Pathfinder 2e Playtest Bestiary
Pathfinder 2e Playtest Bestiary
Pathfinder 2e Playtest
Banshee: Risen from the grave due to strong feelings of betrayal, this undead apparition was once a living elven woman. Undying grief drives banshees to seek out vengeance upon the living.
Ghost: When some mortals die through tragic circumstances or without closure on something emotionally important to them, their spirits are unable to fully pass over into the River of Souls, and they remain behind. These anguished souls haunt the places of their death, constantly trying to right their perceived wrongs.
Ghost Commoner: ?
Ghost Soldier: ?
Ghost Mage: ?
Ghoul: Ghoul Fever.
Ghast: Ghast Fever.
Grim Reaper: The personification of violent death, the grim reaper is more akin to a force of nature than an individual being.
Lich: A lich is a powerful spellcaster that has pursued immortality by subjecting itself to undeath. Most liches undergo this transformation so that they can continue their esoteric research or complete some sadistic, long-term plan.
A lich’s phylactery allows it to rise from the dead.
Demilich: The floating skull called a demilich forms from the degenerate remains of a lich. This happens after a lich’s phylactery has been destroyed or has failed in some other way, but the lich is too complacent after vast centuries of undeath to create a new one. Without the phylactery to sustain it, the lich wastes away in body and mind. As the lich loses its autonomy, its magic items become part of it and its knowledge of spells twists. The curse of undeath overwhelms all the former lich’s higher ideals. Over time, negative energy is drawn to the powerful undead, crystallizing into black gemstones of blight quartz that form its teeth.
Mummy: Often wrapped in linen from head to toe, these undead beings are created through a lengthy and precise process so that they can continue to guard tombs.
Mummy Guard: ?
Mummy Retainer: ?
Mummy Pharaoh: ?
Poltergeist: Sometimes when a person dies, their spirit is unable to leave the site of their death, resulting in an angry and unquiet presence.
Saxra: These undead spirits of bones and wind make their homes high atop remote mountains.
Shadow: A shadow can snatch away its victim’s own shadow, weakening the target and allowing the shadow to create more of its kind.
When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.
Shadow Spawn: When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2. If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.
Greater Shadow: ?
Skeleton: This undead is made from a dead creature’s animated skeleton.
Skeleton Guard: ?
Skeletal Champion: Whenever a creature dies within 60 feet of a saxra, the saxra draws a small fragment of the creature’s bones into its aura. The creature must succeed at a DC 36 Will save or rise as a skeletal champion in 1d4 rounds.
Vampire Moroi: ?
Vampire Master: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights.
Vampire Spawn: If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights.
Vampire Count: ?
Vampire Spawn Rogue: ?
Vampire Wizard: ?
Warsworn: The animate masses of armed and armored corpses known as warsworns are enormous undead amalgams formed by gods and goddesses of undeath or war. These creatures exist to spread the ravages of war and carnage of battle.
Wight: Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality.
A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.
Wight Spawn: A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.
Wraith: Wraiths are undead creatures born of evil and darkness. They loathe the light and living things, as they have lost much of their connection to their former lives.
A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.
Wraithspawn: A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.
A living humanoid slain by a dread wraith’s touch rises as a wraith after 1d4 rounds.
Dread Wraith: ?
Zombie: ?
Zombie Shambler: ?
Zombie Plague: Zombie Rot.
Zombie Brute: ?
Haunt: A hazard with this trait is a spiritual echo, often of someone with a tragic death.
Undead: Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic.
Ghoul Fever (disease) Elves are immune. Saving Throw Fortitude DC 13; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 2d6 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Ghast Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Zombie Rot (disease, necromancy) An infected creature can’t heal damage it takes from zombie rot. Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 damage (1 day); Stage 3 1d6 damage (1 day); Stage 4 1d6 damage (1 day); Stage 5 dead, and rises as a plague zombie immediately.
LICH’S PHYLACTERY UNCOMMON ITEM
Arcane
Necromancy
Negative
12
Price 1,500 gp
Method of Use held, 1 hand; Bulk —
This item is crafted by a spellcaster who wishes to become a lich, and serves to return the lich to unlife if the lich is slain. When a lich’s soul flees to its phylactery, the phylactery rebuilds the lich’s undead body over the course of 1d10 days. Then, the lich returns fully healed in its new body (but lacking any gear it had on its old body). If the body is destroyed, the phylactery just starts the process anew. The phylactery must be destroyed to prevent a lich from returning.
A typical phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. This box has a hardness of at least 30, but some liches devise even more impregnable or unattainable phylacteries. A lich may also craft its phylactery from a ring, amulet, or similar item.