North American Monsters

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A-senee-ki-wakw (Stone Giant), Adlet, Ahkiyyinni, Akhlut, Alligator Snapping Turtle, Altamaha-Ha, Argopelter, Aurochs, Avanyu,


Baykok, Bat, , Bear Black, Bear Brown, Bear Polar, Beaver, Beaver Women, Bigfoot, Bison/Buffalo, Bonhomme sept-heures, Brumal Pinemaiden , , , , ,


Cadborosaurus willsi*~(New)

Cave Lion*~ (New)

Celestial Badger *~(New)

Celestial Black Bear *(New)

Celestial Bison *~(New)

Celestial Dire Lion *~(New)

Celestial Dog *(New)

Celestial Eagle *~(New)

Celestial Lion*~(New)

Celestial Owl *~(New)

Celestial Porpoise *~(New)

Champ *(New)






Deer Woman*(New)



Dire Creature

Dire Ape *

Dire Badger *

Dire Bat*~

Dire Bear*~

Dire Boar*~

Dire Dog*(New)

Dire Lamprey*~ (New)

Dire Lion*~

Dire Rat*~

Dire Shark*~

Dire Snake*~ (New)

Dire Toad*

Dire Tortoise*~

Dire Turkey*(New)

Dire Walrus*~(New)

Dire Weasel*~

Dire Wolverine*~

Dire Wolf *~

Dust Devil*~(New)



Eagle Giant*~


Fiendish Creature*~

Fiendish Boar*~(New)

Fiendish Bear Black*~(New)

Fiendish Dire Bat*~(New)

Fiendish Crane Giant*~(New)

Fiendish Alligator /Crocodile *~(New)

Fiendish Giant Alligator/ Crocodile *~(New)

Fiendish Dire Rat *(New)

Fiendish Dire Shark *~(New)

Fiendish Dire Wolf * (New)

Fiendish Hawk *~(New)

Fiendish Monstrous Centipede*~(New)

Fiendish Monstrous Scorpion*~(New)

Fiendish Monstrous Spider*~(New)

Fiendish Octopus *~(New)

Fiendish Raven *~(New)

Fiendish Shark, Medium *~(New)

Fiendish Snake Constrictor*~(New)

Fiendish Snake Giant Constrictor *~(New)

Fiendish Snake Viper *~(New)

Fiendish Wolf *(New)


Giant Storm*




Sheep (Herd Animal)

Sheep, Ram, (Herd Animal)


Honey Island Swamp Monster *(New)





Jogah Ga-hon-ga *(New)

Jogah Oh-do-wa*(New)







Lake Iliamna Monster*(New)


Lizard Monitor*~




Mothman*~(New) 6











Pukwudgie*(New) 7


Qallupilluk *(New)


Raccoon, Giant*~(New)

Rat*~ 1/8





Snake Constrictor*~

Snake Viper*~




Swan, Trumpeter Swan


Terichik *

Thunderbird lesser *~ (New)

Thunder Bird *(New)



Troglodyte by dark-wildcard07

Troglodyte, Troglodyte Chieftain

Troglodyte Chieftain CR 8

Source Monster Codex pg. 217 (Amazon)
XP 4,800
Troglodyte barbarian 2/druid (cave druid) 6 (Pathfinder RPG Advanced Player’s Guide 99)
CE Medium humanoid (reptilian)
Init +4; Senses darkvision 90 ft.; Perception +12
Aura stench (30 ft., DC 14, 10 rounds)


AC 21, touch 11, flat-footed 21 (+4 armor, +9 natural, –2 rage)
hp 100 (10 HD; 8d8+2d12+46)
Fort +14, Ref +4, Will +10; +2 vs. abilities of aberrations and oozes
Defensive Abilities uncanny dodge; Resist fire 10


Speed 50 ft.
Melee +1 greataxe +15/+10 (1d12+8/×3), +1 bite +10 (1d4+4) or +1 bite +15 (1d4+8), 2 +1 claws +15 (1d4+8)
Ranged javelin +7 (1d6+7)
Special Attacks fire bolt (1d6+3 fire, 6/day), rage (7 rounds/day), rage powers (moment of clarity), wild shape 1/day (can adopt ooze form but not plant form)
Druid Spells Prepared (CL 6th; concentration +9)
3rd—fireballD (DC 16), greater magic fang (2), swarm of fangs (DC 16)
2nd—barkskin, bull’s strength (2), produce flameD, stone callAPG
1st—burning handsD (DC 14), cure light wounds (2), longstrider, pass without trace
0 (at will)—create water, detect magic, know direction, mending
D domain spell; Domain Fire


Before Combat The chieftain casts bull’s strength and greater magic fang on both himself and one ally, then castsbarkskin on himself.
During Combat While his enemies are still at range, the chieftain casts swarm of fangs, stone call, and other attack spells. When cornered in melee, he rages and attacks with his greataxe.
Base Statistics When he’s not raging, and without barkskin, bull’s strength, and greater magic fang, the chieftain’s statistics are AC 20, touch 13, flat-footed 20; hp 84; Fort +12, Will +8; Melee +1 greataxe +13/+8 (1d12+6/×3), bite +7 (1d4+2) or bite +12 (1d4+5), 2 claws +12 (1d4+5); Ranged javelin +7 (1d6+7); Strength 16, Constitution 13; CMB +12, CMD 22.


Strength 24, Dexterity 11, Constitution 17, Intelligence 10, Wisdom 16, Charisma 13
Base Atk +7; CMB +14; CMD 22
Feats Combat Casting, Improved Initiative, Lightning Reflexes, Power Attack, Toughness
Skills Diplomacy +7, Intimidate +10, Knowledge (dungeoneering) +2, Knowledge (religion) +6, Perception +12, Sense Motive +9, Spellcraft +9, Stealth +3, Survival +5
Languages Draconic, Druidic
SQ fast movement, lightfoot, nature bond (Fire domain), nature sense, tunnelrunner, wild empathy +7 (influence oozes, not magical beasts)
Combat Gear potions of cure moderate wounds (2), scroll of meld with stone; Other Gear mwk chain shirt, +1 greataxe, javelins (5), belt of incredible dexterity +2, bag of gemstones


Environment any underground

Most ferocious troglodyte chieftains earn their positions by killing and eating their predecessors. Almost all chieftains practice some form of divine magic, and they must be strong—and cruel—to reign over their fractious, savage tribes. Troglodyte chieftains often wear fine metal items claimed from other creatures that they or their subjects have killed.


Troglodyte CR 1

Source Pathfinder RPG Bestiary pg. 1 (Amazon)
XP 400
CE Medium humanoid (reptilian)
Init –1; Senses darkvision 90 ft.; Perception +0
Aura stench (30 ft., DC 13, 10 rounds)


AC 15, touch 9, flat-footed 15 (–1 Dexterity, +6 natural)
hp 13 (2d8+4)
Fort +7, Ref –1, Will +0


Speed 30 ft.
Melee club +2 (1d6+1), claw –3 (1d4), bite –3 (1d4) or2 claws +2 (1d4+1), bite +2 (1d4+1)
Ranged javelin +0 (1d6)


Strength 12, Dexterity 9, Constitution 14, Intelligence 8, Wisdom 11, Charisma 11
Base Atk +1; CMB +2; CMD 11
Feats Great Fortitude
Skills Stealth +5 (+9 in rocky areas); Racial Modifiers +4 Stealth (+8 in rocky areas)
Languages Draconic


Environment any underground
Organization solitary, pair, clutch (3–6), squad (7–12 plus 1 cleric or druid of 3rd level and 1–2 monitor lizards), or band (20–80 plus 20% noncombatants,1 chieftain of 3rd–6th level, 1–3 clerics or druids of 3rd–6th level, and 3–13 monitor lizards)
Treasure NPC gear (club, 3 javelins, other treasure)

The troglodyte is a feral, savage cave dweller. They are among the most populous denizens of the upper reaches of the endless caverns of the underworld, equally at home raiding the settlements of those who dwell above or below ground, yet for all their race’s fecundity and sprawl, as a whole they represent only a minor threat. At times, great leaders can draw legions of troglodytes to their command to create vast and deadly armies, but left to their own devices, troglodyte tribes are content to keep each other under control with numerous feuds, cannibalistic raids, and bitter civil wars.

The troglodyte is one of the oldest of intelligent races, and ruins found in some remote caverns testify to the fact that their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races—while those races hid in caves and worshiped fire, the troglodytes raised vast cities of stone ziggurats and twisting canals, kept other races as slaves, and worshiped ancient and inhuman gods and demons. Yet as the other races evolved and grew increasingly civilized, they outstripped their onetime troglodyte oppressors. Today, the roles have changed—now it is the troglodyte that hides in caves and lives the life of a feral savage.

Religion is strong among troglodyte tribes, and their shamans and priests are universally the highest regarded members of a clan. A troglodyte chieftain is not always a cleric or druid, but those who do not have divine power are usually mere mouthpieces and puppet lords that answer to the beck and call of the local seer or shaman. Troglodytes generally worship one of the countless demon lords, particularly those of a reptilian or primeval shape and form or those whose Abyssal domains most closely resemble the tangled caverns troglodytes prefer. Troglodyte druids are usually neutral evil if they dwell with their own kind (and are universally feared and respected for the eerie command they have over beasts).

A typical troglodyte stands about 5 feet tall and weighs 150 pounds.

Troglodyte Variants

Source Monster Codex pg. 212

Although most troglodytes are represented by the cavedwelling creatures documented in the Pathfinder RPG Bestiary, after untold millennia, several troglodyte variants have evolved from the ancient xulgath bloodline and adapted to life in different environments and climates.

Enlightened Troglodytes (CR 2): These troglodytes dwell far deeper underground than most of their kind. Less bestial than other troglodytes but just as vile, they use their intelligence to enslave more primitive races. They become experts at taming beasts to serve as mounts and sentries.

An enlightened troglodyte’s ability scores are Strength 14, Dexterity 17, Constitution 16, Intelligence 12, Wisdom 13, and Charisma 13. A typical enlightened troglodyte’s skills (not counting ranks gained through class levels) are Handle Animal +6, Stealth +5 (+9 in rocky areas), and Perception +3.

Kaergath (CR 1/2): Squat, warty, and diminutive, these troglodytes average just under 4 feet tall and weigh 180 pounds. Kaergaths have dull reddish-brown scales and huge, square teeth, but lack the claws of the other troglodytes. Native to the upper reaches of the subterranean wilderness underneath trackless deserts and sun-scorched badlands, kaergaths are known for their ability to burrow through sand, their expertise with the javelin, and their preference for the flesh of humanoid children.

Kaergaths are troglodytes with the young simple template and the ability to burrow through sand and loose earth (but not stone) at a rate of 20 feet per round. They gain a +1 racial bonus on attack rolls with javelins. Kaergaths have a bite attack that deals 1d8 points of damage, but do not have claw attacks.

Troglodyte Paragons (CR 5): Although most of the ancient xulgath race perished with the collapse of its great empire long ago, a few powerful individuals survived. These ancient troglodytes went into hiding in the deep places of the world, and though many of them perished, fled to other planes, or retreated into lichdom, a few sought refuge in magical stasis. Over the long centuries, troglodyte paragons have from time to time awakened from their magical slumber. Though some have sought out modern troglodytes in an effort to elevate them and reclaim the glory of their lost civilization, most troglodyte paragons despise their degenerate descendants. Distinguished from common troglodytes by their glowing, emerald eyes and goldtinged scales, troglodyte paragons are long-lived, with maximum lifespans averaging 400 years. Troglodyte paragons are extremely paranoid and obsessed with self-preservation. Most troglodyte paragons have class levels in cleric or sorcerer.

Troglodyte paragons are Large troglodytes with 7 Hit Dice. Their natural armor bonus increases by 2, their claw attacks deal 1d8 points of damage, and their bite attacks deal 1d6 points of damage. Troglodyte paragons have the following ability scores instead of the standard troglodyte ability scores: Strength 22, Dexterity 9, Constitution 16, Intelligence 13, Wisdom 10, and Charisma 15. They can use the following spell-like abilities: constant—arcane sight; at will—hypnotism, speak with animals (dinosaurs and reptiles only); 3/day—cause fear, charm monster. Troglodyte paragons with at least 14 Hit Dice (including both racial HD and those from class levels) can also use dominate monster once per day. A typical troglodyte paragon’s skills (not counting ranks gained through class levels) are Intimidate +9, Perception +7, Stealth +10 (+14 in rocky areas).

Tupilaq*~(New) 7



Underwater panther*~(New)





Venus Flytrap Giant *~(New)


Wampus cat*(New)


Wendigo *~(New)



Whale Baleen *~

Whale Cachalot*~

Whale Orca*~

Winter Wolf *~(New)

Witch Tree*(New)




native american bordernative amer
  <table width= To North American Campaign

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