monsters1. Roc, CR 9.
This immense raptor unleashes a shrill cry as it bares its talons, each large enough to carry off a horse.
2. Thunderbird (maybe call a thunder roc), CR 11.
This enormous bird has feathers the color of a stormy sky, a resemblance enhanced by the lightning that dances over its body.
3. Alieeagle, CR 4.
A chimera of alligator and golden eagle, this fearsome creature is a formidable foe on land, water, or in the air.
4. Magma Roc, CR 10.
This strange, agile creature swoops aloft on black and orange wings, using four fins along its back to navigate deftly through the air. At the end of each of its four limbs are sharp talons that glow with heat.
5. Galluvix, CR 2.
This curious-looking creature has the body and plumage of a rooster but sports the cunning features of a fox from the neck up. They raid chicken coops!
6. Chikfari, CR 4.
This bizarre creature resembles a grasshopper but is far, far larger and its hindquarters look much more like that of a reptile rather than an insect.
7. Brine Dragon, Old. CR 14.
A blue-green neck frill sweeps back from the head of this dragon, leading to a body of shiny scales and fin-like crests. By adult age, a brine dragon counts itself a failure if it doesn’t rule over a collection of “lesser beings”.
8. Cloud Dragon, Mature Adult. CR 14.
The blue-white scales of this four-horned dragon exude wisps of fog. The dragon’s snout is short but filled with sharp teeth.
9. Great White Whale, CR 14.
This immense whale has an enormous, box-shaped head over a massive, toothy maw. Its rough white hide is laced with scars.
10. Emperor Kirin, CR 14.
With draconic scales covering much of its body, this staglike creature moves with awe-inspiring grace.
11. Sea Serpent, Brine. CR 14.
This serpentine creature is about 20 feet long, nose to tail, with two sets of large flippers and a wide body. A finned crest runs the length of its back, head to tail. The body is dark blue with a lighter underbelly, often tinged with rust or green highlights.
12. Willow Dusk, CR 14.
You see a 20 foot tall willow tree with dark greenish-brown branches and blackish-brown bark.
13. Turtle-Shark, Stygian. CR 12.
From a distance this creature resembles a giant snapping turtle. It has a peaked and craggy shell from which protrude four long fins and a scowling head at the end of a long neck. Rather than a turtle’s head, however, this creature’s head has irrefutably shark-like features. It has round, black eyes and a gaping maw filled with rows of razor sharp teeth.
14. Aurumvorax, CR 9.
Powerful muscles ripple beneath the golden fur of this small yet fearsome eight-legged beast.
15. Shashalqu, CR 3.
A ridge of jagged ice runs down the back of this glistening, desert dwelling lizard.
16. Spider Collective. CR 2.
This creature appears to be a massive spider at least as large as a human. Closer inspection reveals the creature is actually a swarm of spiders crawling and squirming all over each other.
17. Spider Eater, CR 5.
This strange beast resembles a wasp the size of a horse, but with the head of a spider and two long appendages ending in pincers.
18. Star Monarch, CR 9.
This brilliantly colored moth rises taller than a house. A long tail resembling peacock feathers trails behind the creature.
19. Sand Stalker, CR 4.
Scurrying from the sands rises a monstrously-sized spider. Standing taller than a horse, its lean frame rocks gently and its pale hair bristles in agitation.
20. Sand Kraken, CR 8.
A huge, bloated, eyeless, formless octopus rises from the sand. From its pale, yellow shapeless body sprouts ten long tentacles tipped with cruel barbed pads.
21. Riptide Horror, CR 8.
This vile, grayish-tan tubeworm is longer than a man. It has six eyeless heads and each mouth is lined with inward curving, serrated teeth. Six long grayish-tan tentacles protrude from the middle of its body.
22. Xacarba, CR 15.
This towering, three-tailed, six-eyed beast seems like three rune-backed serpents partially melded together into one body.
23. Sea Bonze, CR 15. (Undead)
Massive and blacker than the darkest depths of the sea, this colossal watery form glares with two immense, hate-filled eyes.
24. Nemhain, CR 15.
A cloud of translucent humanoid spirits whirls around this ghostly desiccated corpse. A nemhain is formed when a soul deliberately assumes undead status as a means of protecting a person, object, place, or ideal. While most nemhain aspirants are evil to begin with—such individuals are often members of cults worshiping deities of lost or forbidden secrets— occasionally a goodly creature considers protecting a site worthy of a corrupted, tortured existence.
25. Herald of the Pirate Queen, CR 15.
The skull of a many-fanged sea monster adorns the bow of this ominous pirate vessel, a grim ship made all the more disturbing by its apparent lack of a crew.
26. The Grim White Stag, CR 15.
This moon-pale stag stands 30 feet tall at the shoulder. Its antlers are living saplings, and green vines grow around its legs. Despite its incredible size, it moves with supernatural grace.
27. The Prince in Chains, CR 15. (maybe use this to represent/be a champion of Kamus?)
This horrid thing looks like a skinless wolf and stands taller than a house. Its oozing muscle and tissues twitch and quiver as terrible lupine maws form and melt away into its fleshless body. These fanged gashes struggle forth from the beast’s gigantic mass, but are restrained by layers of heavy, rusted chains that dangle and lash, constrict and loosen seemingly of their own insidious accord. Around the hellish wolf, the world is flogged by chains and barbed tendrils, flensing all things that come near.
28. Arcanotheign, CR 15.
This woman-shaped cloud of swirling black-and-white energy flickers like lightning, with raw magical power playing about her fingertips.
29. Sea Spider, Pelagos. CR 15. (underwater.)
This creature resembles similar arachnids found on land. Its color ranges through various shades of blue and green with distinct black markings. Its legs and bodies are covered with thousands of fine, sticky hairs.
30. Hollow Serpent, CR 16.
This creature looks like an oversized, empty snakeskin, its body covered in barbs and maw filled with jagged teeth.
31. Spine Dragon, CR 16.
This dragon bears a forest of razor-sharp crystalline spines. Its wings are transparent and seem almost to be made of glass.
32. Calikang, CR 12.
This blue-skinned, six-armed giant lurches to life, its armor and twin swords glittering with jewels. The calikang is a much sought-after guardian of treasuries and fortifications. 33. Clockwork Leviathan, CR 12.
Long and metallic, this serpentine construction resembles a mechanical eel with several paddle-like limbs.
34. Jorogumo, CR 12.
Eight spindly spider legs, flocked with coarse black hairs, stretch from the back of this otherwise beautiful black-haired woman. Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. They don't eat their mates, that's a falsification. They specifically let their mates go, and only eat other humanoids.
35. Shining Child, CR 12.
Surrounded by a nimbus of near-blinding light, this strange creature looks something like an emaciated child with clawed hands. Creatures of burning light and strange geometry, shining children are a terror to behold. Beyond the flares of energy that constantly burst from their forms (particularly in beam-like gouts from their eyes and mouths), the creatures are vaguely humanoid, with strange hands that each bear four fingers. Occasionally summoned by powerful wizards in search of rare arcane knowledge, the shining children (who disdain individual names) communicate via telepathy, a psychic roar like metal tearing that sometimes resolves into strained and raspy words.
36. Phasma, CR 12.
A floating semi-transparent humanoid dressed in grayish robes slowly moves toward you. Its face is either nonexistent or concealed behind a translucent gray mask. A faint pulsating white light surrounds its form. A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. A phasma feeds on the mental strength of living creatures. By sapping a foe’s mental strength it weakens its mind, thereby opening it up to the true power of the phasma, the ability to kill an opponent the same way it died – by a phantasmal killer effect.
37. Giant Sea Slug, CR 12.
Surfacing from the depths emerges a colossal slug. Its swollen flesh is a hideous mottled greenish-gray and rows of undulating gills line its 30- foot long body. Probing with a large set of antennae it gnashes its great mouth exposing a gullet lined with rows and rows of serrated teeth. Stories are told of these great monsters surfacing beneath ships, tipping them over, and then feasting on the survivors. There is little truth to these stories, as this nonaggressive creature prefers a diet of plants and aquatic sea life.
38. Lantern Goat, CR 6.
This creature resembles a goat with tangled and patchy gray-and-white hair, and horns and hooves that appear to be made of stone. Its eyes are stark white. Around its neck hangs a dented and ugly iron lantern, glowing with a foul amber light.
39. Herald of Passion, CR 15 (Calistria's herald)
This bear-sized creature looks like a gangly black wasp. Its wings are large and delicate, and fine hairs cover its joints and feet. Its front-most legs end in graceful articulate hands, and its jagged abdomen terminates in a wicked pair of stingers as long as a man’s arm. Though its alien face has no human-like expression, intelligence gleams in its eyes.
40. Forester's Bane, CR 5.
The forester’s bane is a huge, immobile, and carnivorous shrub. When a living creature moves near a forester’s bane’s leaves, it attempts to grab the creature.
41. Myceloid, CR 4.
This shambling fungus creature bears a strong resemblance to a rotund human, but with a mushroom cap for a head.
42. Roof Garden, CR 7.
A thick carpet of moss and vines stretches out from a central tangled mass of plant matter. Originally native to forests, where they laze about in the canopy to snare birds and small game, roofgardens are largely sedentary predatory plants whose bodies generate volatile oils that both render them resistant to heat and allow them to start the raging infernos required to cast their seeds into the wind. Vigorous logging efforts in their primordial homeland have spread roofgardens to several cities. Roofgardens have since come to thrive on the broad, unobstructed, elevated surfaces of their namesake, providing the territorial plants with plenty of birds, sunlight, water, and even human victims.
43. Witch Tree, CR 11.
A witch tree combines the features of a tall, beautiful woman and a willow tree looking somewhat like a female willow treant. Witch trees gain nutrients from the soil where they take root, but have a particular fondness for living flesh, particularly that of humanoids.
44. Giant Sundew, CR 12.
This plant is covered with dozens of clear tendrils, each tipped with a glistening red bulb. Whiplike fronds unfurl from the center.
45. Sump Steward, CR 9.
This hunched giant has spindly limbs covered in moss and a riot of vines and mushrooms for a torso. It has two bright red mushrooms growing where its eyes should be, and it sports a long beard of woven grass.
46. Tenebrous Blight, CR 6.
This huge, fungal growth has a stalk as black as the shadows, and dark motes float in the air around its enormous cap.
47. Sky Spore, CR 11.
Floating among thick clouds, a solid mass slowly changes colors to match its surroundings. Sky spores float high in the planet’s atmosphere for centuries, slowly growing as they feed on living creatures that happen too close to them. A creature affected by its spores simply floats helplessly while the clumsy airborne fungus slowly maneuvers until its mouth moves over the helpless prey.
48. Sleeping Willow, CR 10. (can come in groves - 5 of them)
Before you stands a low willow tree with a wide trunk, its bent branches sway solemnly in the breeze. Sleeping willows are slow-moving, carnivorous plant creatures with evil dispositions. Most sleeping willows make their home among groves or areas of normal willow trees where they can use their natural appearance to their advantage. Though capable of movement, the sleeping willow only moves at night, so as not to be detected or seen.
49. Saguaroi, CR 5.
This humanoid plant creature has the prickly hide of a cactus, and smaller cactuses seemingly sprout from its flesh. Saguarois, also called cactusfolk by desert-dwelling humanoids, make their homes in rocky badlands, hot scrublands on the edge of vast deserts, and sandy dunes baked by the sun. They are generous but territorial, offering aid to travelers who brave the blistering deserts—often in the form of their own watery blood—but don’t tolerate guests who overstay their welcome.
50. Moonflower, CR 8.
A twisted trunk clustered with bulbous blossoms holds up a gaping mouth ready to swallow a victim whole. A fully grown moonflower easily stands 20 feet tall, its massive trunk frequently 4 feet or more in diameter. The roots extend away from the base and into the soil, making the plant seem well anchored, but the roots themselves possess an agility that belies the great size of the plant and allows the moonflower to uproot itself and move with surprising speed. The tendrils of the plant are independently prehensile and writhe around the large flytrap-like “head” that crowns the stem.
51. Lightning Treant, CR 8.
This creature looks like an animated, yet dead, moss-covered tree. Its bark is darkened with age and no leaves appear on its branches. Unlike most treants, this creature appears to be a moss-covered dead tree, with bare branches stretched toward the sky. Often living in the shade of larger trees, or in the wasteland of a destroyed forest, lightning treants are strange, angry creatures whose powers and talents are almost elemental in nature.
52. Biddlytree, CR 11.
This curious tree resembles a palm with the wide green leaves sprouting from the top, but the bark running along it is a bluish gray and there are two strange growths near the base of the plant’s crown: tiny nuts and kaleidoscopic buds of some sort. There’s an oddness to the way it sways to and fro, almost as though it could sense your presence. A biddlytree typically attempts to hide among other trees, using arcane eyes and waiting for prey laden with magical items.
53. Laurapathis, CR 7.
Laurapathis are an arrogant and imperious species of merfolk. They are among the finest occult craftsmen the sea has to offer, blessed with the ability to make water burn. With their magical forgeflames, Laurapathis practice crafts otherwise unknown to ocean dwellers. Their lower bodies are the spiked, vermilion exoskeleton of an enormous crab, larger than a horse. Their pincers can easily shred a grown warrior, and are as adept when forging – Laurapathis use their pincers to grip, cut and press hot metal into shape. Their upper bodies are humanlike.
54. Ophiduan, Anguineum Caste. CR 7.
This horrific creature appears to be a great serpent with humanoid features. A serpentine torso boasts a pair of slender arms, each of which is abnormally long and possessed of two elbow joints. The torso splits into two long, writhing tails. A cobra-like hood flares open behind its head, which boasts an oversized face that — despite its scales and unhinged jaw — appears as much human as snake.
55. Paguroida, CR 9.
This crab-like creature has the torso and head of a human, one arm ending in a massive claw, and another arm wielding a scimitar. It scuttles on six legs that emerge from beneath a massive shell with glinting metal and gems embedded into its surface.
56. Vodyanoi, CR 5.
This humanoid salamander carries a gnarled staff in one hand. Tendrils drape its chin, resembling the beard of an eccentric hermit.
57. Sabosan, CR 5.
This batlike humanoid has a lean, muscular body covered with fur and two large, leathery wings.
58. Anunnaki, CR 18.
This towering humanoid has a strange, stony head. Small, mechanical wings spread out from its back. Residents of an enigmatic and unknown world that is believed to exist out of phase with the Material Plane, anunnaki are mysterious, god-like beings that shape the very direction of civilizations.
59. Rawhead, CR 14.
This slim figure’s proportions are wrong, and its disturbingly long arms end in claws, save for an oversized, boneless index finger. A rawhead can create a bloody bones from a Small or Medium helpless, living humanoid. As a full round action, the rawhead extends its finger tentacle to pierce the creature’s flesh, ensnares its bones, and attempts to rip the creature’s skeleton free.
60. Rokurobi, CR 14.
This human-sized woman is dressed in simple peasant clothing. From her shoulders sprouts a grotesquely long neck that coils about like a snake, and razor-sharp teeth fill her gaping maw.
61. Baku, CR 8.
This floating creature has long brown fur. Its face features a pair of long tusks and a curious elongated trunk for a snout. A baku can feed upon the dreams of any single sleeping creature within 100 feet.
62. Kudimmu, CR 16.
Tumorous, misshapen vines laden with dark red fruit make up the form of this lumbering humanoid creature, and its face is marked only by a pair of glowing, crimson eyes.
63. Sapphire Jellyfish, CR 11.
This tremendous, translucent jellyfish glows with blue internal light, and the water around its bell vibrates with an electrical charge.
64. Escorite, CR 8.
This giant moth has a head like a doe skull and six short tentacles instead of legs. Its wings drizzle a cascade of shimmering dust.
65. Ijiraq, CR 9.
Its head the skull of a caribou, this humanoid has wicked claws, and wears wrappings of ragged fur adorned with scrimshaw talismans.
66. Fastachee, CR 11.
This gaunt, two-foot-tall humanoid figure appears made of corn husks, and carries an oversized basket filled with corn.
67. Peryton, CR 4.
This creature has a stag’s body, a hawk’s wings and talons, and the head of a slavering wolf with a rack of sharp antlers on its brow.
Humanoid enemies1. Necromancer of Leng, CR 8.
2. Masked Lord, CR 16. The masked lord manipulates events from the shadows, using a thousand different names. He creates conspiracies and topples empires without anyone ever knowing his true identity.
3. Drow Matron, CR 15. Born with unusual powers, the matron has survived coup attempts by countless rivals to remain the head of her house.
4. Siabrae, CR 15. This petrified skeleton is clad in rotting furs. Stone antlers grow from the crown of its skull, and its eyes are polished white orbs. When druids are faced with threats to the natural world, they are steadfast and, at times, relentless in their defense of the land. Even in the face of overwhelming odds—an incursion of demons from the Abyss, a creeping plague of necromantic corruption, an unstoppable blight of magical radiation, or a similar supernatural threat to the natural world—some sects of druids refuse to give up or abandon their duties. In these tragic cases, the desperate druids adopt the blasphemous tactic of accepting the corruption into themselves and becoming powerful undead guardians. They fight on not only against the original source of the corruption, but against all living creatures, for these druids become siabraes, and are filled with bitterness and hatred for all others—particularly other druids, whom they regard as cowards.
5. Fungal Nymph, CR 8. Mushroom caps and mold sprout from the pallid skin of this lithe female figure, and spores waft from her fungal gills.
6. Shadow Collector, CR 8. Shadows drip from the hands of this small, humanoid figure. Massive ears and elaborate eyebrows frame her youthful features.
7. Sorrow Stitcher, CR 8. Empty eyes peer out from beneath the hood of this pale maiden’s patchwork cloak. Her hands hold what appear to be the shadowy silhouettes of scissors and a sewing needle.
8. Poludnica, CR 10. A haze of heat shimmers around this beautiful woman. The glare of the sun gleams from her radiant skin. Driven by an obsession that few can fully comprehend, poludnicas are bitter creatures of light, heat, and envy. Although they are surprisingly strong and deadly combatants, these scythe-wielding women resort to violence only when guile and trickery have failed. They are lonely creatures that seek the company of mortals by luring farm workers and children away from their families so that they can briefly enjoy a feeble simulation of family life. In the rural farming communities where her kind is most commonly found, a poludnica might also be known as Cornwife, Lady Midday, or Mother Noon.
9. Larabay, CR 11. This pale, blond-haired humanoid possesses bright blue eyes, needlelike teeth, and the large, multicolored wings of a parrot. Larabays are capricious fey creatures that gravitate toward coastal regions with warm and temperate islands. They are especially fond of toying with sailors and fishermen, playing pranks aboard ships or in seaside towns by assuming various shapes and using their otherworldly powers of mischief.
10. Miengu, CR 11. The features of this lithe, glistening female are placid yet severe. Her firmly carved body is transparent and ripples like living water, ever flowing and reforming like a river come to life. Four arms sprout from her shapely form, while from the waist down her limbs join into a twisting column of living liquid. Her gaze is wary, and around her float twirling blades, seemingly created from razor-sharp water. Miengus are water spirits who typically dwell in desert oases, jungle rivers, and along tropical coasts. They consider themselves the protectors and healers of the weak and innocent, among whom they count peaceful fey, pools of pure water, serene vistas, natural gardens, and even the smallest of animals and flowers.
11. Rabisu, CR 11. This hollow-eyed, blue-skinned woman has a vulture’s wings, birdlike talons for hands and feet, and a fang-filled mouth. Rabisus take great delight in the taste of blood.
12. Vilderavn, CR 16. This knight wears armor patterned like raven feathers with a helmet shaped like a raven’s head and gauntlets fit for oversized talons. A vilderavn is a malicious shapechanging spirit whose typical form is that of an oversized raven with a wingspan of 6 to 8 feet that stands 2 to 3 feet tall. Vilderavns sometimes roam in the shape of wolves or dire wolves, and are known to appear as monstrous raven-wolf hybrids akin to black-feathered perytons. They can also walk in humanoid guise when they wish, often assassinating victims of rank and assuming their victims’ places.
13. Zana, CR 14. This stunningly beautiful and athletic woman has skin of various shades of gray. She wears a pearlescent breastplate and wields a shimmering longspear. From Cheliax to the Mwangi Expanse to far-flung Tian Xia, nearly every culture on Golarion has legends about fierce and beautiful fey warriors who defend their wild, lofty homes and the innocents who visit them. These wondrous, protective spirits are called zanas, the guardians of the mountains.
14. Danthienne, CR 5. This bright-eyed, doll-sized woman wears jewels and silks. She has pointed ears, four-fingered hands, and a mischievous grin. Rejected from the courts of the fey realms, danthiennes— sometimes called gossip pixies—nevertheless delight in courtly intrigue. These tiny fey spend their time skulking around academies, guilds, and noble courts, stealing valuables and influencing mortal minds to create drama. When they do reveal their presence, danthiennes portray themselves as wish granters, offering to make a person’s dreams come true in exchange for services and treasures. In reality, they have no special gift to grant wishes and rely on their magic, bluffs, and mundane theft to uphold their end of any bargain.
15. Dawn Piper, CR 5. Eldritch energy burns within the eyes of this humanoid figure. Strangely colored hair crowns her head like a torch, and gleaming white teeth shine from her grin. The creature cradles a pipe in her long, graceful fingers.
16. Kikimora, CR 5. This crone has avian features, including a long nose resembling a beak, clawed hands, and birdlike feet. Kikimoras are house spirits who torment those with whom they live unless the poor folk cater to and cajole them. They delight in stressing homeowners by using illusion magic to make the house look much filthier than it actually is; their favored illusions are those of scuttling vermin.
17. Lampad, CR 5. Tears stream from this beautiful but sullen creature’s eyes, forming a puddle beneath her delicate feet. Dark and moody cousins to nymphs, lampads sulk along natural caverns and dank tunnels, their weeping cries echoing through the darkness. These creatures are often found carrying light in caverns and dungeons, drawing creatures to them like moths to flame. Though they prefer the darkness, they know that exposing their forms under bright conditions gives them an edge over creatures viewing them.
TemplatesTemplates are an easy way to modify a preexisting creature to make stronger, weaker, or better-fitting ones :)
1. Thunder child creature, CR+2. A thunder child is the essence of a summer storm given physical form.
2. Thessalmonster, CR+3. Thessalmonsters are nocturnal predators that resemble a cross between an eight–headed hydra and another monster.
3. Timebreaker creature, CR+3. Timebreaker creatures are what remain of those that survive a tear in the fabric of reality. Things always appear disjointed around timebreakers; moving faster, slower, or sometimes seeming to freeze. Yet, the timebreakers continue to move with an unnatural grace and speed.
4. Tsukumogami, CR+2. When an object reaches the 100-year anniversary of its crafting, sometimes it forms an amalgam with a kami, creating a creature known as a tsukumogami.
5. Walking wasteland, CR+2. As a walking wasteland passes by plants curl up and turn black, wine sours, liquids spoil, wood rots away, metal rusts, mirrors shatter, animals run screaming and, in time, mere mortals perish.
6. Void ravaged, CR+1. When a mortal creature survives for months or even years without dying on the Negative Energy Plane, or it is exposed to certain potent pulses of negative energy, it can be transformed into a void-ravaged creature: an undeadlike (but still living) creature infused with negative energy.
7. Walking weapon, CR+1. Sometimes the massive collection of wrathful emotion on a battlefield carries beyond the physical world. When it does, this empathic force animates the very collection of weapons which can gain a life of its own. These piles of animated armaments are known as walking weapons and do nothing but seek out more arms to add to its own body.
8. Worm that walks, CR+2. A mass of worms that clings to the vague shape of the body that granted it this new existence, and can wield the powers and magic the spellcaster had in life.
9. Zombie Lord, CR+1. Zombie lords are the fleshy counterparts of skeletal champions—intelligent, cunning, and envious of creatures whose bodies aren’t rotting away.
10. Zombie, CR varies.
11. Wyrmskull, CR varies. An undead creature created from the enslaved mind and spirit of a powerful dragon, a wyrmskull harbors the collected knowledge and cunning of one of these awesome beasts. Silent, deathless guardians, they serve as unliving libraries, storing information, secrets, and draconic advice accessible only by their creator and those deemed worthy.
12. Wishtouched, CR+1. In addition to fulfilling the wish, this also forms a bond between the wisher and the comet that granted the wish, a bond that may even last beyond death. The wishtouched gains abilities tied to the comet over time, even as the comet slowly steals away their voice.
13. Lycanthrope, CR+1.
14. Monstrous Lycanthrope, CR varies.
15. Missing, CR+3. The missing template can be added to any corporeal creature to represent a creature with innate displacement and invisibility abilities.
16. Mighty, CR+5. A mighty creature is a stronger, more powerful version of a typical example of its kind.
17. Advanced, CR+1. Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
18. Iron Lich, CR+2. Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence.
19. Missing, CR+3. The missing template can be added to any corporeal creature to represent a creature with innate displacement and invisibility abilities.
20. Missing, CR+3. The missing template can be added to any corporeal creature to represent a creature with innate displacement and invisibility abilities.
21. Implacable Stalker, CR+2. Implacable stalkers embody murderous predation. They not only revel in hunting down and killing their victims in gory, brutal fashion, but they draw supernatural strength and power from their victims’ fear and terror.
22. Hiveskin, CR+2.Hiveskins are aggressive creatures that have developed a supernatural bond with a flying swarm, which they use either as an early warning system against potential threats or as a mean to flush out their prey.
23. Hero Killer, CR+5. A hero killer creature discovers a strange gem which transforms it from its humble original form into a virtual engine of destruction. The gem also imparts an overwhelming desire in the creature: destroy great heroes of the land.
24. Haunted Construct, CR+2. “Haunted construct” is an acquired template that can be added to any construct.
25. Ghost, CR+2. When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost.
26. Fungal, CR+1. A fungal creature is an animate plant with the appearance of a living creature. It grows from spores implanted in the dead body of a host creature, and takes on the host creature’s basic form and many of that creature’s abilities.
27. Entothrope, CR+1. Entothropes are humanoids with the ability to turn into large insects and insect-humanoid hybrids.
28. Dream Eater, CR+1. They eat dreams.
29. Dire, CR+2. Dire creatures are large, feral-looking animals. They are not just bigger versions of normal animals, however. On the whole, dire creatures are bigger, stronger, faster, and more aggressive than their normal counterparts.
30. Diamond, CR+2. A diamond creature is made of living diamond, making it an incredibly tough foe able to shrug off attacks and soak a tremendous amount of damage.
31. Deathleech, CR+3. Spawned by an unhealthy interest in the necromantic arts or perhaps a lifetime of proximity to significant necromantic energies, the deathleech is the bane of living creatures. Driven by an insatiable hunger for death, these malign horrors stalk the living, preying on the weak to boost their own power through foul and twisted means. Deathleeches are most often powerful necromancers, liches, or other intelligent and powerful undead.
32. Clockwork, CR+1. Clockworks are constructs crafted when a spellcaster binds an elemental spirit into a container and transfers it to a finely constructed body or shell composed of iron, steel, bronze, or some other metal. Clockworks have no mind of their own and follow any commands and orders given by their creator. If their creator dies or is slain, the clockwork continues to carry out its last given command to the best of its ability. If it cannot carry out its last order, it either becomes free–willed or simply ceases to function (50% chance of either).
33. Cave Creature, CR+1. Cave creatures are degenerate beings that have adapted to life in the dark realms beneath the earth. They rely on their thick skins and natural weapons to protect them while they hunt for sustenance underground.
Brigh (pronouced BRY), is the goddess of invention and seems to particularly favor creations that take on a life of their own, like clockworks or constructs. Unfortunately, the sort of creative minds who engage in the sort of invention that Brigh most favors, are those who are not prone to worship or evangelization—they tend to devote themselves to invention instead. As a result, her following is not very large.
Gyronna, "The Angry Hag" or "The Hag Queen". She is not a popular deity, as many fear her and her clergy, which is entirely women. These are usually the throwaways of society.
Milani, (pronounced meh-LAW-nee) also known as the Everbloom, is the patron of all those who fight against oppression and unjust rule. Her symbol is a rose growing out of a blood-soaked street.
Sivanah (pronounced siv-AHN-ah) is the patron goddess of illusion magic, tricksters, and those who keep secrets. She is also known as the "Seventh Veil", a name taken from the clothing she is most often depicted wearing.
Aleria, the ‘Love of Life’, exemplifies elegance, devotion to life and the nurturing of growth. In this regard, she is seen as a patroness to both those who work the land and those who seek love in its more romantic sense. Her churches tend to be roadside shrines and small outdoor altars set up in sweeping fields and romantic places like lakeshore retreats and hillsides where young lovers stargaze. There are very few official churches to Aleria; her worship thrives among the faithful, not cooped up in stuffy ecclesiastical buildings away from soul and soil. Gardeners who obey the tenets of Aleria and keep a range of natural prairie or high grasses for her meadowlarks will find their flowers blooming more fully, and their crops bountiful.
Ihtreia is a goddess with three aspects, appearing as a young virtuoso, an aged matriarch, and a seasoned warrior. Her timelessness and her connection to the land suggest an elementality that predates time and the advent of man, or worshipers. Her first form, the Seasinger, is served by whales, seals, and other aquatic mammals who teach her followers to be aware of their surroundings and learn how to harvest the crops of the sea, fish. The second, Mother Owl, appears to offer warnings and prophecies, to instruct in the secret magic of storm and sea, and to gather news from all the birds of the world. Finally, she is known as the Queen of the Blinding Wind when she conjures storms to test her followers, punish foolishness, or occasionally aid mortals. The howls of the wintry gales are the horns of her vengeful knights, the Gyrfalcons; the snow that shields them is as down from her feathered cloak.
Rajuk Amon-Gore, god of dance, death, undeath and assassins.
There are several orders that claim Rajuk as patron, but all choose one of two distinct ideologies. First, those that embrace Rajuk in all aspects, knowing full well the nature of their dark god, be they mad or coerced by promises of divine favor. There also the death cults that see Rajuk as the amoral end of all things, a winding down of the universe, the End of the Dance. Though both are traditionally avoided by rational people, aspects of the latter are occasionally tolerated-the Rajuki Dancers, the assassin’s guild. All identify themselves when necessary by the wearing of a black hood.
Tulis, goddess of slaves, the poor, the oppressed, martyrdom, strength and defiance.
It is unclear in religious texts, the Divine Record or Tulis’ own Martyr’s Song, whether Tulis was a normal woman of the NewGod War era on elevated to godhood, or if she was a goddess all along, hidden since The Calling, and her ordeal was a lesson to the mortal races. The story from the Song goes thusly: Tulis was a poor woman in serfdom to a landowner named Rodrik, whose attention fell upon her. She refused him, and when asked why, said that his heart was twisted and incapable of love. Rodrik took offence at this and took Tulis prisoner. He attempted to force her to love him-at the beginning with words and gifts, but progressing to threats and torture. To his frustration any wound he inflicted on her healed overnight; he became convinced she did not truly feel pain and was mocking him. Unknown to Rodrik, Tulis’ miracles were not limited to regeneration. Every night before she healed, she would shed her chains and walk among the people, showing them the extent of her wounds. The population was much moved, and eventually rose up against their lord. His control lost, Rodrik attempted one final victory; he had Tulis tied to a stake and set alight-she healed even as she burned. Rodrik pulled out his sword, running her through and pinning her to the stake. Now she was armed. Her bonds fell away, and she gripped the blade, and pulled it out of her own chest, using it to put an end to the gibbering Rodrik. The army of the oppressed found Tulis waiting for them, and she congratulated them on their revolution, and then ascended to join-or rejoin-the other gods.
Veiloaria, the goddess of adventurers, innkeepers, and travelers.
Veiloaria began her journey, eyes wide with wonder, when the first step drew dust into the air. She has walked the realities of the multiverse since time began, giving aid, comfort, protection, and most importantly, guidance to her fellow travelers. Her path is just one more of those roads, taken in stride, as it were, and the Divine Record mentions her calmly strolling away from The Great Purge. Without prophecy or invitation The Eternal Traveler arrived on this plane as the dust of The Calling settled. The other deities did not know what to make of her until her path crossed with Nise and Kamus. The three deities met at a crossroads, says The Divine Record, that few knew and even fewer trod. Both Nise and Kamus bid Veiloaria make way, for they were on their way to war. The Sojourner politely refused, proclaiming that war was a waste of energy and life. Infuriated, the two gods charged, and then found themselves on their backs aching from the force of their own blows. The Wayfinder was like water and wind, mercurial and dominant. Each attack was turned against the attacker until The Pure and The Stormmaiden gave up and departed. Veiloaria continued her journey, happy knowing that she corrected their errant path. For that is Veiloaria’s purpose in existence: guiding her fellow travelers to their path, whether it be well worn or unexplored.
Yolana, goddess of history, freedom and protection.
Environmental hazard ideas
1. Armor's HP is 5 x its armor bonus. There are creatures and things that can damage armor.
A puzzle is a problem with 1 set solution. A problem is a puzzle with no set solution. You should try problems more than puzzles, because puzzles require conforming a lot. Problems, however, allow for creativity, and can be made more difficult by obfuscating. What's the goal? What's in the way of it? Why won't the most obvious solution work?
There's treasure the party wants. But it's guarded by a monster. The monster is protected from all harm by a magical charm. What do you do?