Beasts of Yore

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The document introduces 7 new monsters for a Pathfinder campaign.

Murder Clowns, The Coal Hills Horror, Dhampir Count, Abyssal Warhounds, Os-minog, Wood Evils, and Grave Risers are introduced.

The Abyssal War Hound is described as a monstrous creature from the Abyss that serves as both a wild denizen and domesticate. It has stats provided.

BEASTS OF

YORE

7 New and Horrible Beasts!


The Gremlin Brothers Present

Beasts of Yore
Volume 1

channel it from the actual worlds where these


Credits beasts roam; something Darkwayne and I have
the power as Gremlins to do. We bring you
Beasts of Yore is original and content copyright these raw, uncut, horrible beasties to use in
of Gremlin Brothers Games LLC. Please don’t your worlds and your stories. We hope you enjoy
replicate or distribute this without our express them as much as they would enjoy eating you for
permission (this is how Darkwayne and Batfoot dinner. You can find all our stuff on Pathfinder
get their coppers). None of this product is Open Infinite
Game Content except as specifically outlined in
the Pathfinder Second Edition Compatibility Li- Before I present to you these beasts, I think I
cense and the Wizards of the Coast Open Game need to say this again. These are horrible, horri-
License (see below). ble beasts, don’t trust them. They will kill your
party. They will ruin your evening. They are
Compatibility with Pathfinder Second Edition devious, evil, cunning, and hideous. We hope this
requires Pathfinder Second Edition license from is what you wanted. If these are too horrible for
Paizo Inc. See paizo.com/pathfinder to learn you, and give you nightmares, please seek the
more about Pathfinder. Paizo Inc. does not guar- aid of a cleirc.
antee compatibility and does not endorse this
product. © Gremlin Brother’s Games 2021

Pathfinder is a registered trademark of Paizo


Inc. Pathfinder Second Edition and the Path-
finder Second Edition Compatibility Logo are
trademarks of Paizo Inc. The Pathfinder-Icons
font is © 2019 Paizo Inc. These trademarks and
copyrighted works are used under the Pathfinder
Second Edition Compatibility License. See paizo.
com/pathfinder/compatibility for more informa-
tion on this license.

Writing & Editing Will Henson (Batfoot)


Formatting Batfoot

Here Be Beasts!
Here be beasts! Beasts of Yore is a collection
of monsters and allies for your Pathfinder 2nd
Edition campaign. Beasts of Yore includes
monsters from our End of Days © campaign and
beyond. We don’t just make this stuff up - we
2
A byssal War
hound
When the hounds of war are unleashed upon the
planes of the Abyss, it is this monstrous crea-
ture that strides forth. The Abyssal War Hound
is both a wild denizen and a domesticate of the
vast abyss. Their aggressive nature makes them
excellent hunters and fighting dogs. Unlike the
“dog” we all know - the creature is not canine at
all and makes a generally poor companion, pet,
herder or guard. They quite easily forget almost
everything but their desire to eat and kill. Their
extra dimensional mouth means they can eat
and endless amount of creatures and never be
sated.

ABYSSAL WAR HOUND CREATURE 5


Uncommon * CE * Medium * Fiend
Perception +10; darkvision
Languages Understands Abyssal
Skills Acrobatics +12, Stealth +12
Str +4 Dex +4 Con +4 Int -5 Wis +2 Cha -4
____________________________________________________
AC 21 Fort +13 Ref +12 Will +9 (+1 status bonus
to all saves against Magic)
HP 78 Weakness Good 5
____________________________________________________
Speed 40 feet
Swallow Whole The Abyssal war hound can
swallow creatures of small size (and lower). (See
Pathfinder ® Second Edition Bestiary™ p.344)
Pounce The war hound strides and a strike at
the end of its move.
Abyssal Maw There is no limit to the number
of creatures the Abyssal War hound can swal-
low. A swallowed creature that critically fails its
escape check goes into the warhound’s extra-di-
mensional belly and is no longer suffocating but
cannot escape until the hound is killed.
Melee Jaws +13 Damage 2d6+3 plus 1d6 good
damage plus grab.

3
C
Constrict 2d12+13 bludgeoning to a creature

oal Hills
grabbed or restrained by the large hand

Horror
What stalks the coal hills near Darkkart, no one
can say. The few witnesses that have met the
Coal-Hills Horror describe it as a monstrous
warped human standing eight feet tall with one
enormous arm. The creature tends to approach
travelers and speak to them unintelligibly, grow-
ing more demanding and frustrated until he
finally attacks. Some think it intelligent, with a
need of some sort. At other times it will follow
travelers for miles and not approach.

The horror in truth is cursed with incredibly


acute hearing. Almost all sounds and voices are
painful to it. Most of its attacks are triggered by
too much talking. Those that engage in whispers
or low voices and avoid more than one person
talking at a time could in theory befriend the
beast.

Recall Knowledge - Aberration (Occultism)


DC35, or Tsentarev Lore (DC25)

DYVOR HORROR  CREATURE 10


Unique * N * Large * Beast
Perception +19; low-light vision, scent (impre-
cise) 30 feet (+29 to hear audible sounds)
Languages Understands common but cannot
speak intelligibly.
Skills Athletics +25, Stealth +17, Nature +19,
Survival +23
Str +8 Dex +5 Con +7 Int +3 Wis +5 Cha +1
Items None
_____________________________________________________
AC 30; Fort +23 Ref +20 Will +18
HP 223; Weakness sonic 5, fire 5
_____________________________________________________
Speed 25 feet; climb 20 feet
Melee large hand +25 (agile, reach 10 feet),
Damage 2d12+13 bludgeoning plus Improved
Grab 4
D hampir
blement Cantrip (at will) chill touch, daze, detect
magic, divine lance, forbidding ward.
Divine Font (Versatile) Andrusko can prepare

Count
additional harm or heal spells at 5th level (6x per
day). Andrusko rolls d10s instead of D8 when
using harm.

The River Kingdoms are home to some Dhampir,


many of whom have risen to prominent posi-
tions in society, One such is Count Andrusko.
If anyone thought to remark on his unusual
appearance they might think twice as Andrusko
and his family have one of the more prosperous
estates in the region. Count Andrusko ministers
to many as a traveling preacher who is well-
known in every landhold.

PYTOR ANDRUSKO  LEVEL 9


N * Medium * Dhampir * Human * Humanoid
Perception +18; darkvision
Languages Common, Draconic, Necril, Ulgan
Skills Acrobatics +14, Athletics +16 Arcana +20
Occultism +20, Society +22, Religion +20, Vam-
pire Lore +23
Str +4 Dex +4 Con +4 Int +6 Wis +7 Cha +5
Items +1 wounding rapier
_____________________________________________________
AC 28; Fort +15 Ref +14 Will +27
HP 156; Immunities sleep Resistances poison
10
Blood of the Night Andrusko’s penalty and hit
point reduction from the drained condition are
reduced as if the condition were 1 lower.
_____________________________________________________
Speed 25 feet
Melee +1 wounding rapier +20 , Damage
2D8+4 slashing (versatile, piercing) plus 1d6
persistent bleed damage
Melee Unarmed +17 Damage 2D8+7 slashing
Critical Specialization (Rapier) When Andrus-
ko makes a critical hit with his rapier, he applies
its critical specialization effect
Divine Prepared Spells DC28, attack +20 5th
Drop Dead, Flame Strike 4th Divine Wrath (x2),
globe of invulnerability, 3rd chilling darkness,
searing light, vampire touch 2nd darkness, dispel
magic, see invisibility 1st bane, fear, ray of enfee-
5
G rave Riser
The Grave riser is little understood,
even by necromancers. Like many undead, a
grave riser returns to the world due to some-
thing unresolved in life. Instead of coming back
as a ghost or spirit, their physical form comes to
life some years later in the form of a grave riser.
The foul being claws its twisted and warped body
out of the ground then seeks to kill relentless-
ly. Along the corrupted leyline of old Tsentarev
these mindless undead are more common occur-
rences and every home near a graveyard has a
story to tell.

Recall Knowledge - Undead (Religion) DC18

GRAVE RISER  CREATURE 3


Uncommon * NE * Medium * Mindless * Undead
Perception +7; darkvision
Languages understands the same languages it
knew in life, but cannot speak.
Skills Athletics +12, Stealth +5
Str +3 Dex +3 Con +4 Int +1 Wis +1 Cha +1
_____________________________________________________
AC 18; Fort +10 Ref +8 Will +6
HP 60; negative healing Immunities death
effects, disease, paralyze, poison, unconscious,
mental Weakness Positive 10.
_____________________________________________________
Speed 25 feet
Melee claws +12 (agile) Damage 1d8+4 slash-
ing
Melee jaws +10 Damage 1d10+4 piercing
Call of the Grave A grave riser’s eerie moan
beckons all who hear it to join the dead. The
Grave riser makes a wailing moan. All living
creatures within 30 feet must make a willpower
save against DC17 or be Frightened 1. On a
critical failure the creature gains the paralyzed
condition (a fear-based effect) with a chance to
save each round.

6
M urder
Melee razor +16 (agile) Damage 2d8+8 slash-
ing.
Melee claw +15 (agile, finesse) Damage

Clown 2d8+6 slashing.


Sneak Attack If a Murder Clown hits a creature
that is flat-footed with any melee weapon that
creature takes an additional 2d6 precision dam-
age.
Clowns have always been a target of human sus- Hideous Laugh A murder clown can let out a
picions. The Murder Clown is the embodiment hideous laugh. Creatures that hear this must
(and perhaps confirmation) of these fears. Those save DC23 or be Frightened 1 (Frightened 2 on
that are caught and killed are found to be neither a critical failure). A creature that saves against
human nor beast but some amorphous creature this is immune to it until the murder clown has
with no true organs. Murder Clowns tend to been out of their sight for 1 minute.
attach themselves to circuses and performing Occult Innate Spells DC22 +14; 1st Charm
troupes although some are noted to have been
lone traveling performers or street clowns. The
hallmark of such creatures is that they are never
seen without their make-up and almost never
break character. The Murder Clown uses its
position to stalk and kill isolated victims, of-
ten children. The Murder Clown is hard to kill,
often disappearing after having been slain. The
only true way to harm them is fire.

MURDER CLOWN  CREATURE 7


Uncommon * CE * Medium * Aberration
Perception +15; low light vision
Languages Common, Aklo, and usually what is
spoken regionally
Skills Acrobatics +15, Athletics +15, Deception
+17, Intimidation +17, Stealth +16, Thievery +20
Str +5 Dex +5 Con +4 Int +5 Wis +5 Cha +6
Items None; although some steal items and trin-
kets of victims with no respect to their value.
_____________________________________________________
AC 22; Fort +16 Ref +15 Will +17
HP 130; Fast Healing 3 Weakness Good 10, Fire
5
Never Dead After a murder clown is killed it
comes back to life in 2d10 rounds with 1 hit
point. Thereafter it seeks to get away to a place
it can regain its hit points before coming after
victims again. If confronted by a powerful armed
party it’s likely to simply vanish, preferring to
torment the helpless. Burning or decapitation
kill the clown.
____________________________________________________
Speed 25 feet
7
O
against a different target. Each attack counts

s Minog
separately against the octopus’s multiple attack
penalty but the penalty does not increase until
both attacks have been made. If the Os-Minog
subsequently uses the Grab action, it can Grab
any number of creatures it hit with Writhing
Arms.
The Os Minog is a deep earth octopus. To the Stunning Pulse The Os Minog can release a
races that live in the earth, it is a shadow that stunning pulse that affects all creature’s within
lurks in the water (Os Minog literally translates 20 feet whose head is underwater. The Os Mi-
to “water shadow” in Duergar who are the only nog’s head must also be underwater. The crea-
race to record its existence). Most often, it grabs ture must succeed at a Fortitude save against
a victim at the water’s edge and is gone before DC20.
anyone knows what happened. The Os Minog Critical Success The creature is not affected.
can squeeze through incredibly small holes and Success The creature takes 1d6 sonic damage
Failure The creature is stunned 1 and takes 2d6 sonic
travel between underground lakes and rivers.
damage
Occasionally an Os Minog will find its way to Critical Failure The creature is stunned 2 and takes 2d6
surface water where it can pose a significant sonic damage
problem.

OS MINOG CREATURE 5
Rare * N * Medium * Aberration * Aquatic
Perception: +14; darkvision
Languages None
Skills Acrobatics +13, Athletics +14, Stealth +16
Str +5 Dex +4 Con +4 Int +2 Wis +3 Cha -4
____________________________________________________
AC 21 Fort +13 Ref +9 Will +15
HP 75 Weakness Cold 5 Resistance Poison 5
____________________________________________________
Speed 15 feet, swim 25 feet
Compression The Os Minog can move through a
hole 1 foot wide without squeezing and 6 inches
wide with squeezing.
Ambush Predator (30 feet) Requirements
The Os Minog is hiding in water Effect The Os
Minog moves up to 30 feet through water to-
wards a creature that has not detected it and
makes a tentacle strike. The creature is
flat-footed against the strike.
Melee tentacle +13 (agile, reach 10 feet) Dam-
age 2d6+5 bludgeoning plus Grab
Melee beak +14 Damage 2d8+7 piercing The
Octopus can only use the beak against a creature
that is grabbed or restrained by it.
Constrict 2d6+5 bludgeoning to a creature
grabbed or restrained by a tentacle.
Writhing Arms The Os-Minog makes up to
two separate strikes with different arms, each
8
W ood Evil
_____________________________________________________
AC 21; Fort +14 Ref +5 Will +14
HP 79; Immunities sleep Weakness cold iron 5
Resistances piercing 8
Stump form (at will) A Wood Evil can
assume its stump form, ridding itself of its facial
The Wood Evil is a malicious tree spirit, most features. In such a form it gains a +10 circum-
often the stump of a tree that was cut down in its stance bonus to disguise itself as a tree stump.
prime. The Wood Evil lives to draw others into Distress Call A Wood Evil can change its voice
trouble. This spirit is able to sense the world to sound like a humanoid of any gender or age.
around it for several miles, learning over time It can also emulate the distress calls of wounded
where dangers lurk. When it meets humans or animals.
other sentient beings it often tells them lies that
lead them into peril. A Wood Evil might send Predator Call The Wood Evil can make a
adventurers into a patch of quicksand or the lair high pitched call that most humanoids cannot
of a beast, give them bad directions that lead hear but most predatory animals can. When it
them into a dangerous section of the forest or works in tandem with local predators, it often
have them pursue an inane quest just as a storm uses the call when someone is near to attract the
is growing. predator. The call has a range of one mile.
_____________________________________________________
It’s not uncommon for predatory creatures to Speed 5 feet, burrow 5 feet
lurk near the Wood Evil, and intelligent crea- Melee jaws +13 Damage 2d12+6 bludgeoning
tures may even work with it. When the Game Melee roots +13 Damage 2d6+2 reach, grab,
Master puts a Wood Evil in an encounter, they constrict.
should have an idea of what trick it will employ. Constrict 2d6+2 bludgeoning to creatures
grabbed or restrained by the roots.
A Wood Evil will occasionally make bargains Primal Innate Spells DC22, attack +14 3rd an-
with humans and sometimes befriend them but imal vision (at will), blindness (2/day) 2nd entan-
its bitter nature makes such friendships short- gle (2/day), speak with animals (at will) 1st charm
lived. Eventually, it will seek to bring about the (1/day) gust of wind (1/day), spider sting (2/day),
ruin of any humanoid it encounters. There are ventriloquism (at will).
stories of Wood Evils befriending children how-
ever these are rare and no sane village allows
their children to play with a Wood Evil as it’s
more often been known to eat them.

Recall Knowledge - Fey (Nature) DC30

WOOD EVIL  CREATURE 5


Rare* NE * Medium * Fey * Spirit
Perception +14, darkvision, lifesense
Str +4 Dex +2 Con +6 Int +5 Wis +6 Cha +6
Languages Usually Common plus whatever lan-
guage is spoken regionally
Skills Deception +17, Nature +15, Occultism +12,
Religion +8, Society +12
Region Sense A Wood Evil can sense its sur-
roundings in a seven-mile radius, sensing all
creatures, natural features, hazards, and other
general information. It uses this to direct people
towards danger. 9
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11
Check out more from the
Gremlin Brothers
The Siege of Castle Savinoy
There is war in the River Kingdoms! Castle Savinoy is
under siege and the party is trapped inside. Can they
hold the walls against the coal-mad coalers of Darkkart,
the burly Helven Hammers and the tricks of the devious
Hobgoblin siege master Direov the Cold?

What has motivated Lord Wulfen’s brother to drain


his meager coffers and go for war. There is something
he wants - but what? And stranger still are the alien
growths in the tunnels beneath Castle Savinoy. Find it
here

Dark Days at Castle Savinoy


The siege continues! Can the party figure out what ill
has befallen Lord Wulfen before it’s too late? When
Wulfen’s scouts send word that the enemy’s necroman-
cer has left the safety of the army camp for the sprawling
graveyard known as the Murvite, the party is sent on an
assassination mission! Their actions are sure to enrage
dark forces!

All out battle ensures and they need to hold the gate
against a massive ram pushed by giant war zombies if
they are to live through the day. Find it here:

The End of Days


The End of Days Campaign is a 20-part campaign by the Gremlin Brothers ONLY on Pathfinder
Infinite. Each release contains battle maps, screenshots, and more! There are appendices for
new monsters and magic, plus bonus goodies like animated shots, tokens and other stuff for
this campaign or yours. Check out our Game Master’s Guide, Player’s Guide and Pre-Generated
Characters only on Pathfinder Infinite!

12
Here by beasts!
7 New and Horrible
Beasts
Murder Clowns
The Coal Hills Horror
Dhampir Count
Abyssal Warhounds
Os-minog
Wood Evils
Grave Risers

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