Inner Sea Monster Codex
Inner Sea Monster Codex
Inner Sea Monster Codex
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
On the Cover
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2
Inner Sea Monster Codex
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
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).
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)
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)
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
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
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
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)
20
Inner Sea Monster Codex
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
24
Inner Sea Monster Codex
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
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
30
Inner Sea Monster Codex
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
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
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)
38
Inner Sea Monster Codex
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
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)
44
Inner Sea Monster Codex
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*)
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
50
Inner Sea Monster Codex
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.
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
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)
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
56
Inner Sea Monster Codex
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
60
Inner Sea Monster Codex
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)
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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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: