A terror of twitching flame and thought-shattering will, the mindhunter hunts intellects, not flesh. Its tentacles ripple with psionic fire, unraveling memories and melting resolve before it ever strikes.
💬 What would you do if something came not for your flesh—but your mind and memories?
“ Beast of Gévaudan, feared no sword and feared no gun,
sent from Heaven, the seventh of creatures.
Beast of Gévaudan, for the wrath of God to come,
came to sanction the mass and the preachers.
To the father and the son came the Beast of Gévaudan,
terminator, a traitor, half wolf, and half machine.
To the prior and the nun came the Beast of Gévaudan,
a redeemer, believer, all fatal, mad, and mean. “
Divine adjudicator. Some locals from the surrounding areas of Gévaudan believe the Beast to be a creature sent by the gods to root out the persistent corruption in the heart of Gévaudan. Others believe it simply to be a pest upon the lands, preying on farmers and court officials alike. Naturally, it is true that the Beast prowls the land with the most corrupt government - but to conflate the two facts to be one divine fact is madness... right?
Bloodthirst. Those who live their lives in the vicinity of the Beast’s territory are intimately aware of its presence. It often shows itself, if only to cause fear and panic amongst the peasantry, and vanishes as quickly as it appeared. It’s true that it does occasionally attack locals with lower status, but magistrates, dukes and duchesses and attendees of the court have silently but unanimously decided to reduce social appearances everywhere. With no more corrupt counts and scheming queens on the road, the Beast is becoming impatient, and ready to unleash its frenzied eradication methods upon the higher class once again.
Hybrid nature. The Beast has two creature types: celestial and monstrosity. It can be targeted by any effect if it applies to one of its creature types.
Celestial nature. The Beast requires no sleep, food, or drink.
Lyrics from Powerwolf’s “Beast of Gévaudan”, from their album Call of the Wild.
Mosasauridae comprises a family of marine reptiles that have collectively prowled the oceans of countless worlds over millennia. Like cetaceans, they are air breathers and thus tend to hunt in shallow seas close to the surface and shores. Mosasaurs are known to prey chiefly upon fish as well as smaller mosasaurs and other reptiles, but like their crocodilian cousins, they have also been observed lurking just under the surface of freshwater inlets and waiting for large slow land animals to let their guard down for a drink. With a quick burst of speed, the hunter explodes out of the water, unhinging its jaws to envelop its target wholly before pulling it underwater to drown it before consumption.
It is theorized that mosasaurs evolved from semi-aquatic lizards that adapted to life fully in the ocean, predating a similar development in a branch of mammals that later became dolphins and whales. Some cultures say this trend suggests an inevitable trajectory of all living things to eventually be drawn back to the siren song of the sea and to return to fully aquatic lifestyles; that all life has not yet done so might just be seen as a limitation of our bias for living in the current era.
Dallasaurus (Challenge 1)
Lore
Seen as a crucial link in the evolution toward their seafaring descendants, dallasaurs retain some ability to operate on land, though they still favor the freedom of movement afforded by the water. They grow to around three feet long and propel themselves with their tails, reserving most of their activity on land for laying eggs or finding new hunting grounds by hopping between streams and rivers.
Attributes
Small beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 44 (8d6 + 16)
Speed: 10 ft., swim 30 ft.
STR: 13 (+1)
DEX: 12 (+1)
CON: 15 (+2)
INT: 2 (-4)
WIS: 10 (+0)
CHA: 4 (-3)
Skills: Perception +2, Stealth +3
Senses: passive Perception 12
Languages: —
Challenge: 1 (200 XP)
Proficiency Bonus: +2
Special Traits
Hold Breath. The dallasaurus can hold its breath for 30 minutes.
Pack Tactics. The dallasaurus has advantage on attack rolls against a creature if at least one of the dallasaurus’ allies is within 5 feet of the creature and isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Platecarpus (Challenge 3)
Lore
About twice the length of the average human, platecarpus is built for swift movement through the water, at the expense of losing the ability to support itself on land with its specialized fins. These mosasaurs have powerful tail muscles, allowing them to lunge toward their prey with lightning speed and quickly pull them back into the water.
Attributes
Large beast, unaligned
Armor Class: 13 (natural armor)
Hit Points: 85 (10d10 + 30)
Speed: 0 ft., swim 40 ft.
STR: 17 (+3)
DEX: 13 (+1)
CON: 16 (+3)
INT: 2 (-4)
WIS: 13 (+1)
CHA: 5 (-3)
Skills: Perception +3, Stealth +5
Senses: passive Perception 13
Languages: —
Challenge: 3 (700 XP)
Proficiency Bonus: +2
Special Traits
Hold Breath. The platecarpus can hold its breath for 1 hour.
Lurker. The platecarpus has advantage on Stealth checks made when completely submerged underwater.
Actions
Multiattack. The platecarpus makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the platecarpus can't bite another target.
Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target not grappled by the platecarpus. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Liodon (Challenge 6)
Lore
Residing in the middle range of mosasaur sizes, liodon can grow to over twenty feet in length. With this increased mass comes an appetite for larger meatier prey. Liodon are undiscerning hunters, preying on anything they can sink their teeth into, including predator competition such as plesiosaurs and other mosasaurs. They have refined the hunting practices of crocodiles and other reptiles and continue to prey on shoreside targets, throwing their body weight partly out of the water to stun unsuspecting prey and make them easier to drown.
Attributes
Huge beast, unaligned
Armor Class: 15 (natural armor)
Hit Points: 147 (14d12 + 56)
Speed: 0 ft., swim 60 ft.
STR: 19 (+4)
DEX: 13 (+1)
CON: 18 (+4)
INT: 2 (-4)
WIS: 14 (+2)
CHA: 5 (-3)
Saving Throws: STR +7, CON +7
Skills: Perception +5, Stealth +7
Damage Resistances: cold
Senses: passive Perception 15
Languages: —
Challenge: 6 (2,300 XP)
Proficiency Bonus: +3
Special Traits
Charge. If the liodon moves at least 20 feet straight toward a creature and then successfully grapples it with a bite attack on the same turn, the target is also stunned until the end of its next turn.
Hold Breath. The liodon can hold its breath for 1 hour.
Lurker. The liodon has advantage on Stealth checks made when completely submerged underwater.
Actions
Multiattack. The liodon makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 31 (6d8 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the liodon can't bite another target.
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the liodon. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Mosasaurus (Challenge 15)
Lore
While not necessarily the longest in its family, topping off around 60 feet from tip to tail, the mosasaurus is among the most massive reptiles known, weighing up to 30,000 pounds. Much of this weight is muscle and dense bone, which prevents them from maintaining buoyancy. Combined with a need to breathe air, this keeps mosasaurus from plunging the dark depths of the seas, and thus they tend to reside relatively close to continental shores. Its primary hunting tactic is to maintain a depth just out of the reach of surface sunlight, waiting for other aquatic reptiles to surface for breath and striking from underneath.
Any prey not immediately killed by its crushing jaws is chased down until it can flee no more, a testament to the patience of this fearsome predator.
When faced with larger prey such as sailing ships, mosasaurus has developed a novel tactic of exploding out of the water and careening down on the deck. Its immense body can snap masts in twain and quickly sink the ship and all its crew with little recourse, leaving it ample time to pick off sailors and feed.
Attributes
Gargantuan beast, unaligned
Armor Class: 18 (natural armor)
Hit Points: 313 (19d20 + 114)
Speed: 0 ft., swim 80 ft.
STR: 26 (+8)
DEX: 14 (+2)
CON: 22 (+6)
INT: 4 (-3)
WIS: 16 (+2)
CHA: 5 (-3)
Saving Throws: STR +13, CON +11
Skills: Perception +7, Stealth +7
Damage Immunities: cold
Condition Immunities: frightened
Senses: blindsight 30 ft., passive Perception 17
Languages: —
Challenge: 15 (13,000 XP)
Proficiency Bonus: +5
Special Traits
Hold Breath. The mosasaurus can hold its breath for 2 hours.
Siege Monster. The mosasaurus deals double damage to objects and structures.
Actions
Multiattack. The mosasaurus makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the mosasaurus. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the mosasaurus, and takes 21 (6d6) acid damage at the start of each of the mosasaurus’ turns. If the mosasaurus takes 40 damage or more on a single turn from a creature inside it, the mosasaurus must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mosasaurus. If the mosasaurus dies, a swallowed creature can escape from the corpse by using 20 feet of movement, exiting prone.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from the mosasaurus and knocked prone.
Breach (Recharge 5-6). The mosasaurus leaps out of the water to slam down on a target on the water's surface. The target must make a DC 20 Dexterity saving throw. On a failed save, the target takes 39 (6d12) bludgeoning damage and is pushed 10 feet underwater.
[id: monster stat block for mosasaurs, depicting a mosasaurus breaching the water's surface to bite at a fleeing pterosaur]
This eyeless, eel-like beast has a menacing mouth and sharp fins running down its long, black-and-orange body.
XP 51,200
N Huge aberration
Init +1; Senses blindsense 120 ft., darkvision 60 ft.; Perception +16
DEFENSE
AC 28, touch 10, flat-footed 26 (+1 Dex, +1 dodge, +18 natural, –2 size)
hp 253 (22d8+154)
Fort +16, Ref +10, Will +15
Defensive Abilities all-around vision, slippery; Immune acid, electricity, poison; Resist cold 20, fire 20
OFFENSE
Speed 10 ft., swim 50 ft.
Melee bite +25 (3d6+11 plus poison), 2 razor fins +25 (2d6+11/19–20), tail slap +20 (2d8+16 plus bull rush)
Ranged jolt +15 touch (12d6 electricity plus stun)
Space 15 ft., Reach 15 ft.
Special Attacks volatile breath (60-ft. cone, 15d6 fire or confusion, Reflex DC 28 half or Fortitude DC 23 negates, usable every 2d4 rounds)
STATISTICS
Str 33, Dex 13, Con 24, Int 2, Wis 14, Cha 13
Base Atk +16; CMB +29; CMD 41 (can’t be tripped)
Feats Blind-Fight, Critical Focus, Dodge, Great Fortitude, Improved Critical (razor fins), Improved Vital Strike, Lightning Reflexes, Mobility, Spring Attack, Staggering Critical, Vital Strike
Skills Perception +16, Swim +33
SPECIAL ABILITIES
Jolt (Ex) A targotha stores electrical potential that it can expend as a ranged touch attack with a range of 240 feet and no range increment. Using this ability within oil or tar reduces its range to 30 feet. A targotha cannot use this ability in water. A jolt deals 12d6 points of electricity damage, and the target is stunned for 1d4 rounds (Fortitude 28 negates the stun effect). It can use this ability once every 1d4+1 rounds, during which the targotha cannot ignite its volatile breath. The save DC is Constitution-based.
Razor Fins (Ex) A targotha’s razor fins threaten a critical hit on a 19 or 20, augmented to 17–20 by its Improved Critical feat.
Slippery (Ex) A targotha secretes a thick mucus that allows it to move gracefully through viscous fluids like tar and oil. This mucus dissolves away adhesives (such as sovereign glue, tanglefoot bags, and webs) in 1d4 rounds. Additionally, all combat maneuver checks to grapple a targotha automatically fail. The targotha automatically succeeds at any combat maneuver checks and Escape Artist checks to escape a grapple or a pin.
Tail Slap (Ex) A targotha adds 1-1/2 x its Strength modifier on damage rolls for its tail slap. It can attempt a bull rush combat maneuver against a creature struck by its tail slap as a free action without provoking attacks of opportunity. The targotha can’t move as part of this bull rush.
Volatile Breath (Ex) A targotha can breathe a cone of flammable gas as a breath weapon. As a swift action, it can ignite the gas with its jolt ability. When ignited, the gas explodes, dealing 15d6 points of fire damage in the area of the cone (Reflex DC 28 half). If not ignited, the gas confuses all creatures in the area of effect that breathe it in before the gas dissipates at the start of the targotha’s next turn. This confusion last for 1d4 rounds (Fortitude DC 23 negates). The save DCs are Constitution-based, and the confusion save DC has a –5 racial penalty.
ECOLOGY
Environment any swamp (tar seeps)
Organization solitary, pair, or pack (3–6)
Treasure none
Before the great starship crashed on Golarion, it traveled the stars, collecting all manner of strange specimens. One of the oddest varieties were targothas, which came from a lush planet rich in oil and tar where local fauna evolved to live in that world’s tarry seas.
The Council discussed it, most of the knowledge seemed to be that it could not or there is no known way to destroy it, and the best means of dealing with [the Horn of Orcus] would be to reseal it in a place where it would be safe, forgotten, and hopefully never rediscovered. It was decided amongst the Council that the safest place to do that is on the distant land of Othanzia, where there is a capital city known as Vasselheim. So it was decided that they would send away for a holy container that could contain this evil without any worry of corruption or escape, carry it then via skyship over the ocean.
Beware the Dream Dragon, a majestic being weaving through the boundaries of slumber and reality. Its mere presence can blur the line between what is real and imagined, and its breath can pull foes into endless, surreal dreams.
A mountainous slime that devours flesh, steel, and sorcery without pause. Limbs of living ooze tear free, hunt, and crawl back to their master, dragging prey into its dissolving depths.
💬 Would you stand and fight this crawling hunger—or just run and never look back?