Professional Documents
Culture Documents
PF2e 40+ Community-Made Creatures
PF2e 40+ Community-Made Creatures
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Entries, A-L:
Armageddon by ZachariasCR
Barrelmancer by Puff156
Entries, M-Z
Scareghoul by Kyle P
Symphantom by Sean H
Xitlazi by TheJazMaster
Non-Qualifying Entries:
Entries, A-L
AEON, ARETE
Rarely an arete expands its focus from the arts into other
aspects of mortal life. The direct intervention of an arete in the
life of a mortal is an omen of importance, whether this means for
good or ill to the mortal in question is seemingly random.
ARETE
Creature 13
Languages; Envisioning
Str +3, Dex +5, Con +4, Int +5, Wis +8, Cha +6
-----
-----
The arete can change which option affects the target by using
this ability again. This ability can be used as long as it and the
target are on the same plane.
ALCHEMICAL FLOURISHER
Author: Jeevan C.
Alchemical Flourisher
11
HP 195
Speed 25 feet
ANIMATED FIREARM
Author: Starling
Animated Firearm
Creature Level 4
[Uncommon][N][Small][Construct]]Mindless]
Languages: none
Str -1, Dex +5, Con +2, Int -5, Wis +0, Cha -5,
-----
-----
Speed 25 feet
ARMAGEDDON
Author: ZachariasCR
Armageddon
Creature 11
[Rare][CN][Large][Aberration]
Languages: None
---------------------------------------------
The first time the Armageddon starts it’s turn at less than 70 HP
each week, it begins replicating so fast that it spawns another
smaller Armageddon. This new Armageddon uses the same stat
block as the original, except that it has 80 HP, lacks
regeneration, lacks this ability (including the boosts to AC, size,
and damage granted by it), and has 10 persistent bleed that
cannot be removed by any means. The original Armageddon’s
regeneration is completely deactivated for the next 24 hours.
Speed: 20 Feet
Ranged :a: Acid Lob +23 (40 foot range increment) Damage
2d6+8 Acid plus Porous Acid.
AWAKENED CANVAS
Awakened Canvas
Creature 8
Str -1, Dex +6, Con +3, Int +7, Wis +6, Cha +4
Weapon [F]
BARRELMANCER
Author: Puff156
Barrelmancer
[Rare][Chaotic Evil][Medium][Dwarf][Humanoid]
Str -1, Dex +2, Con +4, Int +6, Wis +5, Cha +3
HP 100
Speed 25 feet
barrels to explode before any new barrels are placed. One the
barrelmancer uses this ability, it can't be used for 1d4 rounds.
BASTION of LIGHT
Bastion of Light
Creature 22
[Rare][N][Huge][Automaton][Construct]
Str +8, Dex +9, Con +11, Int +6, Wis +8, Cha +8
-----
-----
CACTUS GOLEM
Author: CautiousNinja
CACTUS GOLEM
CREATURE 7
[UNCOMMON][N][LARGE][CONSTRUCT][GOLEM]
[MINDLESS]
Str +5, Dex +2, Con +3, Int -5, Wis +0, Cha -5
-----
-----
Cluster Form: The cactus golem can burrow slightly under the
sand and take the appearance of a small cluster of cacti. It has
an automatic result of 30 on Deception checks and DCs to pass
as the small cluster of cacti.
Author: AelanaiFrorra
Str +5, Dex +4, Con +2, Int +2, Wis +2, Cha +4
AC 23; Fort +14, Ref +17, Will +11, +2 to all saves vs.
enchantment effects
Speed: 40 feet
DANCE PARTNER
Dance Partner
[Uncommon][N][Medium][Construct][Mindless]
Str -5, Dex +2, Con +3, Int -5, Wis 0, Cha +5
AC 15 (11 when broken); construct armor; Fort +9; Ref +6; Will
+3;
Speed 30 feet
DARAYUT
DARAYUT
Creature 10
[LN][MEDIUM][AEON][INEVITABLE][MONITOR]
Str +7, Dex +3, Con +6, Int +7, Wis +6, Cha +7
-----
AC 31; Fort +22, Ref +19, Will +20; +1 status to all saves vs.
magic
-----
Divine Innate Spells DC 29; 5th locate; 4th dimension door (×3),
read omens; 1st command (×3); Constant (6th) air walk, true
seeing
FELHEART FORGE
The fellheart forge is a fey creature from the 1st world. These
foul creatures seek revenge against mortals that have wronged
the fey, usually when they attempt to steal fey magic for
themselves, or worse have harmed a fey citizen. Any weapon
placed on the anvil and struck by a hammer (there are always
many withing reach) immediately wrenches itself from the
wielders grasp and becomes a magical flying weapon under the
control of the fellheart forge. Some fellheart forges might already
have forge heart weapons, but must do not. They wait patiently
for adventures to fall victim to their Gift of the Fey aura and
strike the weapons themselves while the Fellheart Forge
pretents to be nothing more than a normal anvil on a stump. The
hammers uses for striking weapons against the anvil are not
true weapons, but more of smithing hammers and cannot be
subjected to the Forgeheart ability.
Fellheart Forge
CR 9
[Uncommon][NE][Medium][Fey]
Str +5, Dex +3, Con +6, Int +4, Wis +6, Cha +4
-----
HP 190
Gift of the Fey (aura, mental) 60 feet, DC 28: Any creature that
fails this save believes placing their weapon on the anvil and
striking it with the hammer will increase the weapons magical
powers. Creatures are not under any compulsory effect to to
strike a weapon on the anvil.
-----
Speed 20 feet
Forge Heart [A]: The fellheart forge takes a weapon and strikes
it with a hammer while its held against the anvil. This weapon is
now a flying magical Forge Heart Weapon under the control of
the fellheart forge. These weapons cannot move further than
60ft from the fellheart forge. Weapons can only be reclaimed by
either killing the fellheart forge or by disarming them and then
wielding them. A Fellheart forge cannot have more than 4 Forge
heart weapons.
FLINT FABRICATOR
Flint Fabricator
Level 9
[Uncommon][LN][Medium][Elemental][Earth]
Str +6, Dex -1, Con +6, Int +0, Wis +4, Cha -1
AC 28; Fort +22, Ref +15, Will +18 (+1 to saves against Earth
effects)
Earth Glide: The Flint Fabricator can Burrow through any earth
matter, including rock. When it does so, the flint fabricator
moves at its full burrow Speed, leaving no tunnels or signs of its
passing.
-----
Pillar) explodes.
Success The creature is flat footed until the beginning of its next
turn.
FOOLISH GOLD
Foolish Gold
Creature 2
[Uncommon][Chaotic Neutral][Tiny][Construct]
Languages: Common
Str +1, Dex +4, Con +1, Int +2, Wis +1, Cha +3
Speed 30 feet
Consume Coin [A] The foolish gold inserts 1 gold piece it's
holding into its body.
FORGE SALAMANDER
Author: Jeffrey
Forge Salamander
Creature 4
[N][Medium][Animal][Fire]
Languages: none
Str +5, Dex +3, Con +5, Int -4, Wis +2, Cha -5
Speed 25 feet
Gustshot
Level 7
Languages: Auran
Speed 35 feet
The Gustshot makes a ranged strike, rolling the attack twice and
use the better result. The attack roll ignores bonuses from cover
or shields (though reactions such as Shield Block and Parry still
apply).
HEART’S BLOOD
From the moment of it's creation a Heart's Blood will know what
direction it's targets lie, and will seek out the closest target,
letting nothing stand in it's way.
Heart's Blood
Creature Level 7
[Rare][LE][Medium][Undead]
-----
-----
Speed 25
When both of the Heart's Blood in the second stage are slain, it
reforms into a single, monstrous form, at full health, where the
last Heart's Blood was killed. It's size increases to Large, and
it's attacks gain reach, 10 feet. All saves, attack bonuses, AC
and skills increase by 3. HP increases by 30, and speed
increases by 10. It gains the ability to cast Dimension Door
(4th) as an innate spell.
Larrina
Creature Level 14
[Unique][N][Large][Aberration]
Perception 14;
Str +4, Dex +8, Con +5, Int +9, Wis +5, Cha +5
-----
-----
Speed 30ft
if they had used a Level 7 Summon Spell. They can only use
this ability twice per day. The Summon Options are Summon
Entity and Summon Construct. Any creature Summoned gains
the Mindless trait.
LIVING DIE
LIVING DIE
Level 6
[COMMON][CN][SMALL][ABERRATION]
Effect: Roll 2d6. If the numbers on both dice are the same, the
triggering creature take bludgeoning damage equal to the total
result, and living die may Step a number of times equal to the
result of one of the dice.
Ranged [A] pip beam +12, Damage: 3d6 fire plus Gambol Strike
Pip Barrage [AA] The living die rapidly spins on one of its
corners and fires a beam from each of its eyes that deals 21 fire
damage in a 30 foot line (DC 21 basic Reflex save). It can't use
Pip Barrage again for 1d6 rounds.
Entries, M-Z
MARISEAH
When a woodcarver grows too old and they delve into occult
secrets in pursuit of eternal life, they might discover a ritual to
transfer their soul into a vessel crafted by their own hand. The
ritual mimics that which a wizard would perform to create a soul
cage for lichdom, but has the cage be the body as well as the
container, and does not have any regenerative power. However,
this ritual is a honeypot for malevolent entities, and more often
than not an evil spirit sabotages the casting and hijacks the
soulbinding. With this tampering, the resulting marionette is no
longer inhabited only by the woodcarver but by the evil spirit to
do as it wishes.
This evil puppet retains it's crafting abilities from life and keeps
carving marionettes and clockwork creatures, though these now
come to life with as much malevolence as the creator. The %
uses these minions in combat to fight for it, preferring to
puppeteer them and take control of the enemies when it can,
rather than attacking directly. Otherwise, the % typically preys
on children who stray too close to the home it stayed in it's
former life, though it fears dogs and will flee before them. In fact,
it also has a preference for rats and ratfolk victims, leaving
scholars wondering what relation the evil spirits have with
felines. If it has been forced to move, a % prefers an abandoned
urban building where it can find materials and tools to continue
its obsessive crafting.
Simply slaying the creature will rid the area of the malevolent
spirit, but the soul of the woodcarver would be destroyed in the
process. Freeing this soul without harming it requires crafting a
MARISEAH
Creature 11
[Common][CE][Small][Construct][Soulbound]
Str +3, Dex +5, Con +4, Int +3, Wis +5, Cha +7
-----
-----
Speed 25 feet
MASKMAKER
MASKMAKER
Creature 10
[Uncommon][CE][Large][Fey]
Str +7, Dex +3, Con +5, Int +7, Wis +5, Cha +3
---
---
Primal Innate Spells DC 29, attack +21; 4th: creation (at will),
3rd: illusory disguise (at will, only if wearing a mask, can only
disguise as the creature the mask depicts), 2nd: shape wood (at
will), 1st: mending (at will)
Wear Mask [F] Trigger: The maskmaker starts its turn, or its
most recent action was to Shape Mask; Effect: The maskmaker
puts on one of the masks in its collection; If this action was used
immediately after Shape Mask, it must put on the mask it just
made. While wearing a mask, the maskmaker gains the
following effects, based on the creature the mask was created
from:
MIMIC SWARM
MIMIC SWARM
CREATURE 6
Languages Common
Skills Athletics +15, Deception +13, Stealth +18, Coin Lore +11
Str +5, Dex +2, Con +4, Int +2, Wis +2, Cha +2
-----
Any creature that hits the swarm, takes damage from the
swarm, or otherwise touches the swarm must succeed at a DC
24 Reflex save or become clumsy 1 until it Escapes (Escape DC
24) as a member of the swarm throws the creature off balance.
A weapon that hits the swarm has a mimic attach to the
weapon, causing it to take a circumstance penalty to damage
equal to the number of mimics attached (maximum of 6). All
mimics can be removed with a successful DC 24 Athletics check
(made as a single action). The mimic can remove itself from a
creature or object by using a single action, and the adhesive
dissolves 1 minute after the swarm dies, falling off all objects
and creatures.
-----
Speed 15 feet
MOSQUITO EVOKER
The Mosquito Witch gives their patronage to few, but some that
serve her (or think they do) specialize in evoking mosquitoes
and bloodseekers from thin air. These strange servants are
encountered rarely near the town of Shimmerford, and wear
masks that depicts what might be the Mosquito Witch’s face.
Many stories are told of what lies under the mask of an Evoker;
their face being filled with maggots, having the head of a
mosquito, or perhaps that the mask is the face itself.
The Mosquito Evoker can be any ancestry, but the one depicted
here is Elven
MOSQUITO EVOKER
Level 4
[Rare][CN][M][Elf]
--
--
Speed: 30 feet
to miss.
Spell DC: 20
Level 2:
Level 1:
Cantrips(2nd level):
Puff of Poison
Prestidigitation
Know Direction
Sigil
MUTAGENIC OGRE
Author: Xethik
Mutagenic Ogre
Creature 10
Str +7, Dex +2, Con +5, Int -1, Wis +2, Cha -1
Ferocity [R]
Speed 30 feet
Melee [A] ogre hook +23 (deadly 1d10, reach 10 feet, grapple,
trip), Damage 2d10+13 piercing
MUTANT WARRIOR
The mutant victory was short lived as this was the time of Earth
Fall and the secret of creating mutants and the mutants
themselves were believed to be destroyed during that event. But
this was not the case, the mutants escaped to tunnels deep in
the earth, where they live today, hiding from society due to their
hideous appearance. They live in small societies, called Clans
or Ghettos, in tunnels and sewers and mountain caves, ruled by
the mutants with the most mutations or the most powerful ones.
Mutants generally develop 1 mutation during adolescence, and
an accompany deformity for each mutation. 10% of mutants
born have no deformities and these mutants are normally
shunned from mutant society. Mutants don't receive their name
until after their first mutations develop, and they are officially
adopted into mutant society being named according to the
mutation they develop. For example, someone with a bestial
mutation and fur, might be called Badger. Mutants generally
avoid contact with other races, particularly humans, as they are
jealous of them though some clans will actively hunt and kill
them. And these clans will use mutants with no deformities as
Infiltrators into human society. Mutants can mate and produce
children with Humans, elves, and orcs. The offspring will look
like the other race but has a 10% chance of developing
mutations at adolescence.
Mutant Warrior
Level 4
Rare/Neutral/Medium/Humanoid
Survival + 15
HP 60
known as Demagogues.
Speed: 25
NECRODANCER LICH
While some use the arcane to command the dead, others use
the power of music the rile the passed back to life. The undead
commanded by this lich move to the beat of their music, and are
emboldened by it as well.
Necrodancer Lich
level 14
[Uncommon][NE][Medium][Undead]
Str +4, Dex +4, Con +5, Int +8, Wis +4, Cha +8
----
Success: no effect
----
Speed 25
ORIGAMI CREASELING
ORIGAMI CREASELING
Level 9
[Uncommon][CN][Large][Humanoid][Extradimensional]
Str +4, Dex +6, Con +3, Int +6, Wis +4, Cha +2
AC 27; Fort +14; Ref +18; Will +20; +1 status bonus against
forced movement effects
Passive Abilities
Speed 15 feet
Melee strikes
Ranged strikes
Other abilities
the creaseling can attack with its folded weapon blade modifier,
and if the weapon has the finesse trait, it can apply its
Distracting Cut effect.
OOZE COLLECTIVE
OOZE COLLECTIVE
Creature 8
[Rare][N][Large][Ooze]
Str +5, Dex +2, Con +6, Int +2, Wis +4, Cha +2
Speed 20 ft
AWAKEN OOZE
Ritual 6
[Rare][Divination][Mental]
Duration unlimited
PATCHWORK GOLEM
PATCHWORK GOLEM
Creature Level 18
[Rare][N][Large][Construct][Golem][Mindless]
Str +10, Dex +5, Con +9, Int -5, Wis +0, Cha -5
---
AC 42; Fort +36, Ref +27, Will +30; +3 status to saves vs. magic
---
Melee [A] bladed limb +35 (glass, agile, magical, reach 10 feet,
unarmed, versatile P), Damage 3d10+17 slashing plus 2d6
bleed
Melee [A] clay fist +35 (clay, magical, reach 10 feet, unarmed),
Damage 3d12+20 bludgeoning plus cursed wound
Melee [A] iron leg +35 (iron, magical, reach 10 feet, unarmed),
Damage 3d12+20 bludgeoning
Punch and Slash [A] (clay, glass): Frequency - once per round;
Effect - The golem makes a bladed limb Strike and a clay fist
Strike, applying its multiple attack penalty as normal.
PRICKLEDBACKED FENLURKER
Creature Level 10
[Unique][NE][Large][Amphibious][Beast][Shadow]
Perception +19; senses - greater darkvision, ignores
concealment or hiding due to murky water and fog
Languages None
Str +7, Dex +5, Con +5, Int -2, Wis +3, Cha 0
PURAMENDAX
As they did in life, they sow lies in all they do, their demonic
power enabling their lies with truth, only to have them unravel
the lies at the worst time. They often dwell on the material plane
disguised as a matronly woman or a grizzled hermit, appearing
at a traveler's side offering guidance. In rare occasions a
puramendax may even masquerade as a noble, lying their way
into a position of power or replacing a former victim. In all
occasions, they offer to create or assist with many things but
they are nothing but illusions, lies, and cons intended to harm.
Puramendax creature 8
Str +3, Dex +4, Con +4, Int +6, Wis +3, Cha +7
----
AC 24; Fort +13, Ref +19, Will +19; +1 status to all saves vs.
magic
Truth Vulnerability
----
Speed 25 feet
Deja Vu [[F]]
QLIPPOTH, SARKONAUT
QLIPPOTH, SARKONAUT
Creature 17
Occult Innate Spells DC 43, attack +35; 9th weird; 8th dispel
magic, phantom pain, vampiric exanguination, warp mind; 5th
telekinetic haul (at will); 2nd telekinetic manuver (at will); Cantrip
(9th) acid splash, daze, telekinetic projectile; Constant (4th)
freedom of movement
D8 Warpflesh Effect
RAZORWEB SPIDER
Author: Lathun
Perception +16
Str +3, Dex +6, Con +3, Int +4, Wis +2, Cha -4
Effect The Razorweb Spider's snares and webs are all coated in
its Razorweb Spider Venom. Any creature who fails a Web
Snare's saving throw is exposed to the Razorweb Spider's
Venom. Additionally all snares are razor-sharp and deal 2d8
persistent bleeding damage upon triggering them.
SCAREGHOUL
Author: Kyle P
Scareghoul
CR 8
Languages: None
-----
Hp 132
Dr 5 S/P
Weakness: fire 10
-----
Melee strikes-
(agile, finesse) +17 Claw Hand 2d6+5 S/P Fort Save Burlap
Fever
Fatal sight: Will Save, when a critical hit would knock a creature
unconscious all allied creatures must do a will save or be
frieghten.
2 consectutive saves.
Latent : Fatigued 1
Even if you save after stage 3. The weakness to fire and all the
asthetic changes are permenant besides something like a wish
spell, when they die no matter what, they will always turn into a
scareghoul at the end bc they are infection carriers for life/death,
even in the latent stage
STEAMBREATHER
Steambreather
Creature Level 8
[Rare][NE][Medium][Construct][Fire][Steam]
Str +4, Dex +3, Con +6, Int -1, Wis +3, Cha +6
HP 172;
Resistances Cold 5,
Weaknesses Electricity 15
Speed 30 feet
SYMPHANTOM
Author: Sean H
Symphantom
Level 12
[Rare][NE][Medium][Incorporeal][Spirit][Undead]
Str -5, Dex +4, Con +2, Int +3, Wis +1, Cha +7
Cello: bane; when Cast in this way, the instrument increases the
radius of the spell’s emanation instead of Sustaining the Spell.
THIEVING PIGMENTS
Str +6, Dex +3, Con +6, Int -5, Wis +1, Cha -5
Chameleon
Color Sense
Motion Sense
This functions as the Sewer Ooze ability of the same name and
allows the Thieving Pigment to navigate dull or colorless
environments, but does not negate any penalties from Color
Sense.
HP 148;
Resistances Fire 5
Chroma Spectrum
Leeching Pigments
THUNDERING CHILD
Thundering Child
Creature 16
[Rare][CN][Medium][Astral]
Str +3, Dex +7, Con +6, Int +3, Wis +6, Cha +8
-----
is learned at the same level, but the thudnering child uses their
own spell DC or attack modifier.
-----
Ranged [A] piercing note +31 (magical, range 100 feet, sonic)
Damage 3d6 piercing plus 4d6 sonic, stunned 1 on a critical hit
TINKERER TITAN
Author: Arkon
Tinkerer Titan
Creature Level 20
[Rare][LE][Gargantuan][Humanoid, Titan]
Skills: Arcana +37, Athletics +34, Crafting +41, Golem Lore +41
Str +10, Dex +6, Con +7, Int +10, Wis +6, Cha+6
-----
AC 48; Fort +36; Ref +33; Will +33; +4 to all saves vs. mental
and arcane
-----
Speed 40 feet
WEEPER
Undead
WEEPER
CR 9
[Rare]
[Neutral Evil]
[Medium]
[Undead]
Languages: None
Skills: Intimidate +17 Acrobatics +12 Escape Artist +15 Bluff +18
-----
-----
Speed 45 ft
Ranged strikes Scream (45 ft) (Will save 19) 3d10 mental
WYRMLEECH GNALLADRETH
WYRMLEECH GNALLADRETH
Creature 14
[Rare][CE][Huge][Aberration][Dragon]
Languages: None
STR: +8, DEX: +5, CON: +5, INT: -3, WIS: +1, CHA: +5
-----
AC: 35; FORT +27; REF +25; WILL +23; +1 status to all saves
vs. magic
-----
memory of its host to make two claw Strikes and one wing Strike
in any order.
Latching Bite [AA]: The parasite stretches out from the headless
stump of the dragon and makes a leech Strike at a creature. On
a hit the target is Grabbed and the wyrmleech regains 19HP.
XITLAZI
Author: TheJazMaster
Xitlazi
12
[Uncommon][CN][Large][Monitor][Protean]
Str +5, Dex +7, Con +5, Int +7, Wis +4, Cha +8
-----
-----
ZHIYONG ATTENDANT
ZHIYONG ATTENDANT
Level 6
[Uncommon][N][Medium][Construct][Spirit][Undead]
Str +4, Dex +5, Con +4, Int -2, Wis +4, Cha +2
Weaknesses fire 5
Speed: 15 feet
Non-Qualifying Entries
Author: Brudned
PHYSEKTON
Creature 8
Languages Envisioning
Str +5, Dex +3, Con +4, Int +4, Wis +3, Cha +0
-----
AC 27; Fort +18; Ref +15; Will +14; +1 status to all saves vs.
magic
-----
Melee [a] air arm +18 (air, agile, finesse, range 10 feet),
Damage: 2d6+9 bludgeoning plus Push
Melee [a] fire arm +18 (finesse, fire, range 10 feet), Damage:
2d12 fire plus 2d4 persistent fire
creation (at will), dimension door (at will); Cantrips (5th): gale
blast, prestidigitation, produce flame, scatter scree, spout