Monster Core Preview: Monsters Resurrected!

Wednesday, January 24, 2024

Logan Bonner here. Your Pathfinder Lead Designer is on the run from creatures ghastly and ravenous. That can only mean that Pathfinder Monster Core is drawing nearer! On March 27, prepare to get raided by everything from aeons to zombies! This is the third of the core books for the Pathfinder Second Edition Remaster Project. It compiles monsters from the Bestiary series along with some choice cuts from other books and some brand-new creatures.

A layout of Monsters from the Monster Core Book: Left to right: a Vordine Devil, a Smaranava Naga, a redcap, a caldera oni, and a sedacthy marauder

Left to right: a Vordine Devil illustrated by Gunship Revolution, Smaranava Naga illustrated by Ivan Koritarev, redcap illustrated by Gunship Revolution, caldera oni illustrated by Gunship Revolution, and sedacthy marauder illustrated by Sammy Khalid


Design Goals

Overall, monsters were working well statistically and thematically, so there weren’t any changes to the basics of how monsters work. Instead, we focused on making the book gorgeous, expansive, and full of great monsters! We had several big goals for Monster Core.

Match the Remaster Rules: We adjusted monster rules that needed to match new terminology or rules. For instance, changing “negative healing” to “void healing,” using “Reactive Strike,” and swapping out spells that were in Core Rulebook, but not Player Core.

Collect the Greatest Hits: The most classic monsters mingle with new creations! This book is focused on creatures that you can use over and over in all sorts of games. Most creatures came over from the first Bestiary, with some updates. But we also graduated some monsters that appeared in Bestiary 2 and Bestiary 3 to the main monster book, including serpentfolk, herexens, marsh and shadow giants, phantoms, scarecrows, and more! Monster Core also brings several Pathfinder First Edition monsters into Second Edition, including bogwids and the sargassum heap (formerly sargassum fiend).

Replace Some OGL Monsters: We cut several creatures that we were using from the OGL as we move to the ORC license and a set of creatures more specific to Pathfinder and Golarion. Where possible, we put in creatures that fill a similar role in adventure-building. For example, the sargassum heap mentioned above replaces another lurking 6th-level plant creature! We’ve also created exciting new devils, dragons, and other new threats in classic categories.

Match the Mythology: For a great many creatures that originated in folklore, their abilities and look were based on sources like pulp novels and TV shows. Eleanor Ferron spearheaded an effort to take creatures like rakshasa, oni, dragon turtles, and coatls closer to their source material. Making them more authentic while ensuring they still match Golarion’s lore was a massive undertaking!

Pack it Full!: Lastly, we wanted to include as many monsters as we could reasonably fit. Variety makes for memorable campaigns, adventures, and encounters, so getting more monsters in the book was great. The book is longer than the first Bestiary, but beyond that, we fit more stat blocks into several sections—dinosaurs have the same number of pages, but 10 creatures instead of seven.

There were also some changes that weren’t primary goals. Low-level monsters had high AC too often, and Michael Sayre did a pass to make the low-level experience more even. There wasn’t a level –1 plant or fungus for summon plant or fungus, so Landon Winkler made the sprigjack, a weaker twigjack.


Wrap Battle

On streams and other previews, we’ve talked quite a bit about hags, devils, and other monsters that had pretty big revisions. Let’s take a moment to go over an example of a smaller change. Mummies, beyond being classic horror monsters, make for great undead to include in musty tombs and dungeons. But the Bestiary version was primarily based on causing despair and imposing a rotting curse. They can be pretty static, so we were looking for something new to put into our basic mummies to make them more interesting, much like we reassessed them when creating new mummies for Book of the Dead.

Since the mummy guardian and mummy pharaoh were originally created with sophisticated chemical processes, we landed on an alchemical theme. You can see the special actions the mummy guardian can now use in combat, and how they reinforce the creature’s theme in a unique way!

A mummy reaching out towards the viewer

Illustrated by Jorge Fares


Mummy Guardian — Creature 6

Medium, Mummy, Undead, Unholy
Perception +16; darkvision
Languages Necril, plus any one language they knew while alive
Skills Athletics +15, Stealth +11
Str +4, Dex +0, Con +2, Int –2, Wis +4, Cha +2
AC 23; Fort +14, Ref +10, Will +16

HP 125, void healing (page 360); Immunities bleed, death effects, disease, paralyzed, poison, unconscious; Weaknesses alchemical 5 (see alchemical weakness), fire 5

Alchemical Weakness The guardian’s weakness to alchemical items not only applies to damage from alchemical items, but the guardian also takes 5 damage when splashed with non-damaging alchemical items or dosed with alchemical poisons, even if they’re immune to their other effects.

Blighted Consumption [reaction] (curse, divine, poison) Trigger A creature within 30 feet eats or drinks (including an alchemical item or potion); Effect The food or drink burns like the caustic substances fed to the mummy before its death. If the creature fails a DC 24 Fortitude save, they become sickened 2 after they finish the consumption and can’t reduce their sickened condition while within 30 feet of any mummy.

Speed 20 feet

Melee [one-action] fist +16 (agile), Damage 2d10+7 bludgeoning plus Choking Pain

Choking Pain [one-action] (divine, illusion, mental, void) Requirements The mummy’s last action was a successful fist Strike; EffectThe mummy shares the pain of its dying moments with the target of that Strike. That creature takes 3d8 void damage with a DC 24 basic Will save. If the creature critically fails the saving throw, it can’t speak for 1 round, including to Cast a Spell.


More Monsters!

If you’d like some extra looks into what we’re cooking up for this book, check these out!

More Paizo Blog.
Tags: Pathfinder Pathfinder Remaster Pathfinder Roleplaying Game Pathfinder Second Edition
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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Raven Black wrote:

Awesome points, Sibelius.

Also, most Fiends are not really born evil. Many are the evolution of evil souls from mortal creatures who chose to do evil deeds.

So, it is still evil by choice rather than evil by nature.

That is undercut a bit by fiends normally not remembering their past. You could say that the people whose essence gets turned into fiends deliberately chose evil, but a fiend is created out of "essence of evil" and therefore did not get to choose.

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

About the talk of the "always" evil stuff in Pathfinder, WAY before the remaster, we already had a city full of planar creatures with different alignments than their peers, like non-chaotic proteans, non evil devils, etc... Baskaral!

So no need to change anything... ALL creatures could always change alignments, and/or be an alignment that is not the one written in the bestiary, that mainly contain a description of the kind of individual that adventurer are most likely to fight. So yeah, there could probably be non-holy angels, and non-unholy devils. xD ... Non unholy undead now becomes the less likely though, as there have been a clear distinction that "phantoms" and other spirits were usually the non void-using "not alive" creatures... and for undead, the "unholy" trait migth work more as a "burden", like... the trait doesn't do anythign by itself. Some holy attacks don'T even do anything special on an unholy creature, if it doesn't have any specific weakness to it... so I could see a good, kind, generous undead still having the unholy trait just because its body uses void energy to fuel its fake life.

(And heck, if a Demon Lord could change to non evil and ascend as full deity... yeah... would be weird if ANYTHING was fixed forever... xD )


I'm very curious to see what post-Remaster Aeons look like. I don't expect a lot of changes, but with cosmic Law de-emphasized, their role becomes a little more interesting.


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Elfteiroh wrote:

and for undead, the "unholy" trait migth work more as a "burden", like... the trait doesn't do anythign by itself. Some holy attacks don'T even do anything special on an unholy creature, if it doesn't have any specific weakness to it... so I could see a good, kind, generous undead still having the unholy trait just because its body uses void energy to fuel its fake life.

(And heck, if a Demon Lord could change to non evil and ascend as full deity... yeah... would be weird if ANYTHING was fixed forever... xD )

But holy and unholy AREN'T designed to be meaningless tags at all: "The holy trait indicates a powerful devotion to altruism, helping others, and battling against unholy forces like fiends and undead. The unholy trait, in turn, shows devotion to victimizing others, inflicting harm, and battling celestial powers."

"Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy."
" Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy."
So no, "a good, kind, generous undead still having the unholy trait" simply can't exist at all. Someone on the border, conflicted, on the path to redemption in the story - maybe. Really good - just no way.
Also gods and their servants can be unholy. Actually about half (or third) of them are. Well, probably not gods themselves as they don't have statblocks and real traits, only their servants and allies.


I think the thing with Fiends is that Hell is lawful and evil, and devils are made from Hell stuff so they're generally lawful and evil, but each individual devil is still an individual thus the way they are lawful and/or evil is specific to that individual. Like you can have a devil who believes that Asmodeus should rule over all reality in strict hierarchy where rulebreakers are punished, but since we don't live in that world yet the devil is patient with mortals who don't yet know better, but whose cruelty towards those who should know better (i.e. other devils) is troubling.

The fact that Hell is itself lawful and evil is just the integration of everything that makes up Hell.

At least, that's how I would handle Outsiders.


The Raven Black wrote:

Awesome points, Sibelius.

Also, most Fiends are not really born evil. Many are the evolution of evil souls from mortal creatures who chose to do evil deeds.

So, it is still evil by choice rather than evil by nature.

Yeah unholy fiends aren't what I'd call "deterministically evil" or "born evil" or anything like that.

They're the natural evolution of truly vile mortals justifiably damned to the netherworld upon death. The alternative is that mad scientists and mass murderers get to go to heaven same as everyone else... which is pretty gross.

Or to put it another way, a pit fiend isn't "born bad." She probably started out as a corrupt corporate executive, died, went to Hell, and worked her way up the chain of command with thousands of temptations and hundreds of atrocities.


magnuskn wrote:
The Raven Black wrote:

Awesome points, Sibelius.

Also, most Fiends are not really born evil. Many are the evolution of evil souls from mortal creatures who chose to do evil deeds.

So, it is still evil by choice rather than evil by nature.

That is undercut a bit by fiends normally not remembering their past. You could say that the people whose essence gets turned into fiends deliberately chose evil, but a fiend is created out of "essence of evil" and therefore did not get to choose.

It's also undercut a bit by how most fiends are made. Devils get tormented until they devolve into lemures; daemons arise from souls who are mercilessly and ceaselessly hunted until Abaddon warps them; demons are born from the Outer Rifts, which are sentient and evil, ingesting their souls and contorting them, maybe even splitting them, into new forms. It's arguable how much opportunity any of those souls have for redemption when those kinds of circumstances are lined up against them. Iunno, it'd be a fun thing to play around with in a home game, at least.

keftiu wrote:
I'm very curious to see what post-Remaster Aeons look like. I don't expect a lot of changes, but with cosmic Law de-emphasized, their role becomes a little more interesting.

Maybe they'll fall back more on the narrative role as the cosmos' immune system, and be less cosmic cops. That'd be neat.

Paizo Employee Digital Products Lead

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Balfuset wrote:
One thing I've been curious about for a while now and figured I'd ask - for those of us who use Foundry VTT and have purchased the Betiary token pack - will that module be updated to reflect the new Monster Core monsters or will you be releasing a new module to cover the new Remastered content?

We're still working out the details, but the most likely scenario is that a Monster Core token pack would be a separate release that maps to the actors that will be included in the upcoming Monster Core compendium, while the tokens in the current Bestiary token pack will continue to map to the actors in the three existing Bestiary compendiums.

It's possible (but not guaranteed) that we might be able to enable some crossover so that, say, if you had the Bestiary pack but not the Monster Core pack, you would see tokens mapped to Monster Core actors representing Bestiary monsters that didn't get new art (and vice versa). But for the most part they'll be treated as different collections of monsters, since, well, they are.


Elfteiroh wrote:
About the talk of the "always" evil stuff in Pathfinder, WAY before the remaster, we already had a city full of planar creatures with different alignments than their peers, like non-chaotic proteans, non evil devils, etc... Basrakal!

Indeed, Basrakal is a really interesting place! It was one of the planar locations that made me start paying attention to specific sites in the planes as places in their own right rather than focusing on the general vibe of the plane as a whole and the places within as miscellaneous examples of that theme.

Somewhat relatedly, I've come to think of immortals/the-creature-type-formerly-known-as-Outsiders as something like a weird magical form of AI built out of Spirit and therefore also incidentally self-aware. Like, I imagine the original angels, devils, proteans, etc. were basically created (for a relative definition of created) as lumps of spirit given a certain behavioral script written into their very being, but I like to imagine that because of the very nature of spirit, you can't really have a spirit and a mind without also getting a personality, so with whatever room is left over from the basic commands and specific roles (like "this demon is the sin of wrath", "this psychopomp's job is to guard the Boneyard from threats") is free space to store memories and individuality of the being. Each immortal might be different, with some dedicating themselves to being nothing more than their role, while others find wiggle room within their basic job description... and of course some rare few end up breaking from their assigned role so severely that it changes or breaks part of their code and they leave or become something else.

Liberty's Edge

Sibelius Eos Owm wrote:
Elfteiroh wrote:
About the talk of the "always" evil stuff in Pathfinder, WAY before the remaster, we already had a city full of planar creatures with different alignments than their peers, like non-chaotic proteans, non evil devils, etc... Basrakal!

Indeed, Basrakal is a really interesting place! It was one of the planar locations that made me start paying attention to specific sites in the planes as places in their own right rather than focusing on the general vibe of the plane as a whole and the places within as miscellaneous examples of that theme.

Somewhat relatedly, I've come to think of immortals/the-creature-type-formerly-known-as-Outsiders as something like a weird magical form of AI built out of Spirit and therefore also incidentally self-aware. Like, I imagine the original angels, devils, proteans, etc. were basically created (for a relative definition of created) as lumps of spirit given a certain behavioral script written into their very being, but I like to imagine that because of the very nature of spirit, you can't really have a spirit and a mind without also getting a personality, so with whatever room is left over from the basic commands and specific roles (like "this demon is the sin of wrath", "this psychopomp's job is to guard the Boneyard from threats") is free space to store memories and individuality of the being. Each immortal might be different, with some dedicating themselves to being nothing more than their role, while others find wiggle room within their basic job description... and of course some rare few end up breaking from their assigned role so severely that it changes or breaks part of their code and they leave or become something else.

There is no spoon.


For those asking about pawns.

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