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Part of making a ttrpg is opening the document and looking at it.

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Homebrew Horror: Tomtenisse
(Art source)
Also known as simply Tomte or Nisse, these helpful but foul-tempered fey are one of many breeds of House Spirits, fey of households and fields which enjoy doing common work and who either come with the ownership of the house or can be called to one via a simple ritual. The Nisse share much in common with the Dvorovoi, in that they tend to the fields and farmhouses rather than the hearth and home, and in fact they can often be mistaken for one another by the uninformed. The primary difference between the two is that the Nisse are never seen without a pointed red cap... but the most important difference is their attitude.
While a great many House Spirits are calm and forgiving in their ways and seek to avoid violence, the Tomtenisse have a legendarily poor temper and possess a seemingly endless list of grievances, chief among them being insulted, though just what constitutes an insult can vary dangerously from one Nisse to the other. Common practice is thus to simply not acknowledge their work (or lack thereof) at all for fear of potentially provoking them. Quick to anger and quicker to act, an offended Nisse can go from a helpful farmhand to a deadly menace in the blink of an eye, their retribution beginning at spoiling milk, destroying crops, and sabotaging farm equipment, with the destructive acts escalating the longer they remain offended. Especially luckless farmers may find themselves or their families directly assaulted by the fey, whose powerful invisibility and spiteful curses can make it impossible for common folk to fight back.
Luckily, they're just as quick to forgive when sincerely apologized to (provided the victims know what to apologize for), and especially when bribed. Like all House Spirits they balk at the idea of accepting clothing, and are downright insulted if one attempts to pay them with actual coin, but all Nisse enjoy a bowl of porridge or oatmeal accompanied by butter. Butter holds immense significance to these fey, and they can be calmed from even the most intense fury if presented with a bowl of porridge with a generous serving of butter arranged in exactly the way they love most (which differs from fey to fey).
Each Nisse looks roughly similar, resembling old men the size of children wearing pointed red caps, though there are startling differences among them depending on their behavior. Nisse which lean towards benevolence and who aren't as swift to snap tend to look friendlier, their wrinkles and bends softening, their noses growing round, and their beards becoming more akin to sheep wool... however, Nisse leaning into malevolence, such as by stealing grain and livestock from neighboring farms to support "their" farm, tend to possess features such as sharpened teeth that drip with sickening poison, ragged black claws, or a single eye in the center of their face, all features they take pains to hide with their beards and clothing. Thanks to their appearance and attitude, it's commonly believed that Tomtenisse are actually Redcaps who've either been cursed into subservience by a higher power, or are seeking some manner of penance or redemption for their misdeeds through labor. The truth of the matter is difficult to determine, as the very question drives the Nisse into a speechless rage they cannot be calmed from through any means for a full day.
Homebrew Horror: Kooks
(Art from The Book of Unremitting Horror, pg. 50)
It always begins within the first few days of summer. An open window facing the wilderness, letting in the fresh breeze and the warm air of a new season. That's when the first whisper will start, flowing in on the wind to call to children who are lonely, bored, or who are looking for any reason to leave their home. The words crook into a beckoning finger, luring the child from the safety of home and into the woods, or the hills, or the pond, or whatever natural environs are present to link the world of man to the world of Fey.
The child is not in danger, not when they first meet the Kooks. Disguised by a radiant haze of sweet summer days and tasty treats, the Kooks appear as cherubic children to their chosen targets, bearing gifts of delicious fruit, amazing pastries, and all the candy they could possibly eat. A stranger in the woods handing out candy would certainly raise alarm in most societies, but a child coming home and talking excitedly of other kids inviting them to play and have a picnic? No, it would take a strict and suspicious parent indeed to suspect something is wrong. Most parents may simply believe that their children have made new friends, even if these new friends do seem a little kooky.
It is strange how these new friends never come visit the child at their home, though. It's always the child going to visit them, far out of sight or supervision of any adult, and these friends never, ever seem to be around when an adult (or even an older sibling) comes to investigate. The Kooks are careful when choosing their targets to avoid victims with overly suspicious relatives, but sometimes mistakes happen. That's when things tend to get messy, as anyone above the threshold of being a teenager can see a Kook for what it really is, but the Kooks try to avoid such messes whenever possible. It's easier to just find new prey than to risk the whole of the hive cleaning up a stupid mistake.
The targets of the Kooks are drained slowly, becoming gradually paler and sickly even though they seem completely happy and carefree when outside. Such children grow listless when indoors and shrink away from most normal stimulus, including foods they once enjoyed, not because they dislike it, per se, but because being outside with their new friends is just so much better. The affected children spend less and less time indoors, leaving to play with their new friends for longer and longer stretches of the day... until one day they simply never come back.
They're not dead, mind. No, far from it! In fact, they need not fear death, or sickness, or starvation ever again. They join hands with their kooky friends, smiling so widely that their face can barely contain the grin, and become kooky themselves, disappearing from the world and joining the rest of their new family in the Sweet Summer Days.
The Pandaemonic Parliament
Pandaemonium by John Martin, accessed at Wikipedia here
Asmodeus, King of Hell, the Archfiend, feels as if he is losing control. And there is nothing he hates more than losing control.
What events have Asmodeus scrambling may differ from campaign to campaign. If running a game in a conventional Pathfinder setting, perhaps it is Cheliax’s dwindling territory and repeated defeats. If running a game with Pathfinder 2e’s War of the Immortals material, perhaps the deaths and departures of gods have Asmodeus feeling uncertain of his strength and permanence. If using the Age of Monsters material from this blog, perhaps it is due to Lamashtu’s position being assaulted by Mormo, Mormo’s victory over Lamashtu, or even the dirty little secret of how Asmodeus and Geryon have rewritten Hell’s history to erase Typhon and give Geryon all his accomplishments and none of his faults. It could be all of those things.
Whatever the impetus, Asmodeus seeks to reach out to the other great powers of the Lower Planes. The daemons and demons. Build a unified front for shared defense, and to promulgate the goals of evil throughout the cosmos. And of course, get more daemons and demons to play by his rules.
This unified front is the Pandaemonic Parliament. A gathering of 72 of the finest minds from Abaddon, the Abyss and Hell, all trying to further the corruption of the Universe. And their first plan is a winner. Each of the Parliament members has invested some of their power into a Seal, a magical sigil that allows those who draw it correctly to pull from that fiend’s power for their own uses. A much more immediate and tangible benefit than merely worshiping a fiend, and many mortals are skilled at deluding themselves into believing that their souls can remain unscathed despite tapping into fiendish power. Some of them may even be correct, as there is no alignment restrictions on these “binders”, as they call themselves, and some binders have learned abjurations and rituals to keep themselves safe from corruption.
Theoretically, the split between factions on the Pandaemonic Parliament is even: twenty four demons, twenty four daemons, twenty four devils. In the “spirit of cooperation” however, Asmodeus created a Prime Minister, Bael, to weigh issues from all sides, who has taken a neutral evil seat over from the daemons. Bael is a three headed fusion, a demon, devil and daemon all in one. Asmodeus brushes over any questions of Bael’s true allegiance and advocates for his neutrality. Most of the daemons and demons in the Parliament know that they’re being used, but hope to exploit their exploiter, gaining access to Hell’s resources while minimizing how many compromises they have to make.
In order to unify the squabbling fiends of the Pandaemonic Parliament, Asmodeus uses what he is best at. Fear. Asmodeus believes, or at least claims to believe, that the kytons, sahkils and qlippoth pose a threat to the devils, daemons and demons respectively. The kytons pose no such threat—they care much more for flesh than for souls, and even their demagogues are much more interested in pursuing their own projects than unifying and attempting anything so drastic as conquering Hell. Most of the daemons of the Parliament aren’t fooled: sahkils and daemons have more commonalities than differences, in their hatred for the River of Souls and their love of tormenting and devouring mortals. But they are happy to pay lip service to the idea at Parliament meetings and target sahkils with violence when they have the opportunity. It is entirely possible that Asmodeus’ fears of war between the fiendish subtypes will be a self-fulfilling prophecy.
On the other hand, Asmodeus has a point about the instability of the Abyss and its power structure. The Abyss is an ever changing place, and the demonic members of the Pandaemonic Parliament are those who want to push back against those changes. New types of demons are emerging from larvae, taking over the places and roles of the old guard. The qlippoth do want to take back what once was theirs, and are doing so through a new and alarming angle. More and more, the boundaries of qlippoth and demon are blurring, as qlippoth lords grow more avid for worship and demons and qlippoth are more likely to cooperate, or at least tolerate each other, on a case-by-case basis. Most alarming is the work of Pale Night, a creature who actively bridges the realms, and her newest project, an attempt to unify qlippoth and demons under a single banner. A great divine beast with two heads, representative of his split nature. Demogorgon.
The Pandaemonic Parliament is an attempt to bring the flavor of the Ars Goetia into Pathfinder. As part of this project, the remaining 72 demons of the Ars Goetia will receive statistics, split between demons, devils and daemons. Each Parliament member is a fiend of CR 15 and up; some are demigods in their own right, but many are unique members of existing fiend types. As this project progresses, the binder class from the D&D 3.5 Tome of Magic will be converted to Pathfinder 1e, working with the 72 fiends of the Goetia.
Homebrew Horror: Aeon, Langolier
(Art source!)
While all of the emanations of the great Monad have their mysteries, few are as impenetrable as the bizarre black blots known as Langoliers, a form of aeon that was never meant to be seen by any thinking being. Rare in the extreme, scholars debate what, precisely, the function of the Langoliers are in the cosmos, since they appear to switch between indiscriminate hostility and suicidal pacifism with no discernible pattern. Attempts at communicating with them are even less fruitful than normal 'conversations' with other aeons, as their psychic transmissions invariably show only one of two things depending on if they are peaceful or hostile: a snapshot of their current surroundings, or their surroundings turning to gray stone and then crumbling to dust until the only thing left is a pitch black, starless expanse.
There are many theories as to what the Langoliers are, what they represent, and what their purpose is. There are two commonly held beliefs among those who study the mysteries of the aeons, the first being the idea they uphold the Balance of Matter and Emptiness and exist to destroy existing matter in proportion to matter being created in the universe, and that they're so terrifically hostile to intelligent creatures because such creatures are constantly breaching into other planes to harvest matter or using magic to create matter where there was none, threatening the balance of existence. The other most common belief is that they may not be a purposeful emanation of the Monad at all, but the manifestations of some form of corruption that plagues the Condition of All like a disease.
Other, more niche research claims that they are what happens when another aeon is swallowed entirely by Spheres of Annihilation or similar void phenomena... or perhaps the reverse is true, that Spheres of Annihilation are the unhatched form of a Langolier. This theory is a chilling thought for many planar scholars, who dread the possibility that any number of dangerous but contained Spheres may suddenly hatch into a terrifying threat! The fact that Langoliers perfectly resemble these Spheres when placid raises an even more worrying idea: there may be no such thing as Spheres of Annihilation at all, just hibernating Langoliers awaiting the command to awaken from their creator.
Despite these compelling theories, the ultimate and unknowable truth is even stranger: Langoliers do not exist to uphold any form of balance, and they are not meant to exist at the same time as anything but the final dregs of creation as the great wheel finally slows to a stop. Indeed, Langoliers are the final aeon released when time ends, serving to "clean the bones of creation's corpse" as it were, destroying everything within the Material Plane in much the same way a construction worker clears furniture out of a structure that is due to fall. The only reason they ever interact with other beings is due to the flow of time being altered somehow, the aeon accidentally stumbling into tampered time and getting spat out to some point in the universe's history when the stars are still shining.
Because Langoliers aren't meant to interact with anything but an empty universe, encountering any being causes behavior that a more technologically advanced civilization would recognize as a 'glitch,' though for most on Golarion it is understood as 'dangerously erratic.' This unpredictable behavior is one of the primary reasons for its name; "Langolier" is not the true name of these cosmic custodians (if indeed they have one), but the name of a bogeymonster popular in the town in which the first of these creatures was discovered, the folkloric monster known for its mood suddenly and dramatically shifting the instant it became hungry. In this town, the creature was found peacefully following around a cow for several days before it bumped into and destroyed a tree, which triggered an immediate switch to hostility, leveling most of the town as a result. This specific instance was eventually destroyed when it seemingly became transfixed by a calm lake surface, remaining there until a party of mercenaries destroyed it without it fighting back.
Langoliers are three to five feet across and change measurements on a whim, and likewise are believed to either be weightless or infinitely dense. How long a Langolier survives in the universe typically depends on how swiftly they're erased by attracting the Monad's attention; a placid one may essentially become a ticking time bomb for months or even years before something sets them off, while a hostile one is typically erased when its destruction reaches a high enough threshold for the cosmic caretaker to notice. Often, they are destroyed by adventurers and archmages long before the Condition of All registers their presence, as Langoliers entering torpor seem to "confuse" whatever systems are meant to remove them from reality.

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Homebrew Horror: Macibus
(Art source)
These unpleasant beasts have their origins as mortals who were punished for disappointing or enraging Galroscul, Nascent Demon Lord of Gluttony and Cannibalism, though since their initial creation (which involved devouring and excreting the unfortunate victim), several more of them have been born from the souls of mortals who've found themselves under the sway of various gluttonous Abyssal gods. Despite this, they are fairly rare as low-ranking demons go, with the majority of them once serving in Galroscul's court for both him and his highest-ranking servants. Now that he has been sealed away, they've found themselves in the midst of a civil war between his various generals and sycophants.
Rather than risk potential destruction as collateral damage or being pressed into the service of an unappealing master, many Macibus have begun offering their talents to gluttonous, Evil-aligned spellcasters who've reached level 7 and possess the Improved Familiar feat, contacting them via dreams they experience in the depths of a food coma or a bout of food poisoning to establish an arrangement. While many Macibus seek to steer their new masters towards the task of freeing Galroscul from his imprisonment, there are a not-insignificant number of them who simply wish to cook in relative peace, using their mortal masters as a means to gain access to ingredients they've never worked with before. Macibus were created to serve as chefs, and doing so scratches an existential itch in them that's otherwise impossible to satisfy.
The itch is so strong that not only must they cook, others must eat. Many of these creatures are pushed to violence if their meals are rejected (often by people who know where the ingredients come from), slaying picky customers and serving their expertly-prepared remains to clients with fewer hangups. The surest way for a caster to lose a familiar Macibus is to turn away one too many meals, moving the demon to plot against them, if not slay them directly. Despite their assurance in their skill, Macibus never eat food they make themselves, considering it their waste, though they'll happily sample/ravenously devour any food offered to them by someone else.
Homebrew Horror: Lugling
(Art source)
These small, useful creatures aren't born, but created, given life by mages opting to add a little more personality to their Bags of Holding... and relieve themselves of the need to actually carry it, instead having it follow them around like a loyal hound and handing them whatever they ask for. Luglings possess internal extradimensional spaces that can be accessed via their cavernous maws, each item held in a perfectly safe, dry space the beast or its master can easily access. With lengthy, dexterous tongues to retrieve any stored object and an innate ability to understand what's being asked for no matter how vague the request, Luglings completely remove the annoyances associated with sorting through an increasingly enormous pile of miscellaneous junk for their masters, all the while happily carrying these piles without complaint.
Fittingly enough, the personality of the average Lugling is comparable to a dog in an eternal state of joyous content, each one delighted to exist and stand at their master's side whether or not they're actually doing much of anything... Though some may not stay that way. Each Lugling is inextricably bound to a single Command Crystal scarcely larger than a human finger, perfectly following the commands of any creature holding the crystal and always trying to be as close to the crystal as possible. An owner wishing to keep their precious pet/tool from obeying the orders of just anyone who gets ahold of the crystal can infuse it with a bit of their essence, typically a drop of blood, clip of hair, or a lost tooth, forever cementing their control over the Lugling to which the crystal is attuned... but also creating a channel that allows tiny amounts of their magic and essence to flow into the unusual living Construct. Over time, this tiny channel changes the Lugling's appearance, personality, and even abilities to suit their owner's preferences, though not always in ways they may appreciate, such as a Lugling owned by a thief finding their pet filling itself to capacity with whatever objects its infantile mind considers valuable, or a hunter trying to retrieve a stored item and instead finding the carcasses of small game the construct was off hunting in a moment of boredom.
A Lugling whose crystal is destroyed becomes a free-willed construct, though it may be swayed with Diplomacy checks (or similar) to stay with its master until a new crystal can be constructed. A Lugling that goes too long without a crystal begins absorbing latent magic from the area around it and from items it has consumed, which causes it to mutate at random, potentially turning it from a useful tool into a dangerous menace.
I've decided I'm going to pull a prank on anyone who wants to use my statblocks by making this next one the most complicated monster in the entire game.
The Patreon is Live!
The Creature Codex is now on Patreon! Join me on Patreon for PDF archives of the monsters collected, for bonus monsters and to sponsor posts and have me write statistics for the monsters you want! The first bonus monster, Godzilla (yes, that Godzilla), is already up and ready for your reading pleasure.
The Creature Codex has been part of my life for 15 years now, and I've been writing monsters for RPGs for an additional decade on top of that. This month marks the 9th anniversary of the Codex in its current incarnation, and I am so proud of all of the work I've poured into it. We're coming close to Monster 2000. And if you want to be part of that process, and help support my writing, that would mean the world to me.
A Celebration of Monsters with statistics for Pathfinder 1e
is there any folkloric source to the Icelandic evil whales stuff or is it just some tumblr user’s creative writing project
ABOC cites their sources on the illhevli on their site
Posts about Illhveli written by abookofcreatures
Most of the specific details, like measurements, come from the book Meetings With Monsters, which is a folklore book with Icelandic authors from 2011 (and had a limited print run, so is heinously expensive now)

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Big Things are Coming...
This month, October 2025, is when I am launching the Creature Codex Patreon. Featuring bonus monsters and a way to make requests! Stay tuned for further information...
Base Class: Mimeticist
"M U T A T I O N" © Davide Scalia, accessed at his ArtStation here
[Perhaps the longest and most time consuming single post on the Codex, and that is saying something. It's my attempt at a base class! Inspired by the blue mage from Final Fantasy, transforming hero characters from media like Dial H for Hero, The Guyver and Ben10, and an attempt to make a version of the synthesist summoner archetype that isn't completely broken. Thanks to @abominationimperatrix, @soylent-crocodile and @monstersdownthepath for being my proofreaders and sounding boards on this one. This time I did not link every single non-core spell, because there's a lot of them. Use Archives of Nethys for sources on all these spells.]
Mimeticist The mimeticist is a student of the monstrous who alters their own body the way other classes may change armor or weapons. Using strange arcane techniques, a mimeticist can assume the forms of the creatures they study. Some mimeticists retain their natural features, only gaining slight hints of the forms whose abilities they mimic. Others become specific types of monsters when they use particular abilities, and still others become strange chimeras whose appearance shifts according to their tactics and whims. There are mimeticists, called henshin by some, who have a specific alter ego whose appearance remains relatively stable, even as they grow more powerful and gain more abilities.
Role: Mimeticists are to transmutation what summoners are to conjuration—they sacrifice their mastery of other schools of magic to access the powers of biological diversity and magical creativity. Some of them go so far as to maintain a secret identity, seeming as a mild-mannered scholar until they transform themselves into a beast.
Alignment: Any
Hit Die: d8
Class Skills The mimeticist’s class skills are Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha)
Skill Ranks per Level: 4 + Int modifier
The class features and spell list for the mimeticist are below the cut:
If a fantasy setting has both fantasy races like dwarves, elves, and halflings and contractible vampirism, I think vampire dwarves, vampire elves and vampire halflings should have their own bespoke weaknesses and powers from human vampires.
Vampire dwarves burn in pure darkness and must always carry a lit candle. Vampire elves can turn into owls. The only way to kill a vampire halfling is to feed it a soup it loved in life. Etc
A sketch by Steve Bissette of two somewhat familiar monsters.
Getting back to it
Hello all!
Sorry for my prolonged absence with no word, life gets hectic, you graduate from college, try to find a job, have to deal with family members suffering maladies, etc., etc. But now I am trying to get back in the swing of things, and was wondering what you would like to see?
What would you like to see me work on next?
Give us the Dohwar NPC's you promised us!
I would like to see other Spelljammer Heritages.
Give us other heritages from your own campaigns!
Expanding the Dohwar ecology and alternative racial abilities and feats, please.
You got any Elder Scrolls homebrew heritages?

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I'm only saying this for your sake, but objectively, it's not a smart idea to bring politics into normal hobbies. You might lose supporters of your blog just because of your political stance, and that would be terrible since you're so amazing!! It's only a suggestion, but I really reccomend not bringing politics into anything.
Cosigned.
[image text: I hate Trump and every dumb mother-fucker who voted for him]
Ink: Diamine Wilted Rose
Hello! Do you have a favorite fiendish race in Pathfinder? And perhaps the least favorite one? If yes, how would you improve them to look better in your eyes? The diversity of fiends (and outsiders in general) is probably my favorite part of Pathfinder, so I'd like to hear your opinion about them.
They’re members of my family, boy. I love them all!
Now, that being said, I do have some favorites and least favorites.
I am a big fan of devils, and always have been. Devils have been major players since my D&D games in high school (being a teenager in post 9/11 USA gave me a lot of thoughts on the nature of Lawful Evil). I like how in Pathfinder they’re more cooperative and less backstabbing than the typical D&D version, and they have clear motivations that are great for building plots. In setting, tying them to a major mortal country is an excellent way for them to have influence in the world.
I also like the Pathfinder take on daemons, more than the D&D daemons/yugoloths. Tying them to specific means of deaths is an avenue for creating interesting new species with thematic powers, and making their leaders the Horsemen of the Apocalypse was a smart choice. I don’t think they’re perfect (as I’ve said on this blog before, I think the current Famine is a bit of a Villain Sue), but they’re cool, and I use them in games quite a bit.
My least favorite are probably the demodands. Making them creations of the titans is an interesting idea on paper, but we don’t have a lot of specifics about their goals. They’re also inherently limited to being high level threats, which makes introducing demodand influence at lower levels somewhat more challenging. Most of all, they’re just not as cool as the Planescape take on them, the gehreleths. Gehreleths had the iron triangles and the bottled armies, and were both jailers and the jailed. They were mystic and weird, and stood out as Other from the various fiendish types in a way that Pathfinder’s demodands don’t.