casting, Improved
Initiative, Improved Vital Strike, Lightning Reflexes, Power
Attack, Siphoning Blade*, Spell Focus (conjuration), Step Up,
Toughness, Vital Strike, Voracious Blade*, Weapon Focus
(rhoka sword)

63
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip
Game Content that you Use. No terms may be added to or subtracted from this License except as described by the Williams, based on material by E. Gary Gygax and Dave Arneson.
License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. Bat, Mobat from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed
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worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
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represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights distributed by Frog God Games; Author: Scott Greene, based on material by Gary Gygax.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Russell Cole.
except as expressly licensed in another, independent Agreement with the owner of each element of that Product Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris
Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.

EXPLORE MORE
OF THE INNER SEA

THE INNER SEA WORLD GUIDE INNER SEA BESTIARY NIGHTGLASS MONSTER CODEX
Discover the world of Golarion, the official Face dozens of new monsters, created Follow Isiem, a young shadowcaller, as he Fleshed-out hordes are at your fingertips with
campaign setting of the Pathfinder RPG, with specifically for Golarion, in Pathfinder wins the trust of the mysterious strix in the the 20 classic monster races in Pathfinder
The Inner Sea World Guide. Campaign Setting: Inner Sea Bestiary. Pathfinder Tales novel Nightglass! Roleplaying Game: Monster Codex!

paizo.com
Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc., and Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying
Game, and Pathfinder Tales are trademarks of Paizo Inc. © 2015 Paizo Inc.
An Awe-Inspiring Assembly!
The Inner Sea region of the Pathfinder campaign setting is rife with monstrous
foes, and 10 of the most fascinating are detailed in Pathfinder Campaign Setting:
Inner Sea Monster Codex! From winged strix to aquatic gillmen, Golarion offers
no shortage of iconic and inspiring antagonists to challenge any group of
adventurers—and unexpected allies to aid them. Each entry presents a trove of
information about the nature, history, society, and habits of one of Golarion’s
monstrous races, and ready-made examples of roles found
among each creature type, from centaur foragers and cyclops
lorekeepers to minotaur prophets and ogrekin looters.
Inside this book, you’ll find creatures like:

► Charau-ka, fierce simian humanoids who worship


demons and possess a thirst for bloodshed.
► Cyclopes, once part of a grand, ancient society
but now reduced to a hunger sated only by sacrifice.
► Gillmen, amphibious humanoids who claim to be
the inheritors of the fallen Azlanti empire.
► Girtablilus, bold scorpionfolk who guard the
mysterious ruins of Golarion’s deserts.
► Strix, black-winged terrors intent on protecting
their homeland from the human scourge.
► Sadistic derros, malevolent minotaurs, aberrant
ogrekin, and more!

The Inner Sea Monster Codex is intended for


use with the Pathfinder Roleplaying Game and the
Pathfinder campaign setting, but can easily be used in
any fantasy game setting.

paizo.com/pathfinder Printed in the U.S.A. PZO9283

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