Pathfinder Bestiary 3

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Pathfinder Bestiary 3
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With more than 300 classic and brand-new monsters, this 320-page beautifully illustrated hardcover rulebook completes the collection of creatures begun in the first two Pathfinder Bestiary volumes. From classic creatures like clockworks and tooth fairies, returning favorites like imperial dragons and mighty titans, to brand-new menaces found all over Golarion, this must-have tome of monsters designed to challenge characters of any level is an essential companion to your Pathfinder game!

Pathfinder Bestiary 3 includes:

  • More than 300 monsters drawn from mythology and folklore, genre classics, and more than a decade of Pathfinder, with plenty of new monsters too!
  • Gorgeous full-color illustrations on nearly every page!
  • Comprehensive monster lists sorted by level, type, and rarity to help you find the right monster for any situation!
  • Universal monster rules to simplify special attacks, defenses, and qualities like grab, swallow whole, and regeneration.
  • Detailed lore sidebars offering additional information about even more of Pathfinder’s most popular friends and foes!

ISBN-13: 978-1-64078-312-6

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Monstrous

5/5

Follows Bestiary 1 and 2. A lot of fun new creatures.


5/5


Yup, it's a bestiary alright

5/5

5 stars for the Wayne Reynolds art on the cover.


Core bestiaries truly feel complete now

4/5

So with this book, almost all major creature groups from 1e are in(I think missing ones are Manasaputra, Nightshades, Demodands, and my favorite Gigas that I will never give up upon ;D I mean I do want Azi back but they haven't been seen since 3.5) and almost every summon monster spell has something to summon for spell levels 1-10. You can really see why they said this is final of core bestiaries.

I took month to review this book since I was for some reason not as excited about this book after getting it than up to its review and I wanted time for hype and such to set down so I would figure out why and I think its combination of three things: 1) there is bit of feeling of emptiness to know that this is the "final core bestiary" even though obviously there will be more bestiary entries in future even if they come in different form 2) first two bestiaries were extremely exciting with second one being even more exciting for me than the first one, so that kinda set up even higher expectations for me for third one 3) since this is third bestiary, some inconsistencies I were willing to ignore in first two ones(such as remorhaz entry vs frost worm entry) are harder to ignore here just because its third one.

Now I don't say book is worse because of my art nitpicks, far from it, its still great book with great art, monsters, lore and mechanics. I think its only fault really comes down to "Its kind of what you'd expect for rounding up core bestiaries". I mean of course for me there is the uncanny feeling of "oh my favorite monsters look really different in art now" for some of them, but I don't think that is really that major thing here. Thing is that sometimes good bestiary is just good bestiary, it doesn't always need to be "greatest bestiary ever!" and other superlatives, with this book 2e has majority of its old bigger content back and new cool things as well and its swell. So thats why I think 4 stars is pretty appropriate, its great book, but not every great book needs to be 5 stars.

That doesn't prevent me from nitpicking things though x'D:
Okay so already posted my full nitpick list on the message board so I'm only going to bring up stuff that sticks out to me still month later. So that means no bringing up "but aww 1e version of this art was really cool" or "I think its weird that this monster looks bit different now" or "I thought picture is great but needs more colorful palette" nor "Nikaramsa entry didn't confirm my theory they are result of Sarenrae's mistake to smite Gormuz!" If ye want to know my full first impression nitpick list, just read that instead xD

Its really hard to tell when the monster is supposed to have new appearance and when its just case of artist being different when monster description is same as in 1e. Like Galvo in 1e was basically humanoid swarm of eels and its physical description sounds same here, but art looks like one big heel humanoid.

This is big deal to me since lot of gm just look at monster picture without actually reading their lore ^_^; Though in this case at least the swarm form ability will remind them of there being something weird about galvo's case.

Some of lore entries feel inconsistent with 2e's development, android article kinda makes it sound like Technic League is still around. Like sure yeah androids in 2e are still bit paranoid of other people because of past history, but they aren't forced to hide themselves to same degree now that Technic League has broken down.

Then there are things like Kami not speaking Senzar and Nagaji not having their own language from 1e. Its bit hard to tell if that is change on purpose or case of language being so obscure it got forgotten. Senzar hasn't gotten mentions in 2e yet outside of society scenarios I think so it could have gotten removed(it wasn't mentioned in starfinder kami either), but if it is still a thing, it SHOULD be in kami's entries. But I do think it is plausible that senzar was just removed completely in 2e, but I guess we'll see eventually.

That last one might sound like minor nitpick, but its same situation as necril in 1e or sinspawns and thassilonian. So 3.5 RotR bestiary entry sinspawn and rune giants spoke thassilon, but generic setting bestiary ones didn't, so whenever you encountered sinspawn in thassilonian ruins in 1e pathfinder society, they only spoke aklo because that is what bestiary referred to. Same way no undead ever spoke necril as it was setting specific language making necril pretty useless language to learn. So if senzar still exists, if no kami speaks it then its only useful language to learn if adventure calls it out.

I also nitpick decision to make wolliped be common creature on golarion despite it originating from Triaxus. Like there really wasn't lot of implications in 1e that wollipede existed on golarion outside of triaxus, especially since text implies they have been on golarion for very long now. I would have preferred their presence on Golarion to have been recent development at least even if it was still relatively unknown :p Wollipede being exotic alien animal was part of their appeal in my opinion x'D

Okay nitpicks over, so I'm going to gush about some things I'm really into xD Not everything because that would make this review even longer, but you can assume I loved pretty much everything related to "oh hey this group of outsiders is back now" :p Plus stuff like brain child is what I assume everyone else also likes, so I'm gonna focus on stuff that is particularly up to my taste. I will also add as general rule that I love troop rules being back (and kinda wish splitting oozes had same feature of becoming smaller x'D)

Bone shiiiiiiip and all small details on how it was expanded, like it being decorated with hundreds of soul gems and what its vehicle stats would be like if you pilot it :D

Even after month later, most memorable of "totes not future ancestries" is buso farmer :'D And they are only ones I'm unsure of whether it is meant to be ancestry since it doesn't have "buso" trait. Well anyway, there is something fascinating about culture that results from "Only type of meat these creatures can stomach is meat of sapient humanoids". Like sure they can eat vegetables so they could be vegetarians(and they have plant growing powers), but it still provides interesting questions of how culture such as them has developed.

That said I do dig stheno and all, they also have really cool lore tied to Shelyn and Lamashtu :D But yeah buso stood out to me by weirdness factor.

I do think skelm are one of best new things in the book. They are extremely unpleasant and good avatar of miserable behavior to punch in the face xD

I super duper dig aesthetic of love and hatred siktemporas :D Ouruboros and gurgist mortic art also among my favorites in the book.

Invidual small abilities/details I loved: Nikaramsa's Towering Stance. More details on Forsaken. Kimenhul's new art is great improvement on 1e one. Oh and Bauble Beast. That thing is so doofy xD


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Dark Archive

Pathfinder Adventure Path Subscriber
CorvusMask wrote:

On sidenote, huh interesting, tikbalang went complete change from CE explicitly malicious trickster to CN "not malicious but not particularly empathetic" trickster. I wonder if that is to make them more accurate to culture they are from?

(also yeah herexen are pretty obviously renamed huecuva, they are reaaaaally similar)

Weird they changed the name, but yay!


Remember that we got playable race stats for the Cecaelia and the adaro in PF1. Adlets are certainly not so far afield.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
DeciusNero wrote:
CorvusMask wrote:

On sidenote, huh interesting, tikbalang went complete change from CE explicitly malicious trickster to CN "not malicious but not particularly empathetic" trickster. I wonder if that is to make them more accurate to culture they are from?

(also yeah herexen are pretty obviously renamed huecuva, they are reaaaaally similar)

Weird they changed the name, but yay!

As far as I can tell, this is probably why they changed the name: Because Huecuva is name used for that type of undead in D&D and doesn't really have anything to do with origin of the word itself(which seems to be from quick googling from south american evil spirit named Huecuvus?). So its about same as changing Ettercap to Web Lurker and such

And Adaro and Cecaelia were CR 3 and 5 respectively, which aren't too far fetched to be like "Ah your level 1 cecalia is bit weaker right now than average member of species".

But again, while I am pointing this out, it doesn't make playeable Adlet impossible, since PC and NPC rules are quite different in 2e. But it would be first time we would have ancestry based on high level creature. I'm not particularly opposed to idea anyway, though obviously level 1 playable adlet wouldn't have all the cool storm and wind abilities they normally have

Dark Archive

Pathfinder Adventure Path Subscriber
CorvusMask wrote:
DeciusNero wrote:
CorvusMask wrote:

On sidenote, huh interesting, tikbalang went complete change from CE explicitly malicious trickster to CN "not malicious but not particularly empathetic" trickster. I wonder if that is to make them more accurate to culture they are from?

(also yeah herexen are pretty obviously renamed huecuva, they are reaaaaally similar)

Weird they changed the name, but yay!

As far as I can tell, this is probably why they changed the name: Because Huecuva is name used for that type of undead in D&D and doesn't really have anything to do with origin of the word itself(which seems to be from quick googling from south american evil spirit named Huecuvus?). So its about same as changing Ettercap to Web Lurker and such

Ah fair enough

Liberty's Edge

Pathfinder Adventure Path Subscriber

One disappointment I have is that there are still holes in the summoning spells not filled in by the 3 bestiaries.

For example, there is nothing that can be summoned by Animate Dead 9 that cannot be summoned by animate dead 8. There are no common level 12 or 13 undead.

Current Gaps

Animate Dead 9
Summon Construct 7
Summon Elemental 9

Dark Archive

1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Michael Hallet wrote:

One disappointment I have is that there are still holes in the summoning spells not filled in by the 3 bestiaries.

For example, there is nothing that can be summoned by Animate Dead 9 that cannot be summoned by animate dead 8. There are no common level 12 or 13 undead.

Current Gaps

Animate Dead 9
Summon Construct 7
Summon Elemental 9

Meanwhile I find it genuinely impressive that with summon animals, summon celestials, summon fiends, summon dragons, summon entity, summon plant and fungi, summon fey and summon giant included that those three spells are only heighten spell gaps left x'D

(Fun trivia: Out of those only fiends and entity(aberrations) have something for every level from 0-15 and, perhaps unsurprisingly, no list at this point has monster for every level from -1 to 15. Not particularly surprised by latter one since some of them start with level 1 or 5 instead of -1 and I don't think there is particularly need for level -1 fiends or giants/dragons/elementals/celestials/aberrations either. Heck would be kinda weird to have level -1 to 2 giants since they could lose to farmers quite easily.

I do find it impressive though how many lists are almost complete with -1 to 15 range with animals, plants/fungi and fey missing one each. (14 for animals and plants/fungi and 11 for fey. Though again not big deal in this context, since not sure why you would use level 10 spell to summon level 14 creature instead of 15 unless 14 just happens to have ability that would be useful)

Still bit disappointing to hear that three core bestiaries still leave summon heighten spell gaps, but its not big deal in that since they are for so high levels it won't bother most players and I believe eventually those gaps will be filled as well, so won't affect my review or opinion of the book. Just interesting to know and something to look forward to being filled later on.


Michael Hallet wrote:

One disappointment I have is that there are still holes in the summoning spells not filled in by the 3 bestiaries.

For example, there is nothing that can be summoned by Animate Dead 9 that cannot be summoned by animate dead 8. There are no common level 12 or 13 undead.

Current Gaps

Animate Dead 9
Summon Construct 7
Summon Elemental 9

Summon Construct 7- summons level 9 construct

Both Alchemical Golem (B1) and Clockwork Mage (B3) are level 9 but are also both uncommon.

Summon Elemental 9- level 13 elemental
Adult Magma Dragon and Consonite Choir, again both level 13 but both uncommon.

Same with Animate Dead 9, all 3 uncommon.


3 people marked this as a favorite.
Albatoonoe wrote:
Also loving all the new monsters. Anyone familiar with real life origins (if any) of the Skelm?

I believe it's a reference to recent political events. According to the lore, they wear horns, they form angry mobs, they riot in palaces, and they don't like women.


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Not to be overly negative, but this bestiary makes me miss being able to wild shape into specific monsters instead of just the ones in the spell. Some of the things in this book are so so cool and I wish players could turn into them!! At least we have summoning but it's not as exciting for me personally.

Also thank you for the pangolin!!


https://2e.aonprd.com/Monsters.aspx?ID=1082

Bone Ship. Cannonade ability. Is there a special MAP rule missing?

Quote:
Cannonade [two-actions] The bone ship makes four bone cannon Strikes, each targeting a different creature.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Dr A Gon wrote:
Albatoonoe wrote:
Also loving all the new monsters. Anyone familiar with real life origins (if any) of the Skelm?
I believe it's a reference to recent political events. According to the lore, they wear horns, they form angry mobs, they riot in palaces, and they don't like women.

Nah, they are just Finnish stereo- err basic stereotypes about angry old men who grew under toxic masculine culture and vent out their anger in worst way possible by abusing others

Grand Lodge Contributor

2 people marked this as a favorite.
CorvusMask wrote:
(also yeah herexen are pretty obviously renamed huecuva, they are reaaaaally similar)

The herexen is indeed designed around the same theme as the huecuva, and intentionally so. But mechanically speaking, the new creature really is re-designed from the ground up rather than just being renamed. All its abilities are new, and some of the abilities vary depending on which deity they served in life.


I had been hoping for new dinos but love the new vampires!


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I was kind of... meh about the selection of monsters in this one. A few were good. I was especially excited to see the festrog and the eurypterids. I was hoping for perhaps a ghorazag. There's just a bunch of stuff in here I don't see myself using, like, ever.

Dark Archive

2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Ched Greyfell wrote:
I was kind of... meh about the selection of monsters in this one. A few were good. I was especially excited to see the festrog and the eurypterids. I was hoping for perhaps a ghorazag. There's just a bunch of stuff in here I don't see myself using, like, ever.

Considering lot of stuff here is cool, I do recommend trying out new things ;D


Ched Greyfell wrote:
I was hoping for perhaps a ghorazag.

If it helps, that creature is mechanically quite close to the irlgaunt. If you used the pathfinder 1 artwork and put sickened and slow on the vomit attack, I doubt most players would notice.


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anyone know why the Nagaji Soldier (pg 182) doesn't speak Nagaji?


KaiBlob1 wrote:
anyone know why the Nagaji Soldier (pg 182) doesn't speak Nagaji?

Not all ancestries need their own language.

Wayfinders

1 person marked this as a favorite.
RexAliquid wrote:
KaiBlob1 wrote:
anyone know why the Nagaji Soldier (pg 182) doesn't speak Nagaji?
Not all ancestries need their own language.

Only that Nagaji appears to have been an already-established language for them in 1e, so it's either a weird unexplained retcon, or a straight-up oversight.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
RiverMesa wrote:
RexAliquid wrote:
KaiBlob1 wrote:
anyone know why the Nagaji Soldier (pg 182) doesn't speak Nagaji?
Not all ancestries need their own language.
Only that Nagaji appears to have been an already-established language for them in 1e, so it's either a weird unexplained retcon, or a straight-up oversight.

Might be an oversight, but more in a 1e context where they didn't need one.

Personally, I wish racial language wasn't a thing, because it usually tends to make languages as an active part of the game impractical to use. I'd rather have a more curated number, so the GM can use them and players can feel good investing in them.


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Note that there is no Nagaji language listed in the languages table on page 311. So, there probably no longer is such a language, and the native language of nagaji is now Draconic.


RexAliquid wrote:
KaiBlob1 wrote:
anyone know why the Nagaji Soldier (pg 182) doesn't speak Nagaji?
Not all ancestries need their own language.

No, but Nagaji have their own language. It was mentioned in the nonhuman languages section of the fists of the Ruby Phoenix Player's Guide.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

For same reason kami don't speak Senzar the language of spirits and kami? ;D

Grand Archive

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Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
KaiBlob1 wrote:
RexAliquid wrote:
KaiBlob1 wrote:
anyone know why the Nagaji Soldier (pg 182) doesn't speak Nagaji?
Not all ancestries need their own language.
No, but Nagaji have their own language. It was mentioned in the nonhuman languages section of the fists of the Ruby Phoenix Player's Guide.

Potentially a simple miscommunication.

People working on the bestiary might have looked at the PF1 bestiary 4 entry and saw "common and Draconic" as sole languages, and didn't think to look at the lore version, while those working on the AP had read everything about them to portray them correctly.
OR it was made specifically to be more setting neutral but that's not a goal for this edition... Or the freelancer thought it was still a goal, and there are so many monsters in that book that it slipped when the Paizo people looked at it. (Most probably that last one TBH...)

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Aaand finally reviewed this x'D


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Question (and possible errata): Why is the base jaws Strike damage of a normal skunk (1d8) greater than that of a giant skunk (1d6)?


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GM Piratey Steve wrote:
Question (and possible errata): Why is the base jaws Strike damage of a normal skunk (1d8) greater than that of a giant skunk (1d6)?

it's not 1d6 its 1d6+3. Skunk has an average damage of 4.5 (max 8), giant skunk has an average of 6.5. (max 9)


I'm not sure if this is the right place to report this, but on page 57 (XIUH COUATL) of the PDF, the monster's image is above some of the text for the stage 2 poison's damage.

Could we get a fixed PDF update please?

Marketing & Media Manager

MrDaso wrote:

I'm not sure if this is the right place to report this, but on page 57 (XIUH COUATL) of the PDF, the monster's image is above some of the text for the stage 2 poison's damage.

Could we get a fixed PDF update please?

I don’t expect any PDF corrections until the book sells out and needs to be re-printed.


Aaron Shanks wrote:
I don’t expect any PDF corrections until the book sells out and needs to be re-printed.

OK, well in that case could we get the text here so we know what's written under there? I'll add a note to my PDF to correct it in the mean time.

thanks!


2 people marked this as a favorite.
MrDaso wrote:
Aaron Shanks wrote:
I don’t expect any PDF corrections until the book sells out and needs to be re-printed.

OK, well in that case could we get the text here so we know what's written under there? I'll add a note to my PDF to correct it in the mean time.

thanks!

I copy-pasted the text from my pdf.

Quote:

Stage 2 2d10 poison damage, enfeebled 1, and –5-foot status penalty to all Speeds (1 round);

Stage 3 3d8 poison damage, enfeebled 2, and –10-foot status penalty to all Speeds (1 round)

Of course, it's also available on Archives of Nethys.


1 person marked this as a favorite.
Kelseus wrote:
GM Piratey Steve wrote:
Question (and possible errata): Why is the base jaws Strike damage of a normal skunk (1d8) greater than that of a giant skunk (1d6)?
it's not 1d6 its 1d6+3. Skunk has an average damage of 4.5 (max 8), giant skunk has an average of 6.5. (max 9)

I'm referring to the base jaws damage, not including the Strength modifier. It makes no sense for a Tiny skunk's base 1d8 jaws Strike damage to be bigger than that of a Large version of the same creature (1d6).


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Pathfinder Roleplaying Game Superscriber

Creatures aren't built the same as PCs, there is no such thing as base damage for them. They do the damage they do, independent of stats and items. On the next page you may notice the slithering pit has a strength modifier of +7 but its melee damage is 2d8+9.


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Fumarole wrote:
Creatures aren't built the same as PCs, there is no such thing as base damage for them. They do the damage they do, independent of stats and items. On the next page you may notice the slithering pit has a strength modifier of +7 but its melee damage is 2d8+9.

OK, I'm new to PF2, and you're right on your first point about monsters not being built the same way as PCs. But you're not entirely correct about things doing damage independent of stats. A skunk's supposed to be a Tiny thing with a Creature Rating of -1. According to the "Building Creatures" section of the Gamemastery Guide, the suggested damage ranges from 1d4 to 1d6+1 (which is the Extreme upper limit).

My (now-slightly-more) educated guess is that the skunk's damage of 1d8 is indeed a typo and should be 1d4. Going by the GMG guidelines, a skunk has an average accuracy with its strikes, meaning it should use the high damage column in the table or moderate if it has the agile trait (which a skunk's jaws attack does).

Moderate damage for a -1 Creature: 1d4.


Pathfinder Roleplaying Game Superscriber

I worded that poorly, by stats I meant ability scores, hence my comparison to the slithering pit's strength modifier.

1d8 seems acceptable to me, as it has the same average result as 1d6+1. Maybe skunks are just supposed to have extreme strike damage for their level.


Fumarole wrote:
Maybe skunks are just supposed to have extreme strike damage for their level.

Why would they? They're hardly considered apex predators.


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I have just recently read through the Pathfinder Second Edition Bestiary 3. For whatever reason (maybe I was just paying closer attention), this seemed like the best bestiary Paizo has released in years, especially in terms of the illustrations. Usually, I find two or three or four favorites in a Pathfinder or Starfinder Bestiary. However, in 2nd Edition Bestiary 3, it seemed like somewhere between a quarter and a third of the illustrations were in competition for favorite bestiary entry illustration! There were so many excellent entries. A few I especially liked were the adlet, arboreal archive, blood painter, aghash div, grimple gremlin, blood hag, toshigami kami, Lovecraft's nightgaunt and yithian as well as ordinary creatures like the seahorse. I love this bestiary.

The bestiary appears as the 307th entry in the poorly named Survey of One Hundred Bestiaries at the blog of the Poison Pie Publishing House.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

Man I do like Book of Dead's bestiary, but running Jade Regent converted to 2e makes me really wish for more bestiaries because I imagine its going to take while for oni and asian mythology monster focused bestiary book x'D

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