Legendary Chimera
A Pathfinder Campaign Setting Supplement Authors • Jesse Benner, Jonathan H. Keith, Michael Kenway, Jason Nelson, Anthony Pryor, and Greg A. Vaughan Cover Artist • Michal Ivan Interior Artists • Dmitry Burmak, Raven Mimura, Dmitry Prosvirnin, Scott Purdy, J. P. Targete, and Ben Wooten Creative Director • James Jacobs Senior Art Director • Sarah E. Robinson Managing Editor • F. Wesley Schneider Development Leads • Patrick Renie and James L. Sutter Editing • Judy Bauer and Christopher Carey Editorial Assistance • Jason Bulmahn, Rob McCreary, Mark Moreland, Stephen Radney-MacFarland, and Sean K Reynolds Graphic Designer • Andrew Vallas Production Specialist • Crystal Frasier Publisher • Erik Mona Paizo CEO • Lisa Stevens Vice President of Operations • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Assistant • Dylan Green Finance Manager • Christopher Self Staff Accountant • Kunji Sedo Technical Director • Vic Wertz Campaign Coordinator • Michael Brock Special Thanks • The Paizo Customer Service, Warehouse, and Website Teams CREDITS TABLE OF CONTENTS This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, and Pathfinder RPG Bestiary 3. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Campaign Setting: Mythical Monsters Revisited is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2012, Paizo Publishing, LLC. Printed in China. Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This book works best with the Pathfinder Roleplaying Game Core Rulebook. Although suitable for play in any fantasy world, it is optimized for use in the Pathfinder campaign setting. Introduction Chimera Couatl Griffon Harpy Hydra Kraken Medusa Phoenix Sphinx Wendigo Open Game License Pathfinder Campaign Setting: Mythical Monsters Revisited R eal-world myths and legends have always been the best places to draw monsters from—or at least, that’s how we at Paizo feel. While it can be fun to make up brand-new monsters, to guide a heretofore unseen creation through its growing pains and tailor it specifically to its environment or role, there’s an entirely different sort of fun that comes from playing with monsters established by hundreds or thousands of years of tradition. Sometimes the fun is in the familiarity. Your players already know mummies and vampires, and have been enjoying them for years in films, literature, and campfire ghost stories. When players conquer these adversaries, they’re connecting with a tradition they already love, and half the fun is in joining your own story with that vast tapestry of storytelling. At the same time, there are a million historical monsters that you’ve probably never heard of before, and researching and running these less iconic enemies can be as much fun for the GM as the players. (Certainly we at Paizo spend plenty of hours scouring the internet and books of mythology for new and unusual beasts to add to our arsenal.) In addition to sometimes being stranger than your own creations—a lot of those old legends are weird—these borrowed monsters can add unique cultural flavor to your setting. And learning about a culture’s monsters—what people fear, what they tell stories about— is one of the most fun ways to better understand a real- world culture different from your own. Whether they’re old hat or hidden treasures, all of the monsters discussed here have been around for generations, and have left an indelible mark on our collective imaginations—which is what made it so hard to put this book together. IN THIS BOOK After much debate, the crew here at Paizo was finally able to narrow the list of iconic mythological monsters down to a manageable 10—but it wasn’t easy. Some monsters got a bye on account of having been covered elsewhere (such as the minotaur, trolls, and other creatures covered in Classic Monsters Revisited, and the vampires and werewolves of Classic Horrors Revisited). Others were edged out because, as famous as the Greek monsters tend to be (on account of the ancient Greeks being fond of writing down and publishing their legends), we wanted some cultural variety. In the end, though the Greek monsters still have a powerful presence, this book also ventures as far as the sands of Egypt (sphinxes), the Aztec Empire (couatls), and the ancestral lands of the Algonquians of North America (wendigos). Presented below is a brief overview of the creatures that made the cut, and the authors who undertook the intimidating task of adding their own unique spins to the most classic of monsters. Chimera: A chthonic creature of Greek origins, the chimera of Pathfinder retains its trademark multiple heads while taking on the role of a fearsome and crude beast. Jason Nelson details the proud and ignoble qualities of the chimera, as well as its monstrous origins, powerful ancestors, and base kin, the orthrus. Couatl: Drawn from the myths of Quetzalcoatl, the feathered serpent god of ancient Mesoamerica, the couatl of the Pathfinder universe is a warrior and guardian of peace and justice, a servant of the gods and guide to young or developing cultures. Anthony Pryor takes us inside the century-spanning lives of the Feathered Ones, exploring their solitary natures and passionate faith in the potential of humanoids. Griffon: The legend of the honorable griffon stems from Greek mythology and European heraldry. Michael Kenway gives us a vivid account of the creatures, including how the winged beings choose their riders and protect their valuable eggs from greedy thieves. Harpy: Jonathan H. Keith brings to life the squawking, fierce culture of the Greek harpies, feral winged women whose beguiling songs lead heroes to their doom. Hydra: The Greek terror known as the hydra regenerates its heads as soon as they’re sundered, giving adventurers a run for their money when they expect to swiftly slay the serpentine beast. Jason Nelson details the inner workings of these forked-tongued monsters and tells of numerous variants, including the powerful venom-spewing miasma hydras and the treasure-guarding warden hydras. Kraken: Dwelling at the bottom of the darkest oceans trenches, the enormous squid known as the kraken saw its roots in Norse mythology, but its myth still permeates popular culture to this day. Anthony Pryor goes over the Pathfinder rendition of this mythological being, a creature whose incredible intelligence is exemplified by its mysterious machination from the f loor of the perilous seas. Medusa: One of the three gorgon sisters of Greek myth, Medusa was cursed with snakes for hair and turned anyone she looked at to stone. Jason Nelson tells of these avaricious and twisted beguilers of the Pathfinder universe and how they control both swampy lairs and vast Introduction Introduction networks of illicit activities in urban centers. Phoenix: An enormous hawk hailing from various Mediterranean mythologies, the phoenix is given its proper tribute by Jesse Benner, who writes about the amazing firebird’s ability to rebirth itself from its own ashes. Sphinx: From the sands of ancient Egypt, the dangerously intelligent sphinxes spring forth on powerful leonine legs, ready to rend and tear those who can’t meet their esoteric demands. Guardians of the highest caliber, sphinxes come in several varieties, from the high-minded and riddle-obsessed androsphinx and gynosphinx to the lusty criosphinx and vengeful hieracosphinx. Jonathan H. Keith explores the ins and outs of these ancient beasts and their strangely interconnected biology and cultures, and offers tips to those who seek their aid and advice. Wendigo: Greg A. Vaughan describes the terrifying wendigo, a creature of Algonquian folklore that plagues northern travelers’ dreams until they succumb and cannibalize their friends and families. MORE MYTHIC MONSTERS In addition to the creatures presented in this book, the first Pathfinder RPG Bestiary has a whole host of friends and foes from the pages of myth and legend. Presented below is just a sampling. Monster Source Barghest English Basilisk Greek Bugbear English/Irish Centaur Greek Cockatrice English Cyclops Greek Doppelganger German Dragon turtle Chinese Dryad Greek Duergar Norse/German Gargoyle French/Various Genie Arabian Goblin European/Various Golem Jewish Gorgon Greek Hell hound Greek/European/Central American Hobgoblin Scottish Kobold German Lamia Greek Linnorm Scandinavian Lycanthrope Greek/European/Native American Manticore Persian Minotaur Greek Mummy Egyptian Naga Indian/Tibetan Nymph Greek Ogre French Oni Japanese Pegasus Greek Pixie British Rakshasa Indian/Cambodian Roc Arabian/Persian Satyr Greek Tengu Japanese Troll Scandinavian Unicorn Greek Vampire European/Various Wraith Scottish Wyvern British Yeti Tibetan Zombie West African/Haitian Pathfinder Campaign Setting: Mythical Monsters Revisited Chimera THE DIM LIGHT OF DUSK WAS TRICKING MY EYES, AND AT FIRST I TOOK THE CREATURE FOR A MERE STRAY LION. THAT WAS UNTIL IT HURLED A LINE OF ACIDIC BILE AT RORGEMIR NEXT TO ME, AND I SAW TWO PAIRS OF BEADY RED EYES NEXT TO THE THING’S OWN. I CALLED TO MY OTHER COMPANIONS IN THEIR TENTS TO COME AND AID ME, AND THE THING, SEEING OUR NUMBERS, HISSED IN THREE GUTTURAL VOICES, “YOUR LUCKY DAY, HUMAN.” THEN THE BEAST TOOK FLIGHT, ITS LEATHERY WINGS CARRYING IT FAR ABOVE THE HILLS IN WHICH WE STOOD. I WAS SURE I’D NEVER SEE SUCH A THING AGAIN IN MY LIFE. BUT I WAS WRONG. —FROM THE JOURNAL OF PATHFINDER BORREK KRESHUG Chimera T he chimera is an evil creature of mysterious origin, resembling a great lion with its head flanked on one side by the head of a chromatic dragon, and on the other by the head of a goat. Upon its shoulders, a chimera possesses a pair of scaly leathery wings, and its tail is similarly scaled, matching the color of its draconic head. The chimera’s legend is possibly even more powerful than the strange beast itself, perhaps because tales about it always grow in the telling. The creature is so strangely stitched together that seemingly any story about it is believable. Rumors, myths, fireside stories, and travelers’ tales fill in gaps about what a chimera might be or what it could do, and none seem impossible or unlikely for a beast of such bizarre qualities. It has so many and such varied features that each one gains its own embellishment, until the creature becomes an epic tapestry of monstrous menace and brutal hatred, ideas which in and of themselves are not entirely divorced from the reality of the chimera, regardless of how inaccurate the specifics may be. Its name has become a byword among doubters, skeptics, and naysayers, who refer to anything that seems impossible, fanciful, or overly embellished as chimerical, for surely nothing in the world could possibly be all the dubious things perpetuators of the chimera myth claim the monster to be. Nonetheless, lingering in the back of even the most cynical individuals’ minds is the knowledge that whatever the chimera is, it must be a truly horrifying beast to garner such extravagant fables. Skeptics are correct in thinking that the tales of the chimera do in fact outstrip the reality. A chimera can speak, but it is only barely intelligent, able to do little more than curse, bluster, threaten, or (when tamed by a mightier power) complain. Chimeras are cunning enough to set rudimentary traps and create ambushes, but, while effective, their tactics are crude at best. They can fly, but clumsily and without grace. They are fierce in battle when they have the advantage, but if bloodied are apt to retreat in search of easier prey. They are not so much cowardly as they are indolent, content to scavenge rather than hunt if easy food does not present itself. Chimeras graze and gnaw plants down to the ground, despoiling fertile lands with their great hunger when they choose not to do so with their caustic breath. A chimera is always on the prowl for bigger and better prey, however, and when hungry will attack just about any creature smaller than itself. Despite all these coarse qualities, a chimera is highly adaptable, able to survive in the midst of desolation, and in possession of a hateful cunning. Its savage brain is just bright enough to remember an attacker and seek revenge, clever enough not to fall for the same trick twice, and social enough to gather together in prides when overwhelming an enemy is the best way to win a fight. ECOLOGY Chimeras are born of primordial evil, not the result of accidental creation but rather the mad design of a chthonic mother of monsters who knit together the first chimera within her own womb. She sought to create a hunter, but one that would survive on green grass and dry thorn bush when prey was scarce. It would both fly and run. It would spot enemies from afar and slink stealthily through the grass. It would be smart enough to outwit any animal, and fierce enough to outfight any humanoid, with voice enough to taunt and berate those foolish enough to hunt it. She melded the hungry lion, the fecund goat, and the raging dragon into a single beast, a deranged composite that included everything it would need to survive wherever it went. She even created them to be hermaphroditic, alternately male or female as the situation demanded, birthing eggs of hard stony shells; any egg-hunter would think these eggs were merely unappetizing rocks, but heated beneath their parent’s burning belly, the eggs would incubate until they cracked open, revealing winged, many-headed cubs slathered in dark amniotic fluid. While chimeras habitually hunt from the air, they are not strong or agile flyers, and thus typically avoid high and windy mountains where the air is cold and thin, as well as heavily forested areas filled with obstacles to hinder their movement. However, chimeras thrive in jagged and craggy badlands rife with plunging canyons, soaring natural arches and spires, and broken terrain carpeted with scrub—lands in which they can take cover and lie in ambush. Bursting from its hiding place, a chimera feels no shame in fighting dirty, whipping sand and grit into a blinding storm while blasting prey with its magical breath. Should any survive its initial onslaught, a chimera tries to isolate one victim to carry off for later feasting, taking maximum advantage of the terrain by flying across ravines and over cliffs so enemies cannot follow. Chimeras are also clever enough to create crude traps for their victims, preparing landslides or deadfalls to unleash onto travelers below their aeries, afterward swooping down to pick off survivors as they dig themselves out. Though savage and cruel, chimeras are generally more interested in a good meal than a hard fight, and would rather disable a single opponent and fly off with the spoils than divide their efforts between multiple targets. While it has three heads, a chimera has only a single consciousness that links them. Chimeras are no more resistant to mind-affecting effects than other creatures, and their heads speak with a single mind and voice, never arguing with each other. While the damage dealt by a chimera’s breath weapon depends upon the color of its dragon head, it can disgorge this deadly emission from any Pathfinder Campaign Setting: Mythical Monsters Revisited of its three mouths. Chimeras can live up to 200 years, but most are slain by their own kind or by more powerful creatures before well then. HABITAT & SOCIETY Chimeras are social creatures, living in leonine prides led by a single dominant female that rules over a pack of male hunters. While chimeras were created to be true hermaphrodites, with mating leaving both partners pregnant, over time their social ordering has led to sexual dimorphism, with the dominant member of each pack assuming a female role and the other pack members acting as males. When the female pack leader dies (perhaps killed by a male challenger), chimeric biology enables a surviving pack member—usually the most powerful male—to change from male to female. The reverse is also true when a deposed female chimera survives its loss of position or when a female chimera alone or in a mated pair joins an existing pride. While fearsome of aspect, chimeras are largely lazy, petty, and cruel creatures. Their limited faculties of speech are primarily dedicated to crude threats and boasts about their ferocity, but in truth they prefer to feed their appetites and their egos with the least amount of effort required. While capable of hunting, the dominant chimera in a pride is happier to have others do the hunting for her, taking the choicest spoils for herself. In a similar fashion, a lone chimera or mated pair prefers to frighten others into paying tribute whenever possible, saving the trouble of seeking and catching its own prey. While chimeras consider humans and their ilk delicious, they also savor the taste of fear itself, and delight in accepting helpless sacrifices to devour, bloodily feasting in full view of their cowed vassals, but always leaving one head vigilantly and eerily watching onlookers while the others eat. Chimeras may cultivate humanoid allies when they think far enough ahead to do so, usually when local humanoids fear the twisted creature so much that they pay homage to it out of awe. Kobolds especially gravitate toward chimeras because of their shared draconic heritage. Powerful creatures that have no reason to fear the powers of the chimera sometimes keep the monsters as pets or mounts. However, chimeras are untrustworthy companions, prone to sulking if their egos are not continually stroked. Their stupidity, boastful dishonesty, and casual cruelty make them dangerous to their masters’ allies and property, as they are prone to thoughtless acts of impulsive destruction if not kept under a tight rein, and if they are too tightly controlled, they will try to turn on their masters whenever an opportunity for treachery presents itself. CAMPAIGN ROLE As chimeras are often the crude leaders of lesser creatures, they make excellent capstone monsters for low-level adventures. Their versatility in combat makes encounters featuring them viable for a variety of parties of the right level, as their flight and ability to hover allow them to counter ranged attacks, and their breath weapon makes them a threat even at a distance. If threatened by multiple party members, a chimera can focus all its violence on a single target or spread its attacks against multiple foes, making melee fighters think twice before rushing in all at once. Chimeras are often most effective when they are foreshadowed before being encountered. As chimeras’ traits are often exaggerated, it is fitting for villagers plagued by chimera attacks to make hyperbolic remarks about the monster that seem slightly askew or at least unlikely. Tribes or cults may offer a chimera tribute in exchange for its protection or simply to avert its wrath, leaving offerings and making sacrifices on crude altars. While a chimera encounter should not be so built up that the final reveal seems anticlimactic, the beast and its influence on the people around it should feel eerie and mysterious. It thus becomes a legendary monster that is heard of before it is ever seen, living somewhere apart from the creatures that venerate it or try to buy its loyalty. A chimera can be brought in at a strategic moment during a battle, making a dramatic entrance on the scene to aid the PCs’ foes just as the party feels it has won, and the CHIMERAS IN MYTHOLOGY In Greek mythology, the Chimera was a unique fire- breathing beast that terrorized the kingdom of Lycia in Asia Minor. Described by Hesiod and Homer as a tripartite creature melded from goat, lion, and serpent, she was one of the many Greek monsters spawned by Echidna and Typhon. Depending on the specific source, legends state she was either the sister or mother of the Sphinx and the Nemean lion. The Chimera figures most prominently in the legend of Bellerophon, who was commanded to hunt the beast by King Iobates of Lycia. This hunt was intended as an impossible task that would kill the hero, but after he tamed the flying horse, Pegasus, Bellerophon was able to fly out of reach of the Chimera’s bite and breath, though he was still unable to wound the monster with his weapons. Feeling the monster’s inner heat, Bellerophon mounted a block of lead on the end of his spear (in some versions of the story covering it with fat to entice the monster to bite and swallow it), and then lodged the weapon in the Chimera’s gullet—the lead melted in her windpipe and suffocated her. Chimera beast’s cruelty and dim wit can be emphasized by having it injure its supposed allies or subjects with friendly fire. Chimeras are simple creatures, usually content with a cave or similar location as a lair. They seek out lairs that suit their abilities, without narrow bottlenecks that would restrict their movement and with high enough ceilings to facilitate flight, especially favoring caves atop or in the middle of cliff faces and nests among rocky spires. Where possible, they set up rockfalls or even acquire nets or similar items to drop on creatures climbing to their lairs, using their breath to destroy ropes and other climbing gear as pesky adventurers make their ascent, making the approach toward the chimera as dangerous as the fight itself. A chimera may keep a number of cowed servants at its lair to groom it and fawn over it (or for the monster to eat when the mood strikes), but any such unfortunates need to accommodate themselves to the chimera’s choice of lair, as it is unlikely to go out of its way to make them comfortable. Such servants often keep ranged weapons or polearms to attack creatures approaching their bestial master’s home, or they may be sent as raiders to capture tender humanoid victims and bring them to a sacrificial spot for the chimera to mutilate and devour. At high levels, chimeras do not present much danger to PCs as solitary enemies, but when encountered in groups, they concentrate their breath weapon attacks on a single target, and thus can still constitute a significant threat. All chimeras in a pride need not have the same type of breath weapon, so PCs focusing their magical defenses to protect against fiery breath may be blindsided when the rest of the pride barrages them with acid, cold, and lightning. Chimeras are usually durable enough to survive at least 1 round of high-level attacks, and as long as they keep moving and spread out to avoid area and multi-target effects, they can swoop in and out of cover, returning to the assault as their breath weapon recharges. Chimeras also make dramatic and impressive mounts for high-level NPCs, able to contribute meaningfully while their riders do the heavy lifting in combat. TREASURE Chimeras often hoard shiny baubles, though they are not the obsessive collectors that their partly draconic nature might imply. To a chimera, appearance is more important than value, and the more ostentatious a trophy the better. They recognize the value of coins, though any coin is much the same to them as another, and the same is true with gems and jewelry. They are far less interested in appraising the true worth of an object than they are in how it looks, and are only too happy to adorn themselves with various trinkets if the items would make them look more frightening. Even though they cannot use most weapons or armor, they take great pleasure in commandeering such novelties, using them for simple bartering with more powerful creatures or for luring unsuspecting victims to their lair. Chimeras particularly enjoy items gilded or bejeweled with spectacular gems or enchanted with magic to enhance their appearance, especially those that shed light or produce dramatic music or sounds. Even if such items would ruin a chimera’s element of surprise in battle, the beasts are only too happy to forfeit stealth if only to temporarily frighten or alarm their foes. Chimeras are arrogant and prideful creatures, and so their favorite trophies are ones that memorialize their triumphs in battle. While chimeras’ primary motivation in carrying off dead enemies is to feast on the corpses without being disturbed, their secondary purpose is almost always to collect and organize the belongings of their victims. Chimeras show unusual punctiliousness in arranging the spoils of won battles, and an individual will use these relics to decorate its lair or fashion them to itself in hopes of inspiring fear and loathing among those who see it or its home. Such possessions often lead to rivalries and sabotage within a chimera pride, as one chimera may steal the trophies of another only to destroy or hide them, or worse, claim the items as their own. Chimeras accusing others in the pride of stealing their things are generally regarded as sore losers by their kin, for true hunters never lose their prey. Their brutish and careless demeanors result in the foul beings breaking their toys more often than not, however, so chimeras are always searching for new trinkets and playthings. CHIMERAS ON GOLARION On Golarion, chimeras are the creation of Lamashtu, the result of an apocalyptic experiment to birth a Pathfinder Campaign Setting: Mythical Monsters Revisited monster that was a little bit of everything—the ultimate expression of deformed amalgamation. It’s said that she worked through various experimental versions, many of which never survived the world beyond her fetid womb, to determine the precise admixture of forms before settling on the creature that would become the chimera. Artistic depictions and fossil remains have shown chimeric creatures blended with other beasts, including gorgons and hydras, but no such crossbreeds have ever been seen alive, and many sages dismiss them as mere exaggerations or fabrications. Chimeras dwell within parts of southern Avistan and Casmaron, and throughout much of Garund. First known in the isles of Iblydos, the eldest chimeras roamed far from their ancestral home toward the World’s Edge Mountains and beyond, carving out homes in lost ruins on both sides of the Inner Sea. The beasts then spread their kindred first along the northern shores of the Inner Sea, through what is now Taldor, Andoran, and Cheliax, north to Galt and the River Kingdoms and west to the Arcadian Ocean. A menace to villages and their cattle throughout these lands, chimeras are hunted in some places, but in others the locals make accommodations for them. Many ancient Taldan nobles adopted the chimera as a heraldic device, some going so far as to acquire the beasts as status symbols. Centuries later, the same families—now Chelaxians—actually introduced chimeras to Sargava during their conquest of the region as magically bound war machines. The chimeras took to the climate immediately. Soon some broke free and fled into the wild; their descendants now rule swaths of the Bandu Hills and the southern savannas of the M’neri Plains and beyond. There chimeras are known to gather prides of ordinary and dire lions under their sway. These prides of Sargavan chimeras quickly migrated through the Mwangi Expanse. In Osirion, chimeras were at first welcomed, believed to have been some distant relation of the sphinxes native to land of pharaohs, but residents quickly realized their error, and began to root out the menaces as quickly as they had let them in. Some chimeras make their hunting grounds along the borders of Osirion, raiding the nearby small desert settlements on occasion, but most have long since migrated west and south, and can be found nearly everywhere throughout Garund. VARIANTS Chimeras can easily be modified to resemble great cats other than lions, or horned beasts other than goats, especially if they’re placed in an environment consonant with their specific features. For instance, a mountain- or arctic-dwelling chimera with a white dragon head could also have the head of a mountain goat, bison, or musk ox and the head of a cougar or snow leopard, while one dwelling in a marshy jungle with a black dragon’s head could have the features of a tiger, jaguar, or black panther and of a shaggy black ram or goat. Such variants would most likely have bonuses on Stealth checks while in their local environs, as well as natural attacks befitting the size and shape of their bestial parts. Other variants of chimeras include ones with less or more heads, or heads located on different parts of the body (see the orthrus description in the sidebar or the legendary chimera on page 9). THE FIRST CHIMERAS It’s said that when the first chimera prototypes were created, their kind was made up of what eventually became legendary chimeras (one such creature is detailed at the end of this section) and orthruses. The legendary chimeras were all female, and orthruses were exclusively male. When the two mated, they occasionally produced chimeras and orthruses; more often, however, their offspring resembled neither parent, and were instead wicked, single-headed abominations. While their maker was satisfied with the wretched progeny, the chimeras grew malcontent and angry that their children were so deformed, hideous, and unlike them. They turned on their mates and began to devour them and their children alike. Seeing this, their creator decided to make the chimeras less headstrong, more adaptable, and able to see to their own reproductive needs. Orthruses quickly found themselves no longer needed and thus even further hated by these new chimeras, and so most retreated to the farthest reaches of the world, where the cruel chimeras would not hunt them down. There some still lurk, licking their wounds and seeking the occasional lone chimera to force themselves upon and mate with, spawning more of their kind and waiting for the day they can rise against their oppressors. An orthrus lacks wings and possesses a body that resembles a two-headed hound or wolf with a draconic head sprouting from its tail. Orthruses are CR 7 magical beasts, and possess the same stats as chimeras with the following exceptions. An orthrus does not have a fly speed, and replaces the Hover feat with Power Attack and the Fly skill with Survival. An orthrus’s blunt paws make unsuitable weapons, but each of its bite attacks deals a number of points of damage equal to 2d6 plus 1-1/2 times the chimera’s Strength bonus, and one of the heads gains the trip special ability. It also gains the rend special attack (2 bites, 2d6+6), and the placement of its heads grants it all-around sight. Chimera SAMPLE CHIMERA This abomination has the head and foreparts of a great lion, an additional head and hindquarters of a ram, and a red dragon’s head sprouting from its tail.
CR: 13 XP: 25,600
CE Huge magical beast
Init: +4 Senses: all-around vision, darkvision 60 ft., low-light vision, scent Perception: +20
Aura: frightful presence (60 ft., DC 18)
Defense
AC: 26, touch 8, flat-footed 26 (+18 natural, –2 size)
HP: 178 (17d10+85)
Fort: +15 Ref: +12 Will: +8
DR: 10/cold iron and magic
Immune: bleed, death effects, disease, fire, poison
SR: 24
Offense
Speed: 30 ft.
Melee: bite +23 (2d8+8/19–20 plus grab), bite +23 (2d6+8 plus burn), 2 claws +23 (1d8+8), gore +23 (2d6+8)
Space: 15 ft. Reach: 10 ft.
Special Attacks: breath weapon (60-ft. cone, 13d8 fire damage, Reflex DC 23 for half, usable every 1d4 rounds), burn (2d8,, DC 23), swallow whole (2d6 bludgeoning plus 8d8 fire damage, AC 19, 17 hp)
Statistics
Str: 27 Dex: 10 Con: 21 Int: 5 Wis: 12 Cha: 10
Base Atk: +17 CMB: +27 (+31 grapple) CMD: 37
Feats: Cleave, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Perception), Vital Strike
Skills: Perception +20, Stealth +2 (+6 in scrubland or brush), Racial Modifiers +4 Stealth in scrubland or brush
Languages: Draconic Legendary chimeras are among the eldest of their race, the long- lived descendents of the initial attempts by Lamashtu to create what eventually became the common chimera. Relatively few legendary chimeras remain on Golarion, many having been killed over the ages either by brave heroes or during their own perilous endeavors. Those legendary chimeras still left are shunned and feared by their lesser kin, the common chimeras, and so the great beings reside only in the deepest expanses of wilderness, where they nurse their grudges and unleash terrible rampages upon nearby settlements and meddlesome intruders who awaken them from their dark dreams of what could have been. Legendary chimeras rarely breed, and when they do their offspring inevitably echo their unfinished forms— chimeras with the heads of other beasts, or lacking wings or other limbs, the mark of both their pride and their shame. Such creatures can remain in good health for well over a millennium, and thus, while they are only a little smarter than their common brethren, these illustrious beasts can live to see whole civilizations rise and fall, and possess an innate melancholy and dire wisdom few humanoids can fathom. And indeed, even if humanoids could, the legendary chimeras rarely humor beings they regard as inferior to themselves. Pathfinder Campaign Setting: Mythical Monsters Revisited Couatl HEAR US, FEATHERED LORD. HEAR OUR PRAYERS AND ACCEPT OUR GRATEFUL TRIBUTE. THE KNOWLEDGE YOU HAVE GIVEN US AND SECRETS YOU HAVE SHARED HAVE BORNE US INTO THE LIGHT OF WISDOM AS SURELY AS YOUR RAINBOW-FEATHERED WINGS. LONG DID WE LIVE IN FEAR UNTIL YOU SHOWED US THE WAYS OF PEACE AND LEARNING. MAY THE GODS SEE US AND KNOW THAT YOUR WORK WAS GOOD, AND THAT WE PAY YOU TRIBUTE—WITH THE BOUNTY OF THE JUNGLE, AND WITH OUR BLOOD AND SWEAT IN BATTLE AGAINST THE FALLEN ONES. HEAR US, FEATHERED LORD, AND KNOW THAT WE ARE YOUR PEOPLE. —PRAYER OF THE UTALA TRIBE Couatl C ouatls are among the most beautiful of creatures— great serpents covered in iridescent blue and green feathers, sporting vast, rainbow-colored wings and penetrating, intelligent eyes. Yet it is not the serpents’ beauty that makes them magnificent. Rather, the feathered serpents are most valued for their keen intellect, their close connection to the gods, and their fierce defense of all that is good and righteous. Because of couatls’ rarity and their tendency to travel while invisible, only a fortunate few ever see a couatl in all its feathered glory. Fewer still are actually offered a chance to speak or interact with one of the great serpents, though those who do often speak of the experience as transformative. Creatures of great good who act either independently or as messengers of the gods, bringing knowledge and wisdom to those in need or struggling against extraplanar evil, couatls are a powerful but benevolent race whose true motivations are cloaked in mystery. The Plumed Ones—one of the many names given to them by their friends and disciples—take the most interest in guiding young or developing civilizations, for these societies are still malleable enough that their roots may be molded into a firm and just foundation for the generations to come, while older civilizations are often too large, corrupt, or set in their ways for a single voice (even the voice of a divine servitor) to make an impact. It is not surprising, then, that most tales of couatls and their works come from such cultures— jungle dwellers building their first city, nomadic tribes, burgeoning agrarian kingdoms, and the like. These cultures invariably see couatls as benevolent bringers of knowledge and guidance, and build temples and shrines in their honor, or portray the feathered ones in colorful frescoes or towering statuary. Some even come to worship the couatls as gods themselves, developing their own mythologies around the flying serpents. Though most couatls are deeply embarrassed by such veneration— especially when acting on behalf of an actual god—their code of ethics is rarely so stiff-necked that they feel compelled to dismiss the myths, instead seeing their deification as simply another tool they can use to steer the worshipers onto the path of justice and light. Peace and cooperation are two of the greatest goods a couatl can promote, and for such committed and upstanding creatures, couatls can sometimes be surprisingly flexible on tactics when it comes to advancing the greater good. Members of more technologically advanced—or bloated and culturally stagnant—cultures rarely encounter couatls, and those who do are less likely to meet them as free agents searching for good to do in the world, and more likely to meet them in their roles as messengers, heralds, and servants of various good-aligned deities. Despite their impeccable reputation for honor and justice among those who know such things, the extraplanar serpents’ strange appearance and sometimes stern moralizing—as well as the fact that they’re often bearers of bad tidings or divine warnings and admonishments—mean that older and more corrupt civilizations are more likely to see the serpents’ arrival as a mixed blessing. Peaceful and soft-spoken, couatls rarely engage in violence against mortals, and then only in self-defense, seeking to disable and redeem their attackers rather than kill them outright. Some legends hold that this is due to couatls’ reverence for natural life, and that when dealing with evil outsiders and undead, their pacifism transforms into a methodical and determined pogrom of fearsome effectiveness.
Source: Mythical Monsters Revisited, p. 10
