Atlit's Almighty Almanac
Pathfinder 1E
Trox Drone
A lesser variant of the Trox but still formidable in battle.
Ability scores +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma
Trox are very strong, but they can be dim, unreceptive, and inhospitable
Type Monstrous Humanoid
Trox are monstrous humanoids
Speed Normal speed
Trox have a base speed of 30 feet
Size Medium
Trox are medium size
Special senses
Darkvision
Trox can see in the dark up to 60 feet
Tremorsense
Trox have developed a closeness to the earth that helps them thwart the invisibility of their duergar enemies. They gain tremorsense to a range of 20 feet.
Light Blindness
Abrupt exposure to bright light blinds Trox for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Special movement Burrow
Trox have a burrow speed of 20 feet
Special abilities Grabbing Apendages
A trox's smaller arms are useful for little more than aiding it with grappling. Trox gain a +2 bonus on cmb and cmd vs Grapple
Languages Trox begin play speaking Terran
A trox with a high Intelligence score can choose from the following: Common, Dwarven, Giant, Orc, and Undercommon
Alternate racial traits
Desert Brood To escape the threat of Drukir these Trox have adapted to the sun and surviving on the surface above.
This replaces Burrow and Light Blindness.
Favored class bonus
Barbarian +1 to the barbarian's total number of rage rounds per day
Fighter Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Alchemist Add +10 minutes to the duration of the alchemist's mutagens.
Shifter Add 1/5 to the damage dealt when using the shifter claws ability.
Druid Add +1/3 to the druid's natural armor bonus when using wild shape.
The Lizardfolk
Ability scores +2 Wis, +2 Con
Lizardfolk are tough and strongwilled
Type Humanoid (reptilian)
Lizardfolks are humanoids with the reptillian subtype
Speed Normal
Lizardfolk have a base speed of 30 feet
Size Medium
Lizardfolk are medium size
Special senses
Lizardfolk have no special senses.
Special movement Swim
Lizardfolk have a swim speed of 30 feet and thus gain a +8 racial bonus on Swim checks.
Special abilities
Natural Armor
Lizardfolk have tough scaly skin, granting them a +1 natural armor bonus.
Strong Lungs
Lizardfolk can hold their breath 2 times longer than normal.
Claws
Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size (1d4 for Medium creatures.)
Unique rule
Lizardfolk are eligible for the Tail Terror Kobold feat. Their Tail attack is a secondary natural attack that deals 1d6 damage
Languages Xenophobic Lizardfolk start knowing their racial language only.
Lizardfolk with high Intelligence scores can choose from the following: Aquan, Draconic, Aklo.
Alternate racial traits
Snapping Jaws These Lizardfolk prefer to ambush their prey by using their bites in devastating surprise attacks, while doing so they have developed strong and reflexive jaws.

These Lizard folks gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
This replaces the claws natural weapon.
Ground Adaptability These Lizardfolk have adapted to be more effective on land they gain a 20ft climb speed and has a +8 racial bonus on all Climb checks. They gain a +2 racial bonus on Stealth and Acrobatics. This replaces Swim and Strong Lungs.
Favored class bonus
Ranger Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies
Hunter Gain 1/6 of a bonus teamwork feat.
Slayer Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, the slayer also gains this increase to the studied target bonus on Stealth checks.
Brawler Gain a +1/2 insight bonus on attack rolls made with the bite or claws as a secondary natural attack (to a maximum of +3); the brawler must have a bite or claws natural attack to select this option.
Monk Add +1/4 point to the monk's ki pool.
Kineticist Add 1/3 to the total number of points of burn that the kineticist can accept before she can't choose to accept additional points of burn.
The Gnoll
Ability scores +2 Str, +2 Con
Type Medium
Gnoll are medium size
Speed Normal
Gnolls have a base speed of 30 feet
Size Humanoid (gnoll)
Gnolls are monstrous humanoids.
Senses
Darkvision
Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.
Special movement
Special abilities
Natural Armor
Gnoll hides are remarkably tough, granting them a +1 natural armor bonus.
Hulking Strength
Gnolls Are incredibly strong their strength increases by 2 for the purposes of carrying extra gear.
Beast Tamer
These Gnolls gain handle animal as a class skill and a +2 racial bonus to handle animal.
If you gain an animal companion, you may add Hyena to the list of possible animal companions.
Feral Hunter
Gnolls are also proficient with Javelins, Shortbows and Longbows.
Languages Xenophobic Gnolls start knowing their racial language only.
Gnolls with high Intelligence scores can choose from the following: Goblin, Giant, Undercommon.
Alternate racial traits
Children of Lamasthu Gnolls are favored children of Lamasthu. These Gnolls gain proficiency with the Falcion, Nets, Bolas and the scorpion whip.
This replaces Feral Hunter.
Chosen of Rovagug These Gnolls venerate in destruction. These Gnolls gain proficiency with the Greataxe, Greatsword and the Dire Flail.
This replaces Feral Hunter.
The Redeemed Ones These Gnolls have abandoned their ways of Slavery and Destruction and try to walk the path of light and serenity. These Gnolls gain proficiency with the Scimitar, Glaive and Falcata.
This replaces Feral Hunter.
Blood Hunter Some Gnoll prefer to hunt alone instead of in a pack, These Gnolls gain Scent to a range of 30ft.
This replaces Beast Tamer
Intimidating Physique These Gnolls are more savage than other Gnolls. Their larger fangs and massive size make them a much more intimidating foe. You gain a +2 in intimidate and you count as one size larger for the purposes of intimidate.
Replaces Hulking Strength.
Favored class bonus
Witch Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Shaman Add one Divination spell from the sorcerer/wizard spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Ranger Add +1 hit point to the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Fighter Add a +1/2 circumstance bonus on critical hit confirmation rolls with a weapon of the fighter's choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Magus Add +1/4 point to the magus' arcane pool.
Skald Increase the skald's total number of raging song rounds per day by 1
The Kobold
Kobolds have very poor ability scores, so we've decided to change them.
Ability scores -2 Strength, +2 Dexterity, +2 Wisdom
Kobolds are fast and crafty but weak
The Skinwalker
For the Skinwalker we've added five new subraces and more Favored class bonusses.

Weremantis-kin (Deathclaw)
Like their progenitors Deathclaws are often loners, in their humanoid form they have telltale features being often tall and long limbed and their eyes being a brilliant green which seem to be slightly to large for their faces. These skinwalkers are wanderers often explained away as a form of spirituality or piety and can be found across Golarion.
Ability scores +2 Wisdom, -2 Inteligence
(+2 Constitution while shapechanged)
Alternate skill modifiers Perception
Stealth
Alternate Spell-like ability Heightened Awareness 1/day
Bestial features
Claw Attack Deathclaws have two claw attacks that each deal 1d4 points of damage.
Climb Speed Deathclaws have a climb speed of 20 feet.
Agile Jumper Deathclaws can jump without a running start
Cushioned Fall Deathclaws treat falling damage as if the distance fallen were 20 feet less than it actually is

Werespider-kin (Webborn)
Webborn are often found in urban area's, they enjoy the large company of kin, having large families and forming even larger networks. They thrive in a community, and when alone they prefer to scurry away and come back in force. Webborn have dark or brown hair, large dark eyes, their fingers have a constant twitch to them and their faces are often shiny with a natural oil.
Ability scores +2 Constitution, -2 Charisma
(+2 Dexterity while shapechanged)
Alternate skill modifiers Climb
Stealth
Alternate Spell-like ability Web 1/day
Bestial features
Spider Climb Webborn possess the ability to walk on walls and ceilings, this functions as a permanent version of the spell Spider Climb.
Spider Bite Webborn have a bite attack that deals 1d6 points of damage.
Spider Senses Webborn have darkvision up to a range of 60 feet.
Spider's Ambush Webborn receive a +4 racial bonus on stealth checks.

Werewasp-kin (Hivebrood)
Found most often found in places where elves make their home, Hivebroods often refer to Calistria as their patron deity. They are known to be quick to anger and act irrationally. In their humanoid form they often have two toned hair and a faint humming timbre in their voices.
Ability scores +2 Wisdom, -2 Intelligence
(+2 Strength while shapechanged)
Alternate skill modifiers Intimidate
Calistria's Teachings: Hivebroods use their character level instead of their base attack bonus for the purposes of selecting whip feats
Alternate Spell-like ability Incessant Buzzing 1/day
Bestial features
Flight of the Bumblebee Hivebroods have a fly speed of 20 feet with poor mobility.
Wasp's Stinger Hivebroods have a stink attack that deals 1d6 points of damage.
Dark Vision Hivebroods have darkvision up to a range of 60 feet.
Calistria's Tool Hivebroods are proficient with whips.

Weretortoise-kin (Shelljaw)
Most commonly found in the Soddenlands the Shelljaws are generally peaceful in nature and form peaceful relationships with others who inhabit the marshes, like Lizardfolk, Scalehearts or Druids.
Ability scores +2 Wisdom, -2 Dexterity
(+2 Constitution while shapechanged)
Alternate skill modifiers Diplomacy
Survival
Alternate Spell-like ability Feather Step 1/day
Bestial features
Snapping Turtle Shelljaws have a bite attack that deals 1d6 points of damage, this attack receives 1-½ times the Shelljaw's strength bonus.
Hard Shell Shelljaws receive +2 natural armor bonus to their AC.
Slow and Steady The Shelljaw's speed is never modified by armor or encumbrance.
Swimming Lessons Shelljaws have a swim speed of 20 feet.

Wereape-kin (Feralfist)
Most commonly found within the Mwangi Expanse the Feralfists usually live a nomadic life style with their packs. They are rumoured to be descendants of the monkey kings.
Ability scores +2 Dexterity, -2 Inteligence
(+2 Strength while shapechanged)
Alternate skill modifiers Acrobatics
Wild Empathy
Alternate Spell-like ability Ant Haul 1/day
Bestial features
Fists of Sun Wukong Feralfists have two slam attacks that each deal 1d4 points of damage.
Monkey Climb Feralfists have a climb speed of 30 feet.
Prehensile Tail Feralfists have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tail, but the tail allows them to retrieve a small, stowed object carried on their person as a swift action.
Primate's Ferocity Feralfists can remain conscious and continue fighting even if their hit point totals fall below 0. They are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Favored class bonus
Alchemist Add +10 minutes to the duration of the alchemist's mutagens
Barbarian While you are raging, your racial natural attacks deal +1/4 point of damage.
Cleric Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid Add +1/3 to the druid's natural armor bonus when using wild shape.
Inquisitor Gain 1/4 of a teamwork feat.
Monk Add +1/4 point to the monk's ki pool.
Ranger Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that are related to your bestial origin. (i.e. werewolf-kin, wolves, winter wolves this stacks with any wild empathy you may have from your race)
Rogue The rogue gains +1/6 of a new rogue talent
Shifter Add 1/5 to the damage dealt when using the shifter claws ability.
Slayer Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Sorcerer Add 1/2 to the sorcerer's caster level when determining the duration of transmutation spells she casts that target the sorcerer.
Vigilante Gain +1/2 on Bluff checks when attempting to tell a lie that would be true from the point of view of the vigilante's current identity.