G–W

Pathfinder Bestiary (Second Edition), page 346

Ghost: Lost souls that haunt the world as incorporeal undead are called ghosts.

Ghoul: Ghouls are vile undead creatures that feast on flesh.

Giant: Giants are massive humanoid creatures.

Gnoll: Gnolls are humanoids that resemble hyenas.

Goblin: A creature with this trait can come from multiple groups of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.

Golem: Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.

Gremlin: Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.

Hag: These creatures are malevolent spellcasters who form covens.

Halfling: A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.

Human: A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid: Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Incorporeal: An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.

An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.

Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Inevitable: These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.

Kobold: Kobolds are reptilian humanoids who are usually Small and typically have darkvision.

Leshy: Leshys are small plant creatures, roughly humanoid in form.

Lizardfolk: Lizardfolk are a family of reptilian humanoids.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.

Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Merfolk: These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.

Mindless: A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.

Monitor: Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.

Mummy: A mummy is an undead creature created from a preserved corpse.

Mutant: The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.

Nymph: This family of beautiful fey creatures has strong ties to natural locations.

Ooze: Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.

Orc: A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.

Plant: Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Protean: A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.

Psychopomp: A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.

Rakshasa: Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.

Ratfolk: Ratfolk are humanoids who resemble rats.

Sea Devil: Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.

Skeleton: This undead is made by animating a dead creature’s skeleton with negative energy.

Soulbound: These constructs are mentally augmented by a fragment of a once-living creature’s soul.

Spirit: Spirits are ephemeral creatures defined by their spiritual essence. They often lack a material form.

Sprite: A family of diminutive winged fey with a strong connection to primal magic.

Swarm: A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons).

Tengu: Tengu are humanoids who resemble birds.

Troll: Trolls are giant, brutish creatures and are well known for their ability to regenerate.

Undead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects.

Vampire: Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.

Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait are primarily constituted of water or have a magical connection to the element.