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.