The Bestiary Blog

New monsters and conversions for Pathfinder and Starfinder


August 8, 2018 (last updated August 21st, 2018)

Welcome, friends and fellow gamers, to The Bestiary Blog. Here you will find creatures, monsters, and alien races of all shapes and sizes to populate not only your Pathfinder games (be they 1st edition, or 2nd edition playtest) but especially your Starfinder games.  Aberrations and angels, daemons and djinn, I intend to fill the gaps that I think need filling in the collective bestiary of contemporary d20 RPG play.

 It is worth noting that I find that Starfinder in particular has a dearth of monsters for PCs to do battle against, and I want to try to remedy that to some extent. But if I make an original creature for Starfinder, in most cases it could exist in either version of Pathfinder as well, and I'll likely make a version for those as well.  I'm looking forward to making and converting monsters for the PF2 playtest as well as PF2 proper when it launches a year from now... once I get a chance to finish reading the rules to that playtest!

So, the three primary purposes of this blog are as follows: 

1) To convert Pathfinder 1st Edition monsters to Starfinder and the Pathfinder 2nd Edition playtest.

2) To create my own monsters, with versions, if it makes sense, for all three systems.

3) To have fun.

The third purpose overrules the other two in cases where they conflict.

I hope that the reader gets some enjoyment out of this, and hopefully finds some new monsters or converted versions of monsters that they can use at their tables. I look forward to reading your feedback about how these creatures that I've conjured or converted work in your home games.  You can reach me by e-mail or on the Paizo forums, and you'll find my contact information on the contact page.  You can also leave comments towards the bottom of each page.

Below you will find the most recent monsters, starting with the most very recent.  At the top of the page you will find links to lists of the monsters sorted alphabetically, by CR, and by type, with links to the monsters' individual pages.  These creatures subject to update as I discover errors or think of possible improvements to the conversions.  They might also be someday superseded by actual Paizo publications, but that's okay too, as I look forward to seeing how close I got to the mark.

The Babau (work in progress)


This horned humanoid's slimy, red leather skin seems to be painted on its bones, so thin that it looks skeletal, as it grips its lance and sneers at you.

DEMON, BABAU                                                  CR 6

XP 2,400

CE Medium outsider (chaotic, demon, evil, extraplanar)

Init +1; Senses darkvision 60 ft.; Perception +13


HP 90

EAC 18; KAC 20

Fort +10; Ref +8; Will +5

Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 17


Speed 30 ft.

Melee tactical lance +16 (1d6+11 P)

Ranged calignous shadow pistol +13 (1d4+6 C; critical blind)

Multiattack bite +10 (1d4+11 P) and 2 claws +10 (1d4+11)

Offensive abilities trick attack 1d8

Spell-like Abilities (CL 6th)

Constant- see invisibility
At will- dispel magic, teleport (self plus 50 lbs. of objects only)
1/day- summon allies (1 babau 35%)


Str +5 Dex +1; Con +3; Int +2; Wis +1; Cha +2

Skills Acrobatics +13, Stealth +18

Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Gear tactical lance


Environment any (Abyss)

Organization solitary, pair, or gang (3-8)


Protective Slime (Su)

A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 14 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 14 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

Babaus are the serial killers of demons.  Unlike most demons, they favor stealth, planning, ambush, and other subtleties that allow them to be incredibly successful murderers.

The babau is an assassin, a murderer, and a sadist-certainly not traits unusual in the demons, yet the babau's penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades-their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.

A babau typically carries a longspear or other weapon with which it can strike at foes beyond its normal reach, but given the opportunity, a babau prefers to fight with its teeth or claws. The foul, caustic sludge that constantly seeps from their flesh prevents them from wearing armor unless it is specially treated or resistant to acid.

A babau is 6 feet tall but weighs only 140 pounds. They form from mortal souls of lone killers-those who, in life, took pleasure in more personal and intimate murders. Loosed upon the Material Plane, a babau often finds itself in the same role, haunting the shadowy corners of the world as remorseless assassins.

The Meladaemon

August 21st, 2018 (last updated August 22nd, 2018)


This jackal-headed biped dressed in rags and covered in mangy brown fur, staggers forward like a starving person, its belly swollen and it arms and legs unbelievably skinny.

MELADAEMON                                                   CR 11

XP 12,800

NE Large outsider (daemon, evil, extraplanar)

Init +3; Senses darkvision 60 ft.; Perception +20

Aura consumptive aura


HP 155

EAC 23; KAC 24

Fort +10; Ref +14; Will +12

DR 10/good; Immune acid, critical hits, death effects, poison, and disease; Resist acid 10, cold 10, fire 10; SR 22


Speed 30 ft., fly 60 ft. (average)

Melee bite +19 (2d10+19 P plus daemonic wasting)

Ranged blight +17 (2d8+11 acid)

Space 10 ft.; Reach 10 ft. 

Spell-like abilities (CL 11th)

Constant- detect good, detect magic, see invisibility

At-will- fear (DC 19), teleport (self plus 50 lbs. of objects only)

3/day- magic missile

Offensive Abilities horrid wilting, quickened magic missile


Str +8; Dex +3; Con +3; Int +5; Wis +3; Cha +3

Skills Bluff +25, Intimidate +25

Languages Abyssal, Draconic, Infernal; telepathy 100 ft.


Environment any (Abaddon)

Organization solitary, pack (2-5), or cabal (6-12)


Blight (ex)

As an attack, a meladaemon can launch a glob of necrotic acid at a single target, which eats away at biological material.  This attack has a range increment of 30 feet.  The blight acts as if it had the unholy infusion.

Daemonic Wasting (Ex)

Type Disease; Save Fortitude DC 20

Track physical; Frequency 1/day

Effect The creature gradually starves to death, regardless of food consumed during the period.  Creatures that do not need to eat can still be effected by this disease.

Cure two consecutive saves

Consumptive Aura (su)

A meladaemon radiates an aura of hunger to a radius of 20 feet. Every round a creature begins its turn within this aura, it must succeed on a DC 20 Fortitude save or take 1d6 nonlethal damage and become fatigued from extreme hunger for one round. Creatures that do not need to eat are immune to this effect. 

Horrid Wilting (ex)

Once per day as a full round action, a meladaemon can target any number of living creatures within 880 feet of itself, no two of which can be more than 40 feet apart.  This effect evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust, dealing 11d6 points of damage. This effect is especially devastating to water elementals and plant creatures, which instead take 11d8 points of damage.  The subject can attempt a DC 26 Fortitude save for half damage.

Quickened Magic Missile (ex)

A meladaemon can use its magic missile spell-like ability as a move action.

Meladaemons are personifications of dying from starvation or from thirst. They are loyal servants of Trelmarixian the Black, the Horseman of Famine, one of the four archdaemons known collectively as the Horsemen of The Apocalypse.  Under his tutelage and guidance, meladaemons perform ever more horrifying experiments on their prisoners in Abaddon.  Meladaemons delight in traveling to the Material Plane to spoil food resources, and on many planets they have been involved in some of the worst genocides by famine the universe has ever seen, often in collaboration with humanoid warlords.

Meladaemons are usually around 11 to 13 feet tall, and weight 300 to 400 pounds.


The Tiger

August 21st, 2018

I'm intending to do another evil outsider today, a rather lengthy and involved process, so I decided to warm up by converting a relatively straightforward monster, which is nonetheless potentially useful for Starfinder play since it could so easily be re-skinned as any sort of great cat you'd like, real or science fiction.


This massive cat slinks through the tall grass, baring its huge teeth slightly, perfectly camouflaged by its orange fur and long black stripes as it moves.

TIGER                                                  CR 4

XP 1200

N Large animal

Init +1; Senses low-light vision; Perception +10


HP 50

EAC 16; KAC 14

Fort +8; Ref +8; Will +3


Speed 40 ft.

Melee claw +12 (1d6+9 S plus grab)

Multiattack bite +6 (1d6+9 S), 2 claws (1d4+9 S plus grab)


Str +5; Dex +1; Con +3; Int -4; Wis +1; Cha -2

Skills Athletics +15, Stealth +10


Environment urban, any forest

Organization solitary or pair

Tigers were one of the most recognizable species of big cats on Golarion, with their distinct stripes and coloration making them one of the animals most frequently depicted in art.  It is unknown whether populations of Golarian tigers exist in the wild anywhere in the wide universe, some are certainly kept in zoos or menageries, or used as luxury bodyguards by certain wealthy CEOs, tech-moguls, and even space pirates.  Their DNA was cataloged sometime before Golarion's disappearance, and they are thus often genetically engineered for the aforementioned purposes.

Analogues to this creature exist on many other worlds, though often alien tigers only share some of the basic characteristics and are usually simply cases of convergent evolution.  These cats vary wildly in appearance, size, and habitat, but most are solitary but social predators, upwards of 3 feet tall at the shoulder and anywhere from 6 to 12 feet long (with a tail taking up around 2 to 4 feet of that length), with males often being twice the size of females. Their weight can vary from 150 to as many as 1000 pounds.

Tigers typically hunt in huge territories, and aggressively defend their ranges from all comers, including bears, large reptiles, packs of wolves, other large cats, and even sometimes humans.  Man-eating tigers, and even those who seem to develop a taste for humanoid flesh, are rare, but not unknown.  Tigers are excellent climbers and swimmers, and prefer habitats near sources of water and cover where they can take advantage of their natural skill as ambush predators.  They have powerful jaws with massive teeth, and huge paws tipped in sharp claws.

The Imp

August 15th, 2018

The latest addition to the Bestiary Blog is the imp, one of the most frustrating creatures many adventurers will ever encounter.  Though not particularly life-threatening, imps are still an annoying and dangerous opponent if you earn the enmity of one, thanks to their ability to fly and to turn invisible at-will.  

This was a difficult one because the Pathfinder imp has more special abilities and spells of higher level than the Starfinder Alien Archive allows for a CR 2 creature.  Rather than drastically increasing the CR, I created the Little adjustment special ability, which is intended to have sort of the opposite effect of the Brute special ability.  This, along with the decreased reach from being tiny, allowed me, in my opinion, the leeway needed to justify the imp's rather powerful spell-like and defensive abilities.  The imp might still make for a difficult CR 2, but I'm not certain without testing it.  I might consider giving it another adjustment special ability called Fewer Hit Points to further offset the other defensive abilities by reducing its HP by 20%, and to get closer to the 16 HP a Pathfinder imp possesses.


This tiny, red devil flits through the air on black wings, its barbed tail swishing.  Long, curled horns go straight back from its head, and it wears a tiny goatee and a fiendish smile.

IMP                                                   CR 2

XP 600

LE tiny outsider (devil, evil, extraplanar, lawful)

Init +4; Senses see in darkness; Perception +7


HP 21

EAC 12; KAC 13

Fort +1; Ref +5; Will +3

Defensive Abilities fast healing 2 DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10


Speed 20 ft., fly 60 ft. (perfect)

Space 2-1/2 ft.; Reach 0 ft.

Melee tail +7 (1d4 P plus poison)

Ranged azimuth laser pistol +5 (1d4 F)

Spell-Like Abilities (CL 6th)

Constant- detect good, detect magic

At will- invisibility (self only)

1/day- augury, suggestion (DC 14)

1/week- commune (6 questions, CL 12th)


Str +0; Dex +4; Con +0; Int +1; Wis +0; Cha +2

Skills Acrobatics +12, Bluff +7


Environment any (Hell)

Organization solitary, pair, or flock (3-10)


Imp Poison (Ex)

Type- poison (injury); Save Fortitude DC 13; 

Track Dexterity; Frequency 1/round for 6 rounds

Cure 1 save

One of the most infamous devils, and perhaps the one most frequently seen on the Material Plane, imps are conniving tricksters whose greatest delight is the corruption of good aligned mortals.  Imps are one of the least powerful of the devils, but they are nonetheless one of the most effective in corrupting souls.  

In ages past, many imps were known to offer their services as familiars to spellcasters.  They still enjoy going to the mortal realms where they might become advisers to space pirate captains, helpers to librarians of eldritch lore, or traveling companions of spellcasting adventurers.  They can often be helpful spies and useful sources of information of many kinds, but always with a price, and that price can often be the gradual slide of anyone who associates with them toward an a lawful evil alignment, sometimes completely unknowingly.

Imps are around 2 feet tall, with a wingspan 3-foot wide, and they usually weigh around 10 pounds.  Not all imps look alike, but most of the time they take on a red-hue and the features of a humanoid male.



Requirement: tiny sized or smaller

Determine the NPC's main attack's damage as if the NPC's CR were 2 lower.  This grants an additional special ability when building the monster, or allows more flexibility with the creature's special abilities and spells.



Level: mystic 4 

School: divination

Casting Time: ten minutes

Range: personal

Duration: 1 round/level


You contact your deity-or agents thereof-and ask questions that can be answered by a simple yes or no. (A mystic of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity's knowledge. "Unclear" is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity's interests, a short phrase (five words or less) may be given as an answer instead.

The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.


The Ape-Man

August 10th, 2018 

This will be the first monster I've made from scratch specifically for this blog, at the request of another friend of mine.  The ape-man could represent any prehistoric ancestor of modern mammalian humanoids, and allows your Starfinders to encounter savage primates with a rudimentary grasp of tools, and sometimes, magic, in the tradition of 2001: A Space Odyssey, the works of H.P. Lovecraft, and many other works of pulp and science fiction.

I am going to make several specimens of these ape-men, to represent a few different possibilities and to provide the possibility for larger encounters.  The ape-men presented below are considered humanoids with the human subtype, but they could easily be modified to be other subtypes such as dwarf or elf.


A hairy biped with both human and ape-like features emerges from the forest to stand before you.  It has a flat nose, strongly projecting jaw, and thick body hair like an ape, but its teeth and upright stature are more human in form.  It has strong, lengthy arms, and its long fingers grasp a crude club.

APE-MAN WARRIOR                                                  CR 1

XP 400

N Medium humanoid (human)

Init +6; Senses Perception +5


HP 20

EAC 11; KAC 13

Fort +3; Ref +5; Will +1


Speed  30 ft., climb 30 ft.

Melee slam +5 (1d6+7 B)

Ranged thrown rock +5 (1d6+1 B)


Str +4; Dex +2; Con +1; Int -2; Wis +0; Cha +0

Skills Acrobatics +10, Athletics +5 (+13 when climbing), Survival +5

Other abilities Improved Initiative


Environment forest or plains

Organization solitary, group (2-12), or band (12-22, plus an equal number of non-combatants)

Though on some worlds the evolution of mammalian humanoids was, according to legend, influenced by alien powers, ranging from aboleths to dragons to even deities, on many worlds modern humans arose strictly through the forces of natural selection. Ape-men represent what could be called a transitional period, when humans began to diverge from their ape cousins, developing larger brains and a more upright body structure over the course of countless generations. Ape-men can use rudimentary tools, weapons, and sometimes even magic, to great utility, but have yet to develop language or advanced tools of any kind.

Ape-men societies, despite their rather misleading name, are typically matriarchal, with the eldest female in the band making the most important decisions about how the band gathers food, how it interacts with other bands of ape-men, and often even how mating pairs are arranged. Some of the most venerable of these females develop mystical powers in their old age. Other females communally raise and oversee the infants and juveniles, care for the elderly of the group, and gather food, while adult males are typically responsible for the majority of the hunting and tool-making.


XP 400

Ape-man mystic

N Medium humanoid (human)

Init +6; Senses Perception +18


HP 75; RP 3

EAC 17; KAC 18

Fort +6; Ref +6 Will +10


Speed 30 ft., climb 30 ft.

Melee quarterstaff +10 (1d6+9 B)

Ranged thrown rock +10 (1d6+5 B)

Offensive abilities grasping vines (DC 16), animal adaptation

Mystic Spells Known (CL 6th)

2nd (3/day)- augury, mind thrust (DC 18)

1st (6/day)- keen senses, lesser remove condition, mystic cure

At-will detect affliction, stabilize

Connection xenodruid


Str +0; Dex +0; Con +3; Int -2; Wis +5; Cha +2

Skills Mysticism +18, Survival +13

Other abilities improved initiative, mindlink, speak with animals

The Dire Rat

August 9th, 2018

As an added bonus, I present another creature that makes a popular opponent for low-level adventurers in Pathfinder, the dire rat, since kobolds tend to keep them as pets, and since CR 1/3 creatures are actually pretty easy to convert.


This dog-sized rodent peers at you from the darkness with glittering red eyes.  Its thick and mangy fur is filthy, and its tail trails off like a snake, almost as long as the rest of the animal's body by itself.

DIRE RAT                                                  CR 1/3

XP 135

N Small animal

Init +3; Senses low-light vision; Perception +3


HP 6

EAC 10; KAC 12

Fort +3; Ref +3; Will +0

Immunities fire, poison; Resistances acid 10, cold 10


Speed 40 ft., climb 20 ft., swim 20 ft.

Melee bite +4 (1d6 P plus filth fever)

Offensive abilities filth fever (DC 12)


Str +0; Dex +3; Con +1; Int -5; Wis +0; Cha +0

Skills Athletics +7

Other abilities tracking (scent) 


Environment any

Organization solitary or pack (2-20)


Filth Fever (Ex)

Type Disease; Save Fortitude DC 12

Track physical; Frequency 1/day

Cure two consecutive saves

Dire rats can be as long as two feet, not counting the tail, and some can weigh as many as 25 pounds.  Just as it has always been, dire rats are ubiquitous menaces, and they seem to be as adept at stowing away on starships as they ever were on sailing vessels.   

The Kobold

August 9th, 2018

Here's a fairly easy one, by request of a friend of mine.  Apparently he wants an opportunity to fight one of the most famously easy to beat monsters in Pathfinder, a creature who makes goblins look intimidating.  Kobolds may be pathetic, but every group of 1st level adventures needs that one encounter where you get to flex and simply wipe the floor with the enemy.  And despite their stature and relative weakness as a base monster, just Google "Tucker's Kobolds" for an example of how dangerous they can be in numbers, and with class levels.  The CRs don't go down to 1/4 as far as I can tell in Starfinder, so today's kobolds are maybe a little tougher than their ancestors, but not by a whole heck of a lot.


This three-foot tall, scaly reptilian smiles through a snout packed with pointy little teeth, his long, lizard tail sticking out the back of his estex suit, as he brings his laser pistol to bear.

KOBOLD                                                   CR 1/3


LE Small humanoid (reptilian)

Init +3; Senses darkvision 60 ft.; Perception +7


HP 6

EAC 10; KAC 12

Fort +3; Ref +1; Will +0

Weaknesses light blindness


Speed 30 ft.

Melee tactical spear +4 (1d6 P)

Ranged azimuth laser pistol +1 (1d4 F; critical burn 1d4)


Str -1; Dex +3; Con +1; Int +0; Wis +0; Cha -1

Skills Bluff +7, Engineering +3, Perception +7, Stealth +3

Languages Draconic

Gear azimuth laser pistol, estex suit I, tactical spear, tool kit (trapsmiths tools)


Environment temperate underground, deep forest, or urban

Organization solitary, gang (2-4), nest (5-30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th-6th level), or tribe (31-300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th-8th level, and 5-16 dire rats)

As it has ever been, kobolds thrive in the dark places of the universe, though today they are just as likely to dwell in the shadowy slums of megacities, where they toil and labor for minimum wage salaries and fight for scraps, as they are to live in the vast underground caverns and light-less forests found on countless worlds. They still proudly claim their race to be true-blooded inheritors of the draconic tradition, poised to someday conquer the universe alongside their more powerful relatives, but as it has always been, true dragons view kobolds as less than pawns.

Throughout the universe, but particularly in the Drakelands of Triaxus, where kobolds have always been numerous, modern kobolds slave away in factories by the millions, helping manufacture weapons, vehicles, and other goods for their draconic corporate overlords. Despite their arrogance regarding their lineage, kobolds, especially those who have become alienated from their traditional tribal, clutch-based structures by centuries of urbanization and wage labor, are cowardly and self-centered, and the thought of uniting for better working conditions seems entirely foreign to their race, at least so far.

Kobolds still are obsessed with traps, and now they often booby-trap their tiny, solitary apartments so that their neighbors cannot burglarize them while they are working their long shifts. Kobolds have traditionally kept dire rats as pets, and urban kobolds often follow this tradition by keeping fierce guard-rats at home.

Kobold adventurers often take to the stars in an effort to escape the harsh conditions under which they toil in humanoid cities, or in an effort to seek power and wealth that they can use to advance in society when they return. Though most kobolds are respectful of authority and they are generally lawful, many kobold adventurers are good-aligned, and some even adventure in order to try to make a better life for their brothers and sisters at home.

Kobold anatomy has changed little through the centuries. They are typically 2-½ to a little over 3 feet tall and weigh around 30 pounds. Red-scaled kobolds remain the most common variation, although specimens representing all five of the chromatic dragon types can be found.


Ability Adjustments +2 Cha, +2 Dex, -2 Str

Size and Type Kobolds are Small humanoids with the reptilian subtype.

Darkvision Kobolds have darkvision with a range of 60 feet.

Crafter Kobolds receive a +2 racial bonus to Engineering checks. In addition, kobolds reduce the base time it takes to create an item using Engineering to two hours.

Draconic Heritage Kobolds receive a +2 racial bonus to Bluff, Intimidate, and Perception checks.

Trapmaker's Art Kobolds receive a +2 bonus to Perception checks to search for traps, as well as to Engineering and Computer checks to disable traps.



This subtype is applied to humanoids of some of the various reptilian subspecies that hail from Golarion, such as kobolds, lizardfolk, and troglodytes.

Traits: Darkvision 60 ft.; many NPCs with this subtype gain Perception as a master skill.

The Manticore

August 8, 2018 (last updated on August 9th, 2018)

The manticore is another classic monster from days of yore.  As with the chimera, I have converted the manticore from Pathfinder 1st Edition to Starfinder.


This monster bears the snarling visage of a humanoid, but its body is leonine in form. Wings like those of a wyvern sprout from its back.  It has a tail like a porcupine, loaded with spikes often longer than a foot. 

MANTICORE                                                   CR 5

XP 1,600

CE Large magical beast

Init +2; Senses darkvision 60 ft., low-light vision; Perception +16


HP 70

EAC 17; KAC 19

Fort +9; Ref +9; Will +4


Speed 30 ft., fly 60 ft. (average)

Melee bite +15 (1d6+10 P), or claw +15 (1d6+10 S)

Multiattack bite +9 (1d6+10 P), 2 claws +9 (1d6+10 S)

Ranged spikes +12 (1d8+5 P)

Ranged Multiattack 4 spikes +6 (1d8+5 P)

Space 10 ft.; Reach 10 ft.


Str +5; Dex +2; Con +3; Int -2; Wis +1; Cha -1

Skills Perception +16, Survival +11

Languages Common


Environment warm hills and marshes

Organization solitary, pair, or pride (3-6)

Manticores are far-ranging hunters whose desire for fresh meat, particularly that of humans, is seemingly insatiable. Most manticores are around 10 feet in length, and many weigh upwards of 1000 pounds.  They exhibit little sexual dimorphism, though the human-looking faces of the males are sometimes bearded.

Legends about the manticore's origins suggest that it was some sort of magical experiment, but populations of manticores have been living in the wilds of many planets for centuries.  Their tendency to often ally with or bully other evil creatures, often humanoids, is likely the explanation for their migration to the stars.  Interestingly, manticores are able to produce viable offspring with most creatures with leonine features, including lions, lamias, sphinxes, and chimeras.

The Chimera

August 8, 2018 (last updated August 9th, 2018)

What follows is a conversion of the chimera, a classic monster dating back to the earliest editions of Dungeons and Dragons, from Pathfinder RPG 1st edition to the Starfinder Roleplaying Game.


This lion-bodied monstrosity flies on a pair of dragon's wings, and possesses three heads: those of a roaring lion, a horned goat, and a dragon.

CHIMERA                                                  CR 7

XP 3,200

CE Large magical beast

Init +0; Senses darkvision 60 ft., low-light vision., Perception +19


HP 105

EAC 19; KAC 21

Fort +11; Ref +11; Will +6


Speed 30 ft., fly 50 ft. (clumsy)

Melee bite +18 (2d6+12 B)

Multiattack 2 bites +14 (1d8+12 P), gore +14 (1d8+12 B), or

2 bites +12 (1d6+12 P), gore +12 (1d6+12 B), 2 claws +12 (1d6+12)

Space 10 ft.; Reach 10 ft.

Offensive abilities breath weapon (8d6 A, DC 15 Reflex halves, 1d4 rounds, see below)


Str +5; Dex +0; Con +4; Int -3; Wis +2; Cha +0

Skills Perception +19

Languages Draconic

Other abilities unflankable, three-headed


Environment temperate hills

Organization solitary, pair, pride (3-6), or flight (7-12)


Breath Weapon (Su) A chimera's breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera's breath weapon is usable once every 1d4 rounds, deals 8d6 points of damage, and allows a DC 15 Reflex save for half damage.

Head Color          Breath Weapon

Black                     80-foot line of acid

Blue                      80-foot line of lightning

Green                   40-foot cone of acid

Red                       40-foot cone of fire

White                    40-foot cone of cold

Chimeras are dangerous and aggressive hybrids, magical beasts whose origins remain unknown. Their ability to fly and their natural cunning make them keen hunters, and their breath weapon makes them a serious threat to groups of adventurers, or even small armies. Most chimeras are 4 to 6 feet tall at the shoulder, with their three heads extending that reach substantially. They are 9 to 11 feet in length, and weigh between 600 and 800 pounds. Their size is typically tied to the color of their dragon head, with red dragon chimeras representing the largest specimens and white dragon chimeras representing the smallest.

Chimeras have spread to most worlds which still retain some semblance of a wilderness.  They prefer hilly terrain where they can find caves to make their lairs.  On Castrovel, feral, barbaric chimeras can be found roaming or flying over the jungles seeking unwary prey, while in the Drakelands of Triaxus many chimeras serve as mid-level enforcers, thugs, and killers for the various corporations headed by evil, chromatic dragon CEOs in that region. In any case, it requires a creature of great power to control a chimera, as they are generally stupid, unhelpful, and disloyal. They disdain space travel, but nonetheless are often transported to other planets by their overlords for nefarious purposes of many kinds.

Chimeras prefer to eat meat, but are selectively omnivorous if their favored diet, terrified humanoids, is unavailable. Their ability to fly enables them to typically have their choice of food sources. They are often solitary, but when in a group, their society functions similarly to a pride of lions, where the group is led by a patriarch, but where the females do most of the work.

Rumors suggest that various factions, ranging from the drow to the Azlanti Star Empire, have performed cybernetic enhancements on certain chimeras, making cyborg horrors called mecha-chimeras. These chimeras are even more dangerous than their wholly biological cousins, and often possess a variety of technological weapons that supplement their up-close ferocity with the ability to bring the pain from long range with lasers or missiles. Their wings, and often one or more of their heads are cybernetic, but the dragon head is typically left intact to allow the mecha-chimera to still use its breath weapon.  They are often equipped with built-in targeting computers, which allow them to ignore anything less than total concealment, and force fields that supplement their already substantial reservoir of health.

MECHA-CHIMERA                                                  CR 11 

XP 12,800

CE Large magical beast

Init +0; Senses darkvision 60 ft., low-light vision., Perception +25


HP 180

EAC 24; KAC 26

Fort +15; Ref +15; Will +10


Speed 30 ft., fly 60 ft. (average)

Melee bite +24 (4d6+19 B)

Multiattack 2 bites +20 (2d8+19 P), gore +20 (2d8+19 B), or 2 bites +18 (2d6+19 P) , gore +18 (2d6+19 B), 2 claws +18 (2d6+19) 

Ranged IMDS missile launcher +21 (explode 6d8+11 B & P, 30 ft.), or medium machine gun +21 (3d10+11 P)

Space 10 ft.; Reach 10 ft.

Offensive abilities breath weapon (12d6 A, DC 18 Reflex halves, 1d4 rounds, see below)


Str +8; Dex +0; Con +5; Int -2; Wis +3; Cha +0

Skills Perception +25

Languages Draconic

Other abilities unflankable, three-headed

Gear IMDS missile launcher with tactical missile (cannot be disarmed), medium machine gun (cannot be disarmed), targeting computer, white force field


Environment any

Organization solitary


Breath Weapon (su) A mecha-chimera's breath weapon depends on the color of its dragon head, as summarized on the table above. Regardless of its type, a mecha-chimera's breath weapon is usable once every 1d4 rounds, deals 12d6 points of damage, and allows a DC 18 Reflex save for half damage.



This creature has three heads, either naturally or due to magical or cybernetic experimentation.

Traits: Perception is a master skill; unflankable; if the creature has bite or gore attacks, it can make three such attacks (and no other attacks) as a full action with a -4 penalty to each attack roll.

Things to Come from The Bestiary Blog

More conversions to Starfinder of evil outsiders, including more devils, daemons and demons, are coming soon.  


Drell Logan

Human operative / Starfinder Society

"We thought the chimera was only a legend.  But now they've been converted?  I just saw one with a cybernetic goat's head lay out an entire battalion of elves with a tactical missile, a machine gun, and a massive cone of fire.  They are all too real.  Someone stop this writer before it's too late."


Lashunta mystic / Aspis Consortium

"Just when I thought we'd run out of monsters to hire to fight the Starfinders, you're telling me that hydras and manticores are still around?  The universe just got a little more beastly, and I like it."

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