By Paizo Staff
The interior Sea sector of the Pathfinder crusade environment is rife with great foes, and 10 of the main attention-grabbing are distinctive in Pathfinder crusade surroundings: internal Sea Monster Codex! From winged strix to aquatic gillmen, Golarion deals no scarcity of iconic and encouraging antagonists to problem any workforce of adventurers—and unforeseen allies to help them. each one access offers a trove of knowledge concerning the nature, historical past, society, and conduct of 1 of Golarion's vast races, and ready-made examples of roles discovered between each one creature style, from centaur foragers and cyclops lorekeepers to minotaur prophets and ogrekin looters.
Inside this publication, you will discover creatures like:
• Charau-ka, fierce simian humanoids who worship demons and own a thirst for bloodshed.
• Cyclopes, as soon as a part of a grand, historic society yet now decreased to a starvation sated merely by means of sacrifice.
• Gillmen, amphibious humanoids who declare to be the inheritors of the fallen Azlanti empire.
• Girtablilus, daring scorpionfolk who safeguard the mysterious ruins of Golarion's deserts.
• Strix, black-winged terrors motive on retaining their place of birth from the human scourge.
• Sadistic derros, malevolent minotaurs, aberrant ogrekin, and more!
The internal Sea Monster Codex is meant to be used with the Pathfinder Roleplaying video game and the Pathfinder crusade environment, yet can simply be utilized in any fable online game atmosphere.
Read Online or Download Pathfinder Campaign Setting: Inner Sea Monster Codex PDF
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Extra info for Pathfinder Campaign Setting: Inner Sea Monster Codex
At 12th level, you gain tremorsense 60 feet. Domain Spells: 1st—jump, 2nd—vomit swarmAPG, 3rd— darkvision, 4th—insect plague, 5th—swarm skinAPG (spider, crab, centipede, and army ant swarms only), 6th—whip of antsACG, 7th—creeping doom, 8th—mass flyAPG, 9th—mind blank. Girtablilu Oracle Curse Girtablilu oracles may bond with ancient monuments or other sites within ruins as part of their curse. Site-Bound: You bond with a particular 10-foot square, and must remain within 1,500 feet of that site or immediately become sickened.
Full statistics for minotaurs can be found on page 206 of the Pathfinder RPG Bestiary. Minotaur Encounters Minotaur marauders are much more nimble and confident on the slopes than their bulk would suggest. They are most often encountered stalking prey, including humanoids, 40 Inner Sea Monster Codex in the wilds. Raiding parties of two or more marauders surround their prey, braying and stamping from all sides to confuse, frighten, and scatter. If they occupy higher ground, these minotaurs prefer to attack with their bows, but they are equally competent in melee if a foe survives long enough to engage toe-to-hoof.
5—Distractible: If the ogrekin rolls a natural 1 on an ability check, attack roll, saving throw, or skill check, it becomes confused until the end of its next turn. 6—Flaking Skin: The ogrekin reduces the bonus to natural armor granted by the ogrekin template to +1 and gains vulnerability to nonlethal damage. 7—Massive Girth: The ogrekin is treated as being one size category larger when attempting Stealth checks. 8—Offensive Odor: Increase the Charisma penalty imposed by the ogrekin template to –4.