Time Flayers
Aberrations from the first world that was destroyed when the King was returned, stern dark eyed, and terrible at sublty they are adept at seeing and reacting to unseen paths.
Ability Modifiers +2 Dex and +2Wis -2Cha
Hit Points 4
Size and Type Medium size Aberration
Racial
Blindfight
Lowlight Vision
Graceful: +2 to acrobatics and Perception
Many paths: You get +5 to check to avoid being surprised
Cultural
Future sight: When you ready an action you gain a reroll that must be used before the beginning of your next turn.
Stoic: -2 to bluff and sense motive checks
Mercane
Interplanar traders and merchants, large, blue and with cat eyes, they travel the worlds looking for new items and things to bring and share.
Ability Modifiers +2 Cha and -2 Str
Hit Points 4
Size and Type Outsider native - Large
Racial
Large size
Limited Telepathy: 30ft non-verbal telepathic communications
Magic resistant: +2 to saves versus spells
Cultural
Natural Merchant: +2 Diplomacy, Know Culture, and one profession
Inevitables
After the loss of their plane, most tried to find anything that would let follow their lawful natures, becoming cops, bounty hunters, and otherwise enforcers of any law that would take them.
Ability Modifiers +2 Con and +2 Wis -2 Dex
Hit Points 6
Size and Type - Medium size Construct
Racial
Low light and Darkvision
+2 to saves versus Chaotic Effects
Constructed: They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep. In addition, inevitables do not breathe or suffer the normal environmental effects of being in a vacuum.
Slam: Inevitables are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Inevitables gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual).
Cultural
+2 to Culture, Profession: law and Sense Motive