Aberration Type:
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or
any combination of the three.
Features: An
aberration has the following features.
—d8 Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good Will saves.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An
aberration possesses the following traits (unless otherwise noted in a creature’s
entry).
—Darkvision out to 60 feet.
—Proficient with its natural weapons. If
generally humanoid in form, proficient with all simple weapons and any weapon
it is described as using.
—Proficient with whatever type of
armor (light, medium, or heavy) it is described as wearing, as well as all
lighter types. Aberrations not indicated as wearing armor are not proficient
with armor. Aberrations are proficient with shields if they are proficient with
any form of armor.
—Aberrations eat, sleep, and breathe.
Ability Score Loss (Su):
Some attacks reduce the opponent’s score in one or more abilities. This loss
can be temporary (ability damage) or permanent (ability drain).
Ability Damage: This
attack damages an opponent’s ability score. The creature’s descriptive text
gives the ability and the amount of damage. If an attack that causes ability
damage scores a critical hit, it deals twice the indicated amount of damage (if
the damage is expressed as a die range, roll two dice). Ability damage returns
at the rate of 1 point per day for each affected ability.
Ability Drain: This
effect permanently reduces a living opponent’s ability score when the creature
hits with a melee attack. The creature’s descriptive text gives the ability and
the amount drained. If an attack that causes ability drain scores a critical
hit, it drains twice the indicated amount (if the damage is expressed as a die
range, roll two dice). Unless otherwise specified in the creature’s
description, a draining creature gains 5 temporary hit points (10 on a critical
hit) whenever it drains an ability score no matter how many points it drains.
Temporary hit points gained in this fashion last for a maximum of 1 hour.
Some ability drain attacks allow a
Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s
Cha modifier; the exact DC is given in the creature’s descriptive text). If no
saving throw is mentioned, none is allowed.
Alternate Form (Su):
A creature with this special quality has the ability to assume one or more
specific alternate forms. This ability works much like the polymorph spell,
except that the creature is limited to the forms specified, and does not regain
any hit points for changing its form. Assuming an alternate form results in the
following changes to the creature:
—The creature retains the type and subtype
of its original form. It gains the size of its new form.
—The creature loses the natural weapons,
natural armor, movement modes, and extraordinary special attacks of its
original form.
—The creature gains the natural weapons,
natural armor, movement modes, and extraordinary special attacks of its new
form.
—The creature retains the special qualities
of its original form. It does not gain any special qualities of its new form.
—The creature retains the spell-like
abilities and supernatural attacks of its old form (except for breath weapons
and gaze attacks). It does not gain the spell-like abilities or supernatural
attacks of its new form.
—The creature gains the physical ability
scores (Str, Dex, Con) of its new form. It retains the mental ability scores
(Int, Wis, Cha) of its original form.
—The creature retains its hit points and
save bonuses, although its save modifiers may change due to a change in ability
scores.
—The creature retains any spellcasting
ability it had in its original form, although it must be able to speak
intelligibly to cast spells with verbal components and it must have humanlike
hands to cast spells with somatic components.
—The creature is effectively camouflaged as
a creature of its new form, and it gains a +10 bonus on Disguise checks if it
uses this ability to create a disguise.
Air Subtype:
This subtype usually is used for elementals and outsiders with a connection to
the Elemental Plane Air. Air creatures always have fly speeds and usually have
perfect maneuverability.
Angel Subtype:
Angels are a race of celestials, or good outsiders, native to the good-aligned
Outer Planes.
Traits: An angel
possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light
vision.
—Immunity to acid, cold, and petrification.
—Resistance to electricity 10 and fire 10.
— +4 racial bonus on saves against poison.
—Protective Aura (Su): Against attacks made
or effects created by evil creatures, this ability provides a +4
deflection bonus to AC and a +4 resistance bonus on saving throws to anyone
within 20 feet of the angel. Otherwise, it functions as a magic circle
against evil effect and a lesser globe of invulnerability, both with
a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits
from the circle are not included in an angel’s statistics block.)
—Tongues (Su): All angels can speak with
any creature that has a language, as though using a tongues spell
(caster level equal to angel’s Hit Dice). This ability is always active.
Animal Type:
An animal is a living, nonhuman creature, usually a vertebrate with no magical
abilities and no innate capacity for language or culture.
Features: An
animal has the following features (unless otherwise noted in a creature’s
entry).
—d8 Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good Fortitude and Reflex saves (certain
animals have different good saves).
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An animal
possesses the following traits (unless otherwise noted in a creature’s entry).
—Intelligence score of 1 or 2 (no creature
with an Intelligence score of 3 or higher can be an animal).
—Low-light vision.
—Alignment: Always neutral.
—Treasure: None.
—Proficient with its natural weapons only.
A noncombative herbivore uses its natural weapons as a secondary attack. Such
attacks are made with a –5 penalty on the creature’s attack rolls, and the animal
receives only 1/2 its Strength modifier as a damage adjustment.
—Proficient with no armor unless trained
for war.
—Animals eat, sleep, and breathe.
Aquatic Subtype:
These creatures always have swim speeds and thus can move in water without
making Swim checks. An aquatic creature can breathe underwater. It cannot also
breathe air unless it has the amphibious special quality.
Archon Subtype:
Archons are a race of celestials, or good outsiders, native to lawful
good-aligned Outer Planes.
Traits: An archon
possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light
vision.
—Aura of Menace (Su): A righteous aura
surrounds archons that fight or get angry. Any hostile creature within a
20-foot radius of an archon must succeed on a Will save to resist its effects.
The save DC varies with the type of archon, is Charisma-based, and includes a
+2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for
24 hours or until they successfully hit the archon that generated the aura. A
creature that has resisted or broken the effect cannot be affected again by the
same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic
circle against evil effect always surrounds an archon (caster level equals the
archon’s Hit Dice). (The defensive benefits from the circle are not included in
an archon’s statistics block.)
—Teleport (Su): Archons can use greater
teleport at will, as the spell (caster level 14th), except that the creature
can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with
any creature that has a language, as though using a tongues spell
(caster level 14th). This ability is always active.
Augmented Subtype:
A creature receives this subtype whenever something happens to change its
original type. Some creatures (those with an inherited template) are born with
this subtype; others acquire it when they take on an acquired template. The
augmented subtype is always paired with the creature’s original type. A
creature with the augmented subtype usually has the traits of its current type,
but the features of its original type.
Blindsense (Ex):
Using nonvisual senses, such as acute smell or hearing, a creature with
blindsense notices things it cannot see. The creature usually does not need to
make Spot or Listen checks to pinpoint the location of a creature within range
of its blindsense ability, provided that it has line of effect to that
creature. Any opponent the creature cannot see still has total concealment
against the creature with blindsense, and the creature still has the normal
miss chance when attacking foes that have concealment. Visibility still affects
the movement of a creature with blindsense. A creature with blindsense is still
denied its Dexterity bonus to Armor Class against attacks from creatures it
cannot see.
Blindsight (Ex):
This ability is similar to blindsense, but is far more discerning. Using
nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing,
or echolocation, a creature with blindsight maneuvers and fights as well as a
sighted creature. Invisibility, darkness, and most kinds of concealment are
irrelevant, though the creature must have line of effect to a creature or
object to discern that creature or object. The ability’s range is specified in
the creature’s descriptive text. The creature usually does not need to make
Spot or Listen checks to notice creatures within range of its blindsight
ability. Unless noted otherwise, blindsight is continuous, and the creature
need do nothing to use it. Some forms of blindsight, however, must be triggered
as a free action. If so, this is noted in the creature’s description. If a
creature must trigger its blindsight ability, the creature gains the benefits
of blindsight only during its turn.
Breath Weapon (Su): A
breath weapon attack usually deals damage and is often based on some type of
energy.
Such breath weapons allow a Reflex save for
half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s
Con modifier; the exact DC is given in the creature’s descriptive text). A
creature is immune to its own breath weapon unless otherwise noted. Some breath
weapons allow a Fortitude save or a Will save instead of a Reflex save.
Change Shape (Su):
A creature with this special quality has the ability to assume the appearance
of a specific creature or type of creature (usually a humanoid), but retains
most of its own physical qualities. A creature cannot change shape to a form
more than one size category smaller or larger than its original form. Changing
shape results in the following changes to the creature:
—The creature retains the type and subtype
of its original form. It gains the size of its new form.
—The creature loses the natural weapons,
movement modes, and extraordinary special attacks of its original form.
—The creature gains the natural weapons,
movement modes, and extraordinary special attacks of its new form.
—The creature retains all other special
attacks and qualities of its original form, except for breath weapons and gaze
attacks.
—The creature retains the ability scores of
its original form.
—The creature retains its hit points and
saves.
—The creature retains any spellcasting
ability it had in its original form, although it must be able to speak
intelligibly to cast spells with verbal components and it must have humanlike
hands to cast spells with somatic components.
—The creature is effectively camouflaged as
a creature of its new form, and gains a +10 bonus on Disguise checks if it uses
this ability to create a disguise.
Chaotic Subtype: A
subtype usually applied only to outsiders native to the chaotic-aligned Outer
Planes. Most creatures that have this subtype also have chaotic alignments;
however, if their alignments change they still retain the subtype. Any effect
that depends on alignment affects a creature with this subtype as if the
creature has a chaotic alignment, no matter what its alignment actually is. The
creature also suffers effects according to its actual alignment. A creature
with the chaotic subtype overcomes damage reduction as if its natural weapons
and any weapons it wields were chaotic-aligned (see Damage Reduction, below).
Cold Subtype: A
creature with the cold subtype has immunity to cold. It has vulnerability to
fire, which means it takes half again as much (+50%) damage as normal from
fire, regardless of whether a saving throw is allowed, or if the save is a
success or failure.
Constrict (Ex):
A creature with this special attack can crush an opponent, dealing bludgeoning
damage, after making a successful grapple check. The amount of damage is given
in the creature’s entry. If the creature also has the improved grab ability it
deals constriction damage in addition to damage dealt by the weapon used to
grab.
Construct Type: A
construct is an animated object or artificially constructed creature.
Features: A
construct has the following features.
—10-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—No good saving throws.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if
the construct has an Intelligence score. However, most constructs are mindless
and gain no skill points or feats.
Traits: A construct
possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Low-light vision.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects,
paralysis, stunning, disease , death effects, and necromancy effects.
—Cannot heal damage on their own, but often
can be repaired by exposing them to a certain kind of effect (see the
creature’s description for details) or through the use of the Craft Construct
feat. A construct with the fast healing special quality still benefits from
that quality.
—Not subject to critical hits, nonlethal
damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
—Immunity to any effect that requires a
Fortitude save (unless the effect also works on objects, or is harmless).
—Not at risk of death from massive damage.
Immediately destroyed when reduced to 0 hit points or less.
—Since it was never alive, a construct
cannot be raised or resurrected.
—Because its body is a mass of unliving
matter, a construct is hard to destroy. It gains bonus hit points based on
size, as shown on the following table.
Construct Size |
Bonus Hit Points |
Construct Size |
Bonus Hit Points |
Fine |
— |
Large |
30 |
Diminutive |
— |
Huge |
40 |
Tiny |
— |
Gargantuan |
60 |
Small |
10 |
Colossal |
80 |
Medium |
20 |
|
|
—Proficient with its natural weapons only,
unless generally humanoid in form, in which case proficient with any weapon
mentioned in its entry.
—Proficient with no armor.
—Constructs do not eat, sleep, or breathe.
Damage Reduction (Ex or Su):
A creature with this special quality ignores damage from most weapons and
natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly
(in either case, the opponent knows the attack was ineffective). The creature
takes normal damage from energy attacks (even nonmagical ones), spells,
spell-like abilities, and supernatural abilities. A certain kind of weapon can
sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage
ignored (usually 5 to 15 points) and the type of weapon that negates the
ability.
Some monsters are vulnerable to piercing,
bludgeoning, or slashing damage.
Some monsters are vulnerable to certain
materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks
from weapons that are not made of the correct material have their damage
reduced, even if the weapon has an enhancement bonus.
Some monsters are vulnerable to magic
weapons. Any weapon with at least a +1 magical enhancement bonus on attack and
damage rolls overcomes the damage reduction of these monsters. Such creatures’
natural weapons (but not their attacks with weapons) are treated as magic
weapons for the purpose of overcoming damage reduction.
A few very powerful monsters are vulnerable
only to epic weapons; that is, magic weapons with at least a +6 enhancement
bonus. Such creatures’ natural weapons are also treated as epic weapons for the
purpose of overcoming damage reduction.
Some monsters are vulnerable to chaotic-,
evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected
weapons might gain one or more of these properties, and certain magic weapons
have these properties as well. A creature with an alignment subtype (chaotic,
evil, good, or lawful) can overcome this type of damage reduction with its
natural weapons and weapons it wields as if the weapons or natural weapons had
an alignment (or alignments) that match the subtype(s) of the creature.
When a damage reduction entry has a dash
(–) after the slash, no weapon negates the damage reduction.
A few creatures are harmed by more than one
kind of weapon. A weapon of either type overcomes this damage reduction.
A few other creatures require combinations
of different types of attacks to overcome their damage reduction. A weapon must
be both types to overcome this damage reduction. A weapon that is only one type
is still subject to damage reduction.
Dragon Type:
A dragon is a reptilelike creature, usually winged, with magical or unusual
abilities.
Features: A
dragon has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to total Hit Dice
(as fighter).
—Good Fortitude, Reflex, and Will saves.
—Skill points equal to (6 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A dragon
possesses the following traits (unless otherwise noted in the description of a
particular kind).
—Darkvision out to 60 feet and low-light
vision.
—Immunity to magic sleep effects and
paralysis effects.
—Proficient with its natural weapons only
unless humanoid in form (or capable of assuming humanoid form), in which case
proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with no armor.
—Dragons eat, sleep, and breathe.
Earth Subtype:
This subtype usually is used for elementals and outsiders with a connection to
the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and
most earth creatures can burrow through solid rock.
Elemental Type:
An elemental is a being composed of one of the four classical elements: air,
earth, fire, or water.
Features: An
elemental has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good saves depend on the element:
Fortitude (earth, water) or Reflex (air, fire).
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An
elemental possesses the following traits (unless otherwise noted in a
creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects,
paralysis, and stunning.
—Not subject to critical hits or flanking.
—Unlike most other living creatures, an
elemental does not have a dual nature—its soul and body form one unit. When an
elemental is slain, no soul is set loose. Spells that restore souls to their
bodies, such as raise dead, reincarnate, and resurrection, don’t
work on an elemental. It takes a different magical effect, such as limited
wish, wish, miracle, or true resurrection, to restore it to life.
—Proficient with natural weapons only,
unless generally humanoid in form, in which case proficient with all simple
weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor
(light, medium, or heavy) that it is described as wearing, as well as all
lighter types. Elementals not indicated as wearing armor are not proficient
with armor. Elementals are proficient with shields if they are proficient with
any form of armor.
—Elementals do not eat, sleep, or breathe.
Energy Drain (Su):
This attack saps a living opponent’s vital energy and happens automatically
when a melee or ranged attack hits. Each successful energy drain bestows one or
more negative levels (the creature’s description specifies how many). If an
attack that includes an energy drain scores a critical hit, it drains twice the
given amount. Unless otherwise specified in the creature’s description, a draining
creature gains 5 temporary hit points (10 on a critical hit) for each negative
level it bestows on an opponent. These temporary hit points last for a maximum
of 1 hour. An affected opponent takes a –1 penalty on all skill checks and
ability checks, attack rolls, and saving throws, and loses one effective level
or Hit Die (whenever level is used in a die roll or calculation) for each
negative level. A spellcaster loses one spell slot of the highest level of
spells she can cast and (if applicable) one prepared spell of that level; this
loss persists until the negative level is removed. Negative levels remain until
24 hours have passed or until they are removed with a spell, such as restoration.
If a negative level is not removed before 24 hours have passed, the affected
creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial
HD + draining creature’s Cha modifier; the exact DC is given in the creature’s
descriptive text). On a success, the negative level goes away with no harm to the
creature. On a failure, the negative level goes away, but the creature’s level
is also reduced by one. A separate saving throw is required for each negative
level.
Evil Subtype: A
subtype usually applied only to outsiders native to the evil-aligned Outer
Planes. Evil outsiders are also called fiends. Most creatures that have this
subtype also have evil alignments; however, if their alignments change, they
still retain the subtype. Any effect that depends on alignment affects a
creature with this subtype as if the creature has an evil alignment, no matter
what its alignment actually is. The creature also suffers effects according to
its actual alignment. A creature with the evil subtype overcomes damage
reduction as if its natural weapons and any weapons it wields were evil-aligned
(see Damage Reduction, above).
Extraplanar Subtype:
A subtype applied to any creature when it is on a plane other than its native
plane. A creature that travels the planes can gain or lose this subtype as it
goes from plane to plane. Monster entries assume that encounters with creatures
take place on the Material Plane, and every creature whose native plane is not
the Material Plane has the extraplanar subtype (but would not have when on its
home plane). Every extraplanar creature in this book has a home plane mentioned
in its description. Creatures not labeled as extraplanar are natives of the
Material Plane, and they gain the extraplanar subtype if they leave the
Material Plane. No creature has the extraplanar subtype when it is on a
transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane
of Shadow.
Fast Healing (Ex):
A creature with the fast healing special quality regains hit points at an
exceptionally fast rate, usually 1 or more hit points per round, as given in
the creature’s entry. Except where noted here, fast healing is just like
natural healing. Fast healing does not restore hit points lost from starvation,
thirst, or suffocation, and it does not allow a creature to regrow lost body
parts. Unless otherwise stated, it does not allow lost body parts to be
reattached.
Fear (Su or Sp):
Fear attacks can have various effects.
Fear Aura (Su): The
use of this ability is a free action. The aura can freeze an opponent (such as
a mummy’s despair) or function like the fear spell. Other effects are
possible. A fear aura is an area effect. The descriptive text gives the size
and kind of area.
Fear Cones (Sp) and Rays (Su): These
effects usually work like the fear spell.
If a fear effect allows a saving throw, it
is a Will save (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha
modifier; the exact DC is given in the creature’s descriptive text). All fear
attacks are mind-affecting fear effects.
Fey Type: A fey is a
creature with supernatural abilities and connections to nature or to some other
force or place. Fey are usually human-shaped.
Features: A
fey has the following features.
—6-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit
Dice (as wizard).
—Good Reflex and Will saves.
—Skill points equal to (6 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A fey
possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Proficient with all simple weapons and any
weapons mentioned in its entry.
—Proficient with whatever type of armor
(light, medium, or heavy) that it is described as wearing, as well as all
lighter types. Fey not indicated as wearing armor are not proficient with
armor. Fey are proficient with shields if they are proficient with any form of
armor.
—Fey eat, sleep, and breathe.
Fire Subtype:
A creature with the fire subtype has immunity to fire. It has vulnerability to
cold, which means it takes half again as much (+50%) damage as normal from
cold, regardless of whether a saving throw is allowed, or if the save is a
success or failure.
Flight (Ex or Su):
A creature with this ability can cease or resume flight as a free action. If
the ability is supernatural, it becomes ineffective in an antimagic field, and
the creature loses its ability to fly for as long as the antimagic effect
persists.
Frightful Presence (Ex):
This special quality makes a creature’s very presence unsettling to foes. It
takes effect automatically when the creature performs some sort of dramatic
action (such as charging, attacking, or snarling). Opponents within range who
witness the action may become frightened or shaken. Actions required to trigger
the ability are given in the creature’s descriptive text. The range is usually
30 feet, and the duration is usually 5d6 rounds. This ability affects only
opponents with fewer Hit Dice or levels than the creature has. An affected
opponent can resist the effects with a successful Will save (DC 10 + 1/2
frightful creature’s racial HD + frightful creature’s Cha modifier; the exact
DC is given in the creature’s descriptive text). An opponent that succeeds on
the saving throw is immune to that same creature’s frightful presence for 24
hours. Frightful presence is a mind-affecting fear effect.
Gaze (Su):
A gaze special attack takes effect when opponents look at the creature’s eyes.
The attack can have almost any sort of effect: petrification, death, charm, and
so on. The typical range is 30 feet, but check the creature’s entry for
details. The type of saving throw for a gaze attack varies, but it is usually a
Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing
creature’s Cha modifier; the exact DC is given in the creature’s descriptive
text). A successful saving throw negates the effect. A monster’s gaze attack is
described in abbreviated form in its description. Each opponent within range of
a gaze attack must attempt a saving throw each round at the beginning of his or
her turn in the initiative order. Only looking directly at a creature with a
gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make
the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The
opponent avoids looking at the creature’s face, instead looking at its body,
watching its shadow, tracking it in a reflective surface, and so on. Each
round, the opponent has a 50% chance to not need to make a saving throw against
the gaze attack. The creature with the gaze attack, however, gains concealment
against that opponent.
Wearing a Blindfold: The
opponent cannot see the creature at all (also possible to achieve by turning
one’s back on the creature or shutting one’s eyes). The creature with the gaze
attack gains total concealment against the opponent.
A creature with a gaze attack can actively
gaze as an attack action by choosing a target within range. That opponent must
attempt a saving throw but can try to avoid this as described above. Thus, it
is possible for an opponent to save against a creature’s gaze twice during the
same round, once before the opponent’s action and once during the creature’s
turn.
Gaze attacks can affect ethereal opponents.
A creature is immune to gaze attacks of others of its kind unless otherwise
noted.
Allies of a creature with a gaze attack
might be affected. All the creature’s allies are considered to be averting
their eyes from the creature with the gaze attack, and have a 50% chance to not
need to make a saving throw against the gaze attack each round. The creature
also can veil its eyes, thus negating its gaze ability.
Giant Type:
A giant is a humanoid-shaped creature of great strength, usually of at least
Large size.
Features: A
giant has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good Fortitude saves.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A giant
possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Proficient with all simple and martial
weapons, as well as any natural weapons.
—Proficient with whatever type of armor
(light, medium or heavy) it is described as wearing, as well as all lighter
types. Giants not described as wearing armor are not proficient with armor.
Giants are proficient with shields if they are proficient with any form of
armor.
—Giants eat, sleep, and breathe.
Goblinoid Subtype:
Goblinoids are stealthy humanoids who live by hunting and raiding and who all
speak Goblin.
Good Subtype:
A subtype usually applied only to outsiders native to the good-aligned Outer
Planes. Most creatures that have this subtype also have good alignments;
however, if their alignments change, they still retain the subtype. Any effect
that depends on alignment affects a creature with this subtype as if the
creature has a good alignment, no matter what its alignment actually is. The
creature also suffers effects according to its actual alignment. A creature
with the good subtype overcomes damage reduction as if its natural weapons and
any weapons it wields were good-aligned (see Damage Reduction, above).
Humanoid Type: A
humanoid usually has two arms, two legs, and one head, or a humanlike torso,
arms, and a head. Humanoids have few or no supernatural or extraordinary
abilities, but most can speak and usually have well-developed societies. They
usually are Small or Medium. Every humanoid creature also has a subtype.
Humanoids with 1 Hit Die exchange the
features of their humanoid Hit Die for the class features of a PC or NPC class.
Humanoids of this sort are presented as 1st-level warriors, which means that
they have average combat ability and poor saving throws.
Humanoids with more than 1 Hit Die are the
only humanoids who make use of the features of the humanoid type.
Features: A
humanoid has the following features (unless otherwise noted in a creature’s
entry).
—8-sided Hit Dice, or by character class.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good Reflex saves (usually; a humanoid’s
good save varies).
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or
by character class.
Traits: A humanoid
possesses the following traits (unless otherwise noted in a creature’s entry).
—Proficient with all simple weapons, or by
character class.
—Proficient with whatever type of armor
(light, medium, or heavy) it is described as wearing, or by character class. If
a humanoid does not have a class and wears armor, it is proficient with that
type of armor and all lighter types. Humanoids not indicated as wearing armor
are not proficient with armor. Humanoids are proficient with shields if they
are proficient with any form of armor.
—Humanoids breathe, eat, and sleep.
Improved Grab (Ex):
If a creature with this special attack hits with a melee weapon (usually a claw
or bite attack), it deals normal damage and attempts to start a grapple as a
free action without provoking an attack of opportunity. No initial touch attack
is required. Unless otherwise noted, improved grab works only against opponents
at least one size category smaller than the creature. The creature has the
option to conduct the grapple normally, or simply use the part of its body it
used in the improved grab to hold the opponent. If it chooses to do the latter,
it takes a –20 penalty on grapple checks, but is not considered grappled
itself; the creature does not lose its Dexterity bonus to AC, still threatens
an area, and can use its remaining attacks against other opponents. A
successful hold does not deal any extra damage unless the creature also has the
constrict special attack. If the creature does not constrict, each successful
grapple check it makes during successive rounds automatically deals the damage
indicated for the attack that established the hold. Otherwise, it deals
constriction damage as well (the amount is given in the creature’s descriptive
text). When a creature gets a hold after an improved grab attack, it pulls the
opponent into its space. This act does not provoke attacks of opportunity. It
can even move (possibly carrying away the opponent), provided it can drag the
opponent’s weight.
Incorporeal Subtype:
An incorporeal creature has no physical body. It can be harmed only by other
incorporeal creatures, magic weapons or creatures that strike as magic weapons,
and spells, spell-like abilities, or supernatural abilities. It is immune to
all nonmagical attack forms. Even when hit by spells or magic weapons, it has a
50% chance to ignore any damage from a corporeal source (except for positive
energy, negative energy, force effects such as magic missile, or attacks
made with ghost touch weapons). Although it is not a magical attack,
holy water can affect incorporeal undead, but a hit with holy water has a 50% chance
of not affecting an incorporeal creature.
An incorporeal creature has no natural
armor bonus but has a deflection bonus equal to its Charisma bonus (always at
least +1, even if the creature’s Charisma score does not normally provide a
bonus).
An incorporeal creature can enter or pass
through solid objects, but must remain adjacent to the object’s exterior, and
so cannot pass entirely through an object whose space is larger than its own.
It can sense the presence of creatures or objects within a square adjacent to
its current location, but enemies have total concealment (50% miss chance) from
an incorporeal creature that is inside an object. In order to see farther from
the object it is in and attack normally, the incorporeal creature must emerge.
An incorporeal creature inside an object has total cover, but when it attacks a
creature outside the object it only has cover, so a creature outside with a
readied action could strike at it as it attacks. An incorporeal creature cannot
pass through a force effect.
An incorporeal creature’s attacks pass
through (ignore) natural armor, armor, and shields, although deflection bonuses
and force effects (such as mage armor) work normally against it.
Incorporeal creatures pass through and operate in water as easily as they do in
air. Incorporeal creatures cannot fall or take falling damage. Incorporeal
creatures cannot make trip or grapple attacks, nor can they be tripped or
grappled. In fact, they cannot take any physical action that would move or
manipulate an opponent or its equipment, nor are they subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are
triggered by weight.
An incorporeal creature moves silently and
cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength
score, so its Dexterity modifier applies to both its melee attacks and its
ranged attacks. Nonvisual senses, such as scent and blindsight, are either
ineffective or only partly effective with regard to incorporeal creatures.
Incorporeal creatures have an innate sense of direction and can move at full
speed even when they cannot see.
Lawful: A subtype
usually applied only to outsiders native to the lawful-aligned Outer Planes.
Most creatures that have this subtype also have lawful alignments; however, if
their alignments change, they still retain the subtype. Any effect that depends
on alignment affects a creature with this subtype as if the creature has a
lawful alignment, no matter what its alignment actually is. The creature also
suffers effects according to its actual alignment. A creature with the lawful
subtype overcomes damage reduction as if its natural weapons and any weapons it
wields were lawful-aligned (see Damage Reduction, above).
Low-Light Vision (Ex):
A creature with low-light vision can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of shadowy illumination. It
retains the ability to distinguish color and detail under these conditions.
Magical Beast Type:
Magical beasts are similar to animals but can have Intelligence scores higher
than 2. Magical beasts usually have supernatural or extraordinary abilities,
but sometimes are merely bizarre in appearance or habits.
Features: A
magical beast has the following features.
—10-sided Hit Dice.
—Base attack bonus equal to total Hit Dice
(as fighter).
—Good Fortitude and Reflex saves.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A magical
beast possesses the following traits (unless otherwise noted in a creature’s
entry).
—Darkvision out to 60 feet and low-light
vision.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Magical beasts eat, sleep, and breathe.
Manufactured Weapons: Some monsters employ manufactured
weapons when they attack. Creatures that use swords, bows, spears, and the like
follow the same rules as characters, including those for additional attacks
from a high base attack bonus and two-weapon fighting penalties. This category also
includes “found items,” such as rocks and logs, that a creature wields in
combat— in essence, any weapon that is not intrinsic to the creature.
Some creatures combine attacks with natural and manufactured
weapons when they make a full attack. When they do so, the manufactured weapon
attack is considered the primary attack unless the creature’s description
indicates otherwise and any natural weapons the creature also uses are
considered secondary natural attacks. These secondary attacks do not interfere
with the primary attack as attacking with an off-hand weapon does, but they
take the usual –5 penalty (or –2 with the Multiattack feat) for such attacks,
even if the natural weapon used is normally the creature’s primary natural
weapon.
Monstrous Humanoid Type: Monstrous
humanoids are similar to humanoids, but with monstrous or animalistic features.
They often have magical abilities as well.
Features: A
monstrous humanoid has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to total Hit Dice
(as fighter).
—Good Reflex and Will saves.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A monstrous
humanoid possesses the following traits (unless otherwise noted in a creature’s
entry).
—Darkvision out to 60 feet.
—Proficient with all simple weapons and any
weapons mentioned in its entry.
—Proficient with whatever type of armor
(light, medium, or heavy) it is described as wearing, as well as all lighter
types. Monstrous humanoids not indicated as wearing armor are not proficient
with armor. Monstrous humanoids are proficient with shields if they are
proficient with any form of armor.
—Monstrous humanoids eat, sleep, and
breathe.
Movement Modes: Creatures
may have modes of movement other than walking and running. These are natural,
not magical, unless specifically noted in a monster description.
Burrow: A creature
with a burrow speed can tunnel through dirt, but not through rock unless the
descriptive text says otherwise. Creatures cannot charge or run while
burrowing. Most burrowing creatures do not leave behind tunnels other creatures
can use (either because the material they tunnel through fills in behind them
or because they do not actually dislocate any material when burrowing); see the
individual creature descriptions for details.
Climb: A creature
with a climb speed has a +8 racial bonus on all Climb checks. The creature must
make a Climb check to climb any wall or slope with a DC of more than 0, but it
always can choose to take 10 even if rushed or threatened while climbing. The
creature climbs at the given speed while climbing. If it chooses an accelerated
climb it moves at double the given climb speed (or its base land speed,
whichever is lower) and makes a single Climb check at a –5 penalty. Creatures
cannot run while climbing. A creature retains its Dexterity bonus to Armor
Class (if any) while climbing, and opponents get no special bonus on their
attacks against a climbing creature.
Fly: A creature
with a fly speed can move through the air at the indicated speed if carrying no
more than a light load. (Note that medium armor does not necessarily constitute
a medium load.) All fly speeds include a parenthetical note indicating
maneuverability, as follows:
—Perfect: The creature can perform almost
any aerial maneuver it wishes. It moves through the air as well as a human
moves over smooth ground.
—Good: The creature is very agile in the
air (like a housefly or a hummingbird), but cannot change direction as readily
as those with perfect maneuverability.
—Average: The creature can fly as adroitly
as a small bird.
—Poor: The creature flies as well as a very
large bird.
—Clumsy: The creature can barely maneuver
at all.
A creature that flies can make dive
attacks. A dive attack works just like a charge, but the diving creature must
move a minimum of 30 feet and descend at least 10 feet. It can make only claw
or talon attacks, but these deal double damage. A creature can use the run
action while flying, provided it flies in a straight line.
Swim: A creature
with a swim speed can move through water at its swim speed without making Swim
checks. It has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. The creature can always can choose to take 10 on a
Swim check, even if distracted or endangered. The creature can use the run
action while swimming, provided it swims in a straight line.
Native Subtype:
A subtype applied only to outsiders. These creatures have mortal ancestors or a
strong connection to the Material Plane and can be raised, reincarnated, or
resurrected just as other living creatures can be. Creatures with this subtype
are native to the Material Plane (hence the subtype’s name). Unlike true
outsiders, native outsiders need to eat and sleep.
Natural Weapons:
Natural weapons are weapons that are physically a part of a creature. A
creature making a melee attack with a natural weapon is considered armed and
does not provoke attacks of opportunity. Likewise, it threatens any space it can
reach. Creatures do not receive additional attacks from a high base attack
bonus when using natural weapons. The number of attacks a creature can make
with its natural weapons depends on the type of the attack—generally, a
creature can make one bite attack, one attack per claw or tentacle, one gore
attack, one sting attack, or one slam attack (although Large creatures with
arms or arm-like limbs can make a slam attack with each arm). Refer to the
individual monster descriptions.
Unless otherwise noted, a natural weapon
threatens a critical hit on a natural attack roll of 20.
When a creature has more than one natural
weapon, one of them (or sometimes a pair or set of them) is the primary weapon.
All the creature’s remaining natural weapons are secondary.
The primary weapon is given in the
creature’s Attack entry, and the primary weapon or weapons is given first in
the creature’s Full Attack entry. A creature’s primary natural weapon is its
most effective natural attack, usually by virtue of the creature’s physiology,
training, or innate talent with the weapon. An attack with a primary natural
weapon uses the creature’s full attack bonus. Attacks with secondary natural
weapons are less effective and are made with a –5 penalty on the attack roll,
no matter how many there are. (Creatures with the Multiattack feat take only a
–2 penalty on secondary attacks.) This penalty applies even when the creature
makes a single attack with the secondary weapon as part of the attack action or
as an attack of opportunity.
Natural weapons have types just as other
weapons do. The most common are summarized below.
Bite: The
creature attacks with its mouth, dealing piercing, slashing, and bludgeoning
damage.
Claw or Talon: The
creature rips with a sharp appendage, dealing piercing and slashing damage.
Gore: The
creature spears the opponent with an antler, horn, or similar appendage,
dealing piercing damage.
Slap or Slam: The
creature batters opponents with an appendage, dealing bludgeoning damage.
Sting: The
creature stabs with a stinger, dealing piercing damage. Sting attacks usually
deal damage from poison in addition to hit point damage.
Tentacle: The
creature flails at opponents with a powerful tentacle, dealing bludgeoning (and
sometimes slashing) damage.
Nonabilities:
Some creatures lack certain ability scores. These creatures do not have an
ability score of 0—they lack the ability altogether. The modifier for a
nonability is +0. Other effects of nonabilities are detailed below.
Strength: Any
creature that can physically manipulate other objects has at least 1 point of
Strength. A creature with no Strength score can’t exert force, usually because
it has no physical body or because it doesn’t move. The creature automatically
fails Strength checks. If the creature can attack, it applies its Dexterity
modifier to its base attack bonus instead of a Strength modifier.
Dexterity: Any
creature that can move has at least 1 point of Dexterity. A creature with no
Dexterity score can’t move. If it can perform actions (such as casting spells),
it applies its Intelligence modifier to initiative checks instead of a
Dexterity modifier. The creature automatically fails Reflex saves and Dexterity
checks.
Constitution: Any
living creature has at least 1 point of Constitution. A creature with no Constitution
has no body or no metabolism. It is immune to any effect that requires a
Fortitude save unless the effect works on objects or is harmless. The creature
is also immune to ability damage, ability drain, and energy drain, and
automatically fails Constitution checks. A creature with no Constitution cannot
tire and thus can run indefinitely without tiring (unless the creature’s
description says it cannot run).
Intelligence: Any
creature that can think, learn, or remember has at least 1 point of Intelligence.
A creature with no Intelligence score is mindless, an automaton operating on
simple instincts or programmed instructions. It has immunity to mind-affecting
effects (charms, compulsions, phantasms, patterns, and morale effects) and
automatically fails Intelligence checks.
Mindless creatures do not gain feats or
skills, although they may have bonus feats or racial skill bonuses.
Wisdom: Any
creature that can perceive its environment in any fashion has at least 1 point
of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything
without a Wisdom score also has no Charisma score.
Charisma: Any
creature capable of telling the difference between itself and things that are
not itself has at least 1 point of Charisma. Anything with no Charisma score is
an object, not a creature. Anything without a Charisma score also has no Wisdom
score.
Ooze Type:
An ooze is an amorphous or mutable creature, usually mindless.
Features: An
ooze has the following features.
—10-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—No good saving throws.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if
the ooze has an Intelligence score. However, most oozes are mindless and gain
no skill points or feats.
Traits: An ooze
possesses the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and
immunity to all mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects).
—Blind (but have the blindsight special
quality), with immunity to gaze attacks, visual effects, illusions, and other
attack forms that rely on sight.
—Immunity to poison, sleep effects,
paralysis, polymorph, and stunning.
—Some oozes have the ability to deal acid
damage to objects. In such a case, the amount of damage is equal to 10 + 1/2
ooze’s HD + ooze’s Con modifier per full round of contact.
—Not subject to critical hits or flanking.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Oozes eat and breathe, but do not sleep.
Outsider Type: An
outsider is at least partially composed of the essence (but not necessarily the
material) of some plane other than the Material Plane. Some creatures start out
as some other type and become outsiders when they attain a higher (or lower)
state of spiritual existence.
Features: An
outsider has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to total Hit Dice
(as fighter).
—Good Fortitude, Reflex, and Will saves.
—Skill points equal to (8 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An outsider
possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Unlike most other living creatures, an
outsider does not have a dual nature—its soul and body form one unit. When an
outsider is slain, no soul is set loose. Spells that restore souls to their
bodies, such as raise dead, reincarnate, and resurrection, don’t
work on an outsider. It takes a different magical effect, such as limited
wish, wish, miracle, or true resurrection to restore it to life. An
outsider with the native subtype can be raised, reincarnated, or resurrected
just as other living creatures can be.
—Proficient with all simple and martial
weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor
(light, medium, or heavy) it is described as wearing, as well as all lighter
types. Outsiders not indicated as wearing armor are not proficient with armor.
Outsiders are proficient with shields if they are proficient with any form of
armor.
—Outsiders breathe, but do not need to eat
or sleep (although they can do so if they wish). Native outsiders breathe, eat,
and sleep.
Paralysis (Ex or Su): This
special attack renders the victim immobile. Paralyzed creatures cannot move,
speak, or take any physical actions. The creature is rooted to the spot, frozen
and helpless. Paralysis works on the body, and a character can usually resist
it with a Fortitude saving throw (the DC is given in the creature’s
description). Unlike hold person and similar effects, a paralysis effect
does not allow a new save each round. A winged creature flying in the air at
the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t
swim and may drown.
Plant Type:
This type comprises vegetable creatures. Note that regular plants, such as one
finds growing in gardens and fields, lack Wisdom and Charisma scores (see
Nonabilities, above) and are not creatures, but objects, even though they are
alive.
Features: A
plant creature has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good Fortitude saves.
—Skill points equal to (2 + Int modifier, minimum
1) per Hit Die, with quadruple skill points for the first Hit Die, if the plant
creature has an Intelligence score. However, some plant creatures are mindless
and gain no skill points or feats.
Traits: A plant
creature possesses the following traits (unless otherwise noted in a creature’s
entry).
—Low-light vision.
—Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects,
paralysis, polymorph, and stunning.
—Not subject to critical hits.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Plants breathe and eat, but do not sleep.
Poison (Ex):
Poison attacks deal initial damage, such as ability damage (see page 305) or
some other effect, to the opponent on a failed Fortitude save. Unless otherwise
noted, another saving throw is required 1 minute later (regardless of the first
save’s result) to avoid secondary damage. A creature’s descriptive text
provides the details.
A creature with a poison attack is immune
to its own poison and the poison of others of its kind.
The Fortitude save DC against a poison
attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning
creature’s Con modifier (the exact DC is given in the creature’s descriptive
text).
A successful save avoids (negates) the
damage.
Pounce (Ex):
When a creature with this special attack makes a charge, it can follow with a
full attack—including rake attacks if the creature also has the rake ability.
Powerful Charge (Ex):
When a creature with this special attack makes a charge, its attack deals extra
damage in addition to the normal benefits and hazards of a charge. The amount
of damage from the attack is given in the creature’s description.
Psionics (Sp):
These are spell-like abilities that a creature generates with the power of its
mind. Psionic abilities are usually usable at will.
Rake (Ex):
A creature with this special attack gains extra natural attacks when it
grapples its foe. Normally, a monster can attack with only one of its natural
weapons while grappling, but a monster with the rake ability usually gains two
additional claw attacks that it can use only against a grappled foe. Rake
attacks are not subject to the usual –4 penalty for attacking with a natural
weapon in a grapple.
A monster with the rake ability must begin
its turn grappling to use its rake—it can’t begin a grapple and rake in the
same turn.
Ray (Su or Sp):
This form of special attack works like a ranged attack. Hitting with a ray
attack requires a successful ranged touch attack roll, ignoring armor, natural
armor, and shield and using the creature’s ranged attack bonus. Ray attacks
have no range increment. The creature’s descriptive text specifies the maximum
range, effects, and any applicable saving throw.
Regeneration (Ex): A
creature with this ability is difficult to kill. Damage dealt to the creature
is treated as nonlethal damage. The creature automatically heals nonlethal
damage at a fixed rate per round, as given in the entry. Certain attack forms,
typically fire and acid, deal lethal damage to the creature, which doesn’t go
away. The creature’s descriptive text describes the details. A regenerating
creature that has been rendered unconscious through nonlethal damage can be
killed with a coup de grace. The attack cannot be of a type that automatically
converts to nonlethal damage.
Attack forms that don’t deal hit point
damage ignore regeneration. Regeneration also does not restore hit points lost
from starvation, thirst, or suffocation. Regenerating creatures can regrow lost
portions of their bodies and can reattach severed limbs or body parts; details
are in the creature’s descriptive text. Severed parts that are not reattached
wither and die normally.
A creature must have a Constitution score
to have the regeneration ability.
Reptilian Subtype: These
creatures are scaly and usually coldblooded. The reptilian subtype is only used
to describe a set of humanoid races, not all animals and monsters that are
truly reptiles.
Resistance to Energy (Ex):
A creature with this special quality ignores some damage of the indicated type
each time it takes damage of that kind (commonly acid, cold, fire, or
electricity). The entry indicates the amount and type of damage ignored.
Scent (Ex):
This special quality allows a creature to detect approaching enemies, sniff out
hidden foes, and track by sense of smell. Creatures with the scent ability can
identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30
feet by sense of smell. If the opponent is upwind, the range increases to 60
feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting
garbage, can be detected at twice the ranges noted above. Overpowering scents,
such as skunk musk or troglodyte stench, can be detected at triple normal
range.
When a creature detects a scent, the exact
location of the source is not revealed—only its presence somewhere within
range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet
of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the
scent ability can follow tracks by smell, making a Wisdom (or Survival) check
to find or follow a track. The typical DC for a fresh trail is 10 (no matter
what kind of surface holds the scent). This DC increases or decreases depending
on how strong the quarry’s odor is, the number of creatures, and the age of the
trail. For each hour that the trail is cold, the DC increases by 2. The ability
otherwise follows the rules for the Track feat. Creatures tracking by scent
ignore the effects of surface conditions and poor visibility.
Shapechanger Subtype:
A shapechanger has the supernatural ability to assume one or more alternate
forms. Many magical effects allow some kind of shape shifting, and not every
creature that can change shapes has the shapechanger subtype.
Traits: A
shapechanger possesses the following traits (unless otherwise noted in a
creature’s entry).
—Proficient with its natural weapons, with
simple weapons, and with any weapons mentioned in the creature’s description.
—Proficient with any armor mentioned in the
creature’s description, as well as all lighter forms. If no form of armor is
mentioned, the shapechanger is not proficient with armor. A shapechanger is
proficient with shields if it is proficient with any type of armor.
Sonic Attacks (Su):
Unless otherwise noted, a sonic attack follows the rules for spreads. The range
of the spread is measured from the creature using the sonic attack. Once a
sonic attack has taken effect, deafening the subject or stopping its ears does
not end the effect. Stopping one’s ears ahead of time allows opponents to avoid
having to make saving throws against mind-affecting sonic attacks, but not other
kinds of sonic attacks (such as those that deal damage). Stopping one’s ears is
a full-round action and requires wax or other soundproof material to stuff into
the ears.
Special Abilities:
A special ability is either extraordinary (Ex), spell-like (Sp), or
supernatural (Su).
Extraordinary: Extraordinary
abilities are nonmagical, don’t become ineffective in an antimagic field, and
are not subject to any effect that disrupts magic. Using an extraordinary
ability is a free action unless otherwise noted.
Spell-Like: Spell-like
abilities are magical and work just like spells (though they are not spells and
so have no verbal, somatic, material, focus, or XP components). They go away in
an antimagic field and are subject to spell resistance if the spell the
ability resembles or duplicates would be subject to spell resistance.
A spell-like ability usually has a limit on
how often it can be used. A spell-like ability that can be used at will has no
use limit. Using a spell-like ability is a standard action unless noted
otherwise, and doing so while threatened provokes attacks of opportunity. It is
possible to make a Concentration check to use a spell-like ability defensively
and avoid provoking an attack of opportunity, just as when casting a spell. A
spell-like ability can be disrupted just as a spell can be. Spell-like
abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a
designated caster level defines how difficult it is to dispel their spell-like
effects and to define any level-dependent variables (such as range and
duration) the abilities might have. The creature’s caster level never affects
which spell-like abilities the creature has; sometimes the given caster level
is lower than the level a spellcasting character would need to cast the spell
of the same name. If no caster level is specified, the caster level is equal to
the creature’s Hit Dice. The saving throw (if any) against a spell-like ability
is 10 + the level of the spell the ability resembles or duplicates + the
creature’s Cha modifier.
Some spell-like abilities duplicate spells
that work differently when cast by characters of different classes. A
monster’s spell-like abilities are presumed to be the sorcerer/wizard versions.
If the spell in question is not a sorcerer/wizard spell, then default to
cleric, druid, bard, paladin, and ranger, in that order.
Supernatural: Supernatural
abilities are magical and go away in an antimagic field but are not
subject to spell resistance. Supernatural abilities cannot be dispelled. Using
a supernatural ability is a standard action unless noted otherwise.
Supernatural abilities may have a use limit or be usable at will, just like
spell-like abilities. However, supernatural abilities do not provoke attacks of
opportunity and never require Concentration checks. Unless otherwise noted, a
supernatural ability has an effective caster level equal to the creature’s Hit
Dice. The saving throw (if any) against a supernatural ability is 10 + 1/2 the
creature’s HD + the creature’s ability modifier (usually Charisma).
Spell Immunity (Ex): A
creature with spell immunity avoids the effects of spells and spell-like
abilities that directly affect it. This works exactly like spell resistance,
except that it cannot be overcome. Sometimes spell immunity is conditional or
applies to only spells of a certain kind or level. Spells that do not allow
spell resistance are not affected by spell immunity.
Spell Resistance (Ex): A
creature with spell resistance can avoid the effects of spells and spell-like
abilities that directly affect it.To determine if a spell or spell-like ability
works against a creature with spell resistance, the caster must make a caster
level check (1d20 + caster level). If the result equals or exceeds the creature’s
spell resistance, the spell works normally, although the creature is still
allowed a saving throw.
Spells: Sometimes
a creature can cast arcane or divine spells just as a member of a spellcasting
class can (and can activate magic items accordingly). Such creatures are
subject to the same spellcasting rules that characters are, except as follows.
A spellcasting creature that lacks hands or
arms can provide any somatic component a spell might require by moving its
body. Such a creature also does need material components for its spells. The
creature can cast the spell by either touching the required component (but not
if the component is in another creature’s possession) or having the required
component on its person. Sometimes spellcasting creatures utilize the Eschew
Materials feat to avoid fussing with noncostly components.
A spellcasting creature is not actually a
member of a class unless its entry says so, and it does not gain any class
abilities. A creature with access to cleric spells must prepare them in the
normal manner and receives domain spells if noted, but it does not receive
domain granted powers unless it has at least one level in the cleric class.
Summon (Sp):
A creature with the summon ability can summon specific other creatures
of its kind much as though casting a summon monster spell, but it
usually has only a limited chance of success (as specified in the creature’s
entry). Roll d%: On a failure, no creature answers the summons. Summoned
creatures automatically return whence they came after 1 hour. A creature that
has just been summoned cannot use its own summon ability for 1 hour. Most
creatures with the ability to summon do not use it lightly, since it leaves
them beholden to the summoned creature. In general, they use it only when necessary
to save their own lives. An appropriate spell level is given for each summoning
ability for purposes of Concentration checks and attempts to dispel the
summoned creature. No experience points are awarded for summoned monsters.
Swallow Whole (Ex):
If a creature with this special attack begins its turn with an opponent held in
its mouth (see Improved Grab), it can attempt a new grapple check (as though
attempting to pin the opponent). If it succeeds, it swallows its prey, and the
opponent takes bite damage. Unless otherwise noted, the opponent can be up to
one size category smaller than the swallowing creature. Being swallowed has
various consequences, depending on the creature doing the swallowing. A
swallowed creature is considered to be grappled, while the creature that did
the swallowing is not. A swallowed creature can try to cut its way free with
any light slashing or piercing weapon (the amount of cutting damage required to
get free is noted in the creature description), or it can just try to escape
the grapple. The Armor Class of the interior of a creature that swallows whole
is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or
Dexterity. If the swallowed creature escapes the grapple, success puts it back
in the attacker’s mouth, where it may be bitten or swallowed again.
Swarm Subtype:
A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a
single creature. A swarm has the characteristics of its type, except as noted
here. A swarm has a single pool of Hit Dice and hit points, a single initiative
modifier, a single speed, and a single Armor Class. A swarm makes saving throws
as a single creature. A single swarm occupies a square (if it is made up of
nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its
reach is 0 feet, like its component creatures. In order to attack, it moves
into an opponent’s space, which provokes an attack of opportunity. It can
occupy the same space as a creature of any size, since it crawls all over its prey.
A swarm can move through squares occupied by enemies and vice versa without
impediment, although the swarm provokes an attack of opportunity if it does so.
A swarm can move through cracks or holes large enough for its component
creatures.
A swarm of Tiny creatures consists of 300
nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures
consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of
Fine creatures consists of 10,000 creatures, whether they are flying or not.
Swarms of nonflying creatures include many more creatures than could normally
fit in a 10-foot square based on their normal space, because creatures in a
swarm are packed tightly together and generally crawl over each other and their
prey when moving or attacking. Larger swarms are represented by multiples of
single swarms. The area occupied by a large swarm is completely shapeable,
though the swarm usually remains in contiguous squares.
Traits: A swarm has
no clear front or back and no discernable anatomy, so it is not subject to
critical hits or flanking. A swarm made up of Tiny creatures takes half damage
from slashing and piercing weapons. A swarm composed of Fine or Diminutive
creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or
lower causes it to break up, though damage taken until that point does not
degrade its ability to attack or resist attack. Swarms are never staggered or
reduced to a dying state by damage. Also, they cannot be tripped, grappled, or
bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect
that targets a specific number of creatures (including single-target spells
such as disintegrate), with the exception of mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects) if the swarm has
an Intelligence score and a hive mind. A swarm takes half again as much damage
(+50%) from spells or effects that affect an area, such as splash weapons and
many evocation spells.
Swarms made up of Diminutive or Fine
creatures are susceptible to high winds such as that created by a gust of
wind spell. For purposes of determining the effects of wind on a swarm,
treat the swarm as a creature of the same size as its constituent creatures. A
swarm rendered unconscious by means of nonlethal damage becomes disorganized
and dispersed, and does not reform until its hit points exceed its nonlethal
damage.
Swarm Attack: Creatures
with the swarm subtype don’t make standard melee attacks. Instead, they deal
automatic damage to any creature whose space they occupy at the end of their
move, with no attack roll needed. Swarm attacks are not subject to a miss
chance for concealment or cover. A swarm’s statistics block has “swarm” in the
Attack and Full Attack entries, with no attack bonus given. The amount of
damage a swarm deals is based on its Hit Dice, as shown below.
Swarm HD |
Swarm Base Damage |
1–5 |
1d6 |
6–10 |
2d6 |
11–15 |
3d6 |
16–20 |
4d6 |
21 or more |
5d6 |
A swarm’s attacks are nonmagical, unless
the swarm’s description states otherwise. Damage reduction sufficient to reduce
a swarm attack’s damage to 0, being incorporeal, and other special abilities
usually give a creature immunity (or at least resistance) to damage from a
swarm. Some swarms also have acid, poison, blood drain, or other special
attacks in addition to normal damage.
Swarms do not threaten creatures in their
square, and do not make attacks of opportunity with their swarm attack.
However, they distract foes whose squares they occupy, as described below.
Distraction (Ex): Any
living creature vulnerable to a swarm’s damage that begins its turn with a
swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2
swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s
description) negates the effect. Spellcasting or concentrating on spells within
the area of a swarm requires a Concentration check (DC 20 + spell level). Using
skills that involve patience and concentration requires a DC 20 Concentration
check.
Telepathy (Su):
A creature with this ability can communicate telepathically with any other
creature within a certain range (specified in the creature’s entry, usually 100
feet) that has a language. It is possible to address multiple creatures at once
telepathically, although maintaining a telepathic conversation with more than
one creature at a time is just as difficult as simultaneously speaking and
listening to multiple people at the same time.
Some creatures have a limited form of
telepathy, while others have a more powerful form of the ability.
Trample (Ex):
As a full-round action, a creature with this special attack can move up to
twice its speed and literally run over any opponents at least one size category
smaller than itself. The creature merely has to move over the opponents in its
path; any creature whose space is completely covered by the trampling
creature’s space is subject to the trample attack. If a target’s space is
larger than 5 feet, it is only considered trampled if the trampling creature
moves over all the squares it occupies. If the trampling creature moves over
only some of a target’s space, the target can make an attack of opportunity
against the trampling creature at a –4 penalty. A trampling creature that
accidentally ends its movement in an illegal space returns to the last legal
position it occupied, or the closest legal position, if there’s a legal
position that’s closer.
A trample attack deals bludgeoning damage
(the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s
descriptive text gives the exact amount.
Trampled opponents can attempt attacks of
opportunity, but these take a –4 penalty. If they do not make attacks of
opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a creature’s trample
attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is
given in the creature’s descriptive text). A trampling creature can only deal
trampling damage to each target once per round, no matter how many times its
movement takes it over a target creature.
Tremorsense (Ex): A
creature with tremorsense is sensitive to vibrations in the ground and can
automatically pinpoint the location of anything that is in contact with the
ground. Aquatic creatures with tremorsense can also sense the location of
creatures moving through water. The ability’s range is specified in the
creature’s descriptive text.
Treasure: This entry
in a monster description describes how much wealth a creature owns. In most
cases, a creature keeps valuables in its home or lair and has no treasure with
it when it travels. Intelligent creatures that own useful, portable treasure
(such as magic items) tend to carry and use these, leaving bulky items at home.
Treasure can include coins, goods, and items. Creatures can have varying
amounts of each, as follows.
Standard: Refer
to the treasure tables and roll d% once for each type of treasure
(Coins, Goods, Items) on the Level section of the table that corresponds to the
creature’s Challenge Rating (for groups of creatures, use the Encounter Level
for the encounter instead). Some creatures have double, triple, or even
quadruple standard treasure; in these cases, roll for each type of treasure
two, three, or four times.
None: The
creature collects no treasure of its own.
Nonstandard: Some
creatures have quirks or habits that affect the types of treasure they collect.
These creatures use the same
treasure tables, but with special
adjustments.
Fractional Coins: Roll
on the Coins column in the section corresponding to the creature’s Challenge
Rating, but divide the result as indicated.
% Goods or Items: The
creature has goods or items only some of the time. Before checking for goods or
items, roll d% against the given percentage. On a success, make a normal roll
on the appropriate Goods or Items column (which may still result in no goods or
items).
Double Goods or Items: Roll
twice on the appropriate Goods or Items column.
Parenthetical Notes: Some
entries for goods or items include notes that limit the types of treasure a
creature collects.
When a note includes the word “no,” it
means the creature does not collect or cannot keep that thing. If a random roll
generates such a result, treat the result as “none” instead.
When a note includes the word “only,” the
creature goes out of its way to collect treasure of the indicated type. Treat
all results from that column as the indicated type of treasure.
It’s sometimes necessary to reroll until
the right sort of item appears.
Turn Resistance (Ex): A
creature with this special quality (usually an undead) is less easily affected
by clerics or paladins. When resolving a turn, rebuke, command, or bolster
attempt, add the indicated number to the creature’s Hit Dice total.
Undead Type:
Undead are once-living creatures animated by spiritual or supernatural forces.
Features: An
undead creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit
Dice (as wizard).
—Good Will saves.
—Skill points equal to (4 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if
the undead creature has an Intelligence score. However, many undead are
mindless and gain no skill points or feats.
Traits: An undead
creature possesses the following traits (unless otherwise noted in a creature’s
entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects
(charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects,
paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal
damage, ability drain, or energy drain. Immune to damage to its physical
ability scores (Strength, Dexterity, and Constitution), as well as to fatigue
and exhaustion effects.
—Cannot heal damage on its own if it has no
Intelligence score, although it can be healed. Negative energy (such as an inflict
spell) can heal undead creatures. The fast healing special quality works
regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a
Fortitude save (unless the effect also works on objects or is harmless).
—Uses its Charisma modifier for
Concentration checks.
—Not at risk of death from massive damage,
but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate
spells or abilities. Resurrection and true resurrection can
affect undead creatures. These spells turn undead creatures back into the
living creatures they were before becoming undead.
—Proficient with its natural weapons, all
simple weapons, and any weapons mentioned in its entry.
—Proficient with whatever type of armor
(light, medium, or heavy) it is described as wearing, as well as all lighter
types. Undead not indicated as wearing armor are not proficient with armor.
Undead are proficient with shields if they are proficient with any form of
armor.
—Undead do not breathe, eat, or sleep.
Vermin Type:
This type includes insects, arachnids, other arthropods, worms, and similar
invertebrates.
Features: Vermin
have the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit
Dice (as cleric).
—Good Fortitude saves.
—Skill points equal to (2 + Int modifier,
minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if
the vermin has an Intelligence score. However, most vermin are mindless and
gain no skill points or feats.
Traits: Vermin
possess the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and
immunity to all mind-affecting effects (charms, compulsions, phantasms,
patterns, and morale effects).
—Darkvision out to 60 feet.
—Proficient with their natural weapons
only.
—Proficient with no armor.
—Vermin breathe, eat, and sleep.
Vulnerability to Energy:
Some creatures have vulnerability to a certain kind of energy effect (typically
either cold or fire). Such a creature takes half again as much (+50%) damage as
normal from the effect, regardless of whether a saving throw is allowed, or if
the save is a success or failure.
Water Subtype:
This subtype usually is used for elementals and outsiders with a connection to
the Elemental Plane of Water. Creatures with the water subtype always have swim
speeds and can move in water without making Swim checks. A water creature can
breathe underwater and usually can breathe air as well.