The
following rules are standard and are referenced (but not repeated) in
monster stat blocks. Each rule includes a format guide for how it
appears in a monster's listing and its location in the stat block.
Ability Damage and Drain (Ex or Su)
Some attacks or special abilities cause ability damage or drain,
reducing the designated ability score by the listed amount. While ability damage can be healed naturally, ability drain is permanent and
can only be restored through magic.
Format: 1d4 Str drain; Location: Special Attacks and individual attacks.
Amphibious (Ex)
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Format: amphibious; Location: SQ.
Bleed (Ex)
A creature with this ability causes wounds that continue to bleed,
inflicting additional damage each round at the start of the affected
creature's turn. This bleeding can be stopped by a successful DC 15 Heal
skill check or through the application of any magical healing. The
amount of damage each round is determined in the creature's entry.
Format: bleed (2d6); Location: Special Attacks and individual attacks.
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 Perception
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.
Format: blindsense 60 ft.; Location: Senses.
Blindsight (Ex)
This ability is similar to blindsense, but is far more discerning.
Using non-visual 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 Perception
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.
Format: blindsight 60 ft.; Location: Senses.
Breath Weapon (Su)
Some creatures can exhale a cone, line, or cloud of energy or other
magical effects. A breath weapon attack usually deals damage and is
often based on some type of energy. 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. Each breath weapon also includes notes
on how often it can be used, even if this number is limited in times
per day.
Format: breath weapon (60-ft. cone, 8d6 fire damage, Reflex DC 20 for half, usable every 1d4 rounds); Location: Special Attacks; if the breath is more complicated than damage, it also appears under Special Abilities with its own entry.
Burn (Ex)
A
creature with the burn special attack deals fire damage in addition to
damage dealt on a successful hit in melee. Those affected by the burn
ability must also succeed on a Reflex save or catch fire, taking the
listed damage for an additional 1d4 rounds at the start of its turn (DC
10 + 1/2 burning creature's racial HD + burning creature's Con
modifier). A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this
save. Creatures that hit a burning creature with natural weapons or
unarmed attacks take fire damage as though hit by the burning creature
and must make a Reflex save to avoid catching on fire.
Format: burn (2d6, DC 15); Location: Special Attacks and individual attacks.
d20srd.org
Burrow (Ex)
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.
Note: The details for Burrow were not included in the Pathfinder core rules so the above was copied from d20srd.org.
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. This ability functions as a polymorph
spell, the type of which is listed in the creature's description, but
the creature does not adjust its ability scores (although it gains any
other abilities of the creature it mimics). Some creatures, such as
lycanthropes, can transform into unique forms with special modifiers
and abilities. These creatures do adjust their ability scores, as noted
in their description.
Format: change shape (wolf, beast form I); Location: SQ, and in special abilities for creatures with a unique listing.
Channel Resistance (Ex)
A
creature with this special quality (usually an Undead) is less easily
affected by clerics or paladins. A creature with channel resistance
adds the bonus listed for that creature to saves made to resist the
effects of channel energy, including effects that rely on the use of
channel energy (such as the Command Undead feat).
Format: channel resistance +4; Location: Defensive Abilities.
Constrict (Ex)
A creature with this special attack can crush an opponent, dealing
bludgeoning damage, when it makes a successful grapple check (in
addition to any other effects caused by a successful check, including
additional damage). The amount of damage is given in the creature's
entry and is typically equal to the amount of damage caused by the
creature's melee attack.
Format: constrict (1d8+6); Location: Special Attacks.
Construct Traits (Ex)
Constructs
are immune to death effects, disease, mind-affecting effects (charms,
compulsions, phantasms, patterns, and morale effects), necromancy
effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is
harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
Format: construct traits; Location: Immune.
Curse (Su)
A creature with this ability bestows a curse upon its enemies. The
effects of the curse, including its save, frequency, and cure, are
included in the creature's description. If a curse allows a saving
throw, it is usually a Will save (DC 10 + 1/2 cursing creature's racial
HD + creature's Cha modifier; the exact DC is given in the creature's
descriptive text). Curses can be removed through remove curse and similar effects.
Format: Curse Name (Su) Slam—contact; save Will DC 14, frequency 1 day, effect 1d4 Str drain; Location: Special Attacks and individual attacks.
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 non-magical 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.
Others are vulnerable to certain materials, such as adamantine,
alchemical silver, or cold-forged iron. Attacks from weapons that are
not of the correct type or made of the correct material have their
damage reduced, although a high enhancement bonus can overcome some
forms of damage reduction.
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 good-, evil-, chaotically, or lawfully 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
matched 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 that
inflicts damage of either type overcomes this damage reduction.
A
few other creatures require combinations of different types of attacks
to overcome their damage reduction, and a weapon must be both types to
overcome this type of damage reduction. A weapon that is only one type
is still subject to damage reduction.
Format: DR 5/silver; Location: Defensive Abilities.
Disease (Ex or Su)
A creature with this ability causes disease in those it contacts. The
effects of the disease, including its save, frequency, and cure, are
included in the creature's description. The saving throw to negate the
disease is usually a Fort save (DC 10 + 1/2 infecting creature's racial
HD + the creature's Con modifier; the exact DC is given in the
creature's descriptive text). Disease can be removed through cure disease and similar effects.
Format: Disease Name (Ex) Bite—injury; save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 consecutive saves; Location: Special Attacks and individual attacks.
Distraction (Ex)
A creature with this ability can nauseate the creatures that it
damages. Any living creature that takes damage from a creature with the
distraction ability is nauseated for 1 round; a Fortitude save (DC 10 +
1/2 creature's HD + creature's Con modifier) negates the effect.
Format: distraction (DC 14); Location: Special Attacks.
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 bestows twice the listed number of negative levels.
Unless otherwise specified in the creature's description, a draining
creature gains 5 temporary hit points for each negative level it
bestows on an opponent. These temporary hit points last for a maximum
of 1 hour. 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
levels becomes permanent. A separate saving throw is
required for each negative
level.
Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks.
Fast Healing (Ex)
A
creature with the fast healing special quality regains hit points at an
exceptional 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, nor does it allow a creature
to regrow lost body parts. Unless otherwise stated, it does not allow
lost body parts to be reattached. Fast healing continues to function
(even at negative hit points) until a creature dies, at which point the
effects of fast healing end immediately.
Format: fast healing 5; Location: hp.
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
(as in the case of 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 the area.
- Fear Cone (Sp) and Ray (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.
Format: fear aura (30 ft., DC 17); Location: Aura.
Format: fear cone (50 ft., DC 19); Location: Special Attacks.
Ferocity (Ex)
A
creature with ferocity remains conscious and can continue fighting even
if its hit point total is below 0. The creature is still staggered and
loses 1 hit point each round. A creature with ferocity still dies when
its hit point total reaches a negative amount equal to its Constitution
score.
Format: ferocity; Location: Defensive Abilities.
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.
Format: fly 30 ft. (average); Location: Speed.
Frightful Presence (Ex)
This
special quality makes a creature's very presence unsettling to foes.
Activating this ability is a free action that is usually part of an
attack or charge. Opponents within range who witness the action may
become frightened or shaken. 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. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer.
Format: frightful presence (60 ft., DC 21); Location: Aura.
Gaze (Su)
A gaze special attack takes effect when foes look at the attacking
creature's eyes. The attack can have any sort of effect: petrification,
death, and charm are common. 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 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, etc. Each round, the
opponent has a 50% chance to avoid having 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 foe 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 can also veil its eyes, thus negating
its gaze ability.
Format: gaze; Location: Special Attacks.
Grab (Ex)
If a creature with this special attack hits with the indicated attack
(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. Unless otherwise noted, 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 grab to hold the opponent. If it chooses to do
the latter, it takes a –20 penalty on its CMB check to make and
maintain the grapple, but does not gain the grappled condition itself.
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).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Format: grab; Location: individual attacks.
Immunity (Ex or Su)
A creature with immunities takes no damage from listed sources.
Immunities can also apply to afflictions, conditions, spells (based on
school, level, or save type), and other effects. A creature that is
immune does not suffer from these effects, or any secondary effects
that are triggered due to an immune effect.
Format: Immune acid, fire, paralysis; Location: Defensive Abilities.
Incorporeal (Ex)
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 non-magical attack forms. Even when hit
by spells or magic weapons, it takes only half damage from a corporeal
source (except for channel energy). Although it is not a magical attack, holy water can affect
incorporeal undead. Corporeal spells and effects that do not cause
damage only have a 50% chance of affecting an incorporeal creature.
Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
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
beyond 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 Perception
checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. 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.
Format: incorporeal; Location: Defensive Abilities.
Light Blindness (Ex)
Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Format: light blindness; Location: Weaknesses.
Light Sensitivity (Ex)
Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Format: Weakness light sensitivity; Location: Weaknesses.
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 dim light.
It retains the ability to distinguish color and detail under these
conditions.
Format: low-light vision; Location: Senses.
Natural Attacks
Most creatures possess one or more natural attacks (attacks made
without a weapon). These attacks fall into one of two categories,
primary and secondary attacks. Primary attacks are made using the
creature's full base attack bonus and add the creature's full Strength
bonus on damage rolls. Secondary attacks are made using the creature's
base attack bonus –5 and add only 1/2 the creature's Strength bonus on
damage rolls. If a creature has only one natural attack, it is always
made using the creature's full base attack bonus and adds 1-1/2 the
creature's Strength bonus on damage rolls. This increase does not apply
if the creature has multiple attacks but only takes one. If a creature
has only one type of attack, but has multiple attacks per round, that
attack is treated as a primary attack, regardless of its type. Table: Natural Attacks by Size lists some of the most common types of natural attacks and their
classifications.
Table: Natural Attacks by Size
| Natural Attack |
Base Damage by Size* |
Damage Type |
Attack type |
| Fine |
Dim. |
Tiny |
Small |
Medium |
Large |
Huge |
Garg. |
Col. |
| Bite |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
4d6 |
B/S/P |
Primary |
| Claw |
- |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
B/S |
Primary |
| Gore |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
4d6 |
P |
Primary |
| Hoof, Tentacle, Wing |
- |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
B/S/P |
Secondary |
| Pincers, Tail Slap |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
4d6 |
B |
Secondary |
| Slam |
- |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
B |
Primary |
| Sting |
- |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
P |
Primary |
| Talons |
- |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
S |
Primary |
| Other |
- |
1 |
1d2 |
1d3 |
1d4 |
1d6 |
1d8 |
2d6 |
2d8 |
B/S/P |
Secondary |
* Individual creatures vary from this value as appropriate.
Some creatures treat one or more of their
attacks differently, such as dragons, which always receive 1-1/2 times
their Strength bonus on damage rolls with their bite attack. These
exceptions are noted in the creature's description.
Creatures
with natural attacks and attacks made with weapons can use both as part
of a full attack action (although often a creature must forgo one
natural attack for each weapon clutched in that limb, be it a claw,
tentacle, or slam). Such creatures attack with their weapons normally
but treat all of their natural attacks as secondary attacks during that
attack, regardless of the attack's original type.
The
Damage Type column refers to the sort of damage that the natural attack
typically deals: bludgeoning (B), slashing (S), or piercing (P). Some
attacks deal damage of more than one type, depending on the creature.
In such cases all the damage is considered to be of all listed types
for the purpose of overcoming damage reduction.
Some fey,
humanoids, monstrous humanoids, and outsiders do not possess natural
attacks. These creatures can make unarmed strikes, but treat them as
weapons for the purpose of determining attack bonuses, and they must
use the two-weapon fighting rules when making attacks with both hands.
See Table: Natural Attacks by Size for typical damage values for natural attacks by creature
size.
Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.
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 (DC 10 +
1/2 paralyzing creature's racial HD + paralyzing creature's Con
modifier; 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. The duration of the paralysis varies and is included in the
creature's description.
Format: paralysis (1d4 rounds, DC 18); Location: Special Attacks and individual attacks.
Plant Traits (Ex)
Plants
are immune to all mind-affecting effects (charms, compulsions, morale
effects, patterns, and phantasms), paralysis, poison, polymorph, sleep,
and stun.
Format: plant traits; Location: Immune.
Poison (Ex or Su)
A creature with this ability can poison those it attacks. The effects
of the poison, including its save, frequency, and cure, are included in
the creature's description. The saving throw to resist a poison is
usually a Fortitude save (DC 10 + 1/2 poisoning creature's racial HD +
creature's Con modifier; the exact DC is given in the creature's
descriptive text). Poisons can be removed through neutralize poison and similar effects.
Format: Poison Name (Ex) Sting—injury; save Fort DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves; Location: Special Attacks and individual attacks.
Pounce (Ex)
When a creature with this special attack makes a charge, it can make a
full attack (including rake attacks if the creature also has the rake
ability).
Format: pounce; Location: Special Attacks.
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 attack and amount of damage from the attack is given in the
creature's description.
Format: powerful charge (gore, 4d8+24); Location: Special Attacks.
Pull (Ex)
A
creature with this ability can choose to make a free combat maneuver
check with a successful attack. If successful, this check pulls a
creature closer. The distance pulled is set by this ability. The type
of attack that causes the pull and the distance pulled are included in
the creature's description. This ability only works on creatures of a
size equal to or smaller than the pulling creature. Creatures pulled in
this way do not provoke attacks of opportunity and stop if the pull
would move them into a solid object or creature.
Format: pull (tentacle, 5 feet); Location: Special Attacks and individual attacks.
Push (Ex)
A
creature with the push ability can choose to make a free combat maneuver check with a certain successful attack (often a slam attack).
If successful, this check pushes a creature directly away as with a bull rush, but the distance moved is set by this ability. The type of
attack that causes the push and the distance pushed are included in the
creature's description. This ability only works on creatures of a size
equal to or smaller than the pushing creature. Creatures pushed in this
way do not provoke attacks of opportunity and stop if the push would
move them into a solid object or creature.
Format: push (slam, 10 feet); Location: Special Attacks and individual attacks.
Rake (Ex)
A creature with this special attack gains extra natural attacks under
certain conditions, typically when it grapples its foe. In addition to
the options available to all grapplers, a monster with the rake ability
gains two additional claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included
in the creature's description. A monster with the rake ability must
begin its turn already grappling to use its rake—it can't begin a grapple and rake in the same turn.
Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.
Regeneration (Ex)
A
creature with this ability is difficult to kill. Creatures with
regeneration heal damage at a fixed rate, as with fast healing, but
they cannot die as long as their regeneration is still functioning
(although creatures with regeneration still fall unconscious when their
hit points are below 0). Certain attack forms, typically fire and acid,
cause a creature's regeneration to stop functioning on the round
following the attack. During this round, the creature does not heal any
damage and can die normally. The creature's descriptive text describes
the types of damage that cause the regeneration to cease functioning.
Attack
forms that don't deal hit point damage are not healed by 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 if they
are brought together within 1 hour of severing. Severed parts that are
not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Format: regeneration 5 (fire, acid); Location: hp.
Rend (Ex)
If
it hits with two or more natural attacks in 1 round, a creature with
the rend special attack can cause tremendous damage by latching onto
the opponent's body and tearing flesh. This attack deals an additional
amount of damage, but no more than once per round. The type of attacks
that must hit and the additional damage are included in the creature's
description. The additional damage is usually equal to the damage
caused by one of the attacks plus 1-1/2 the creature's Strength bonus.
Format: rend (2 claws, 1d8+9); Location: Special Attacks.
Resistance (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, electricity, or fire). The entry indicates the amount and type of
damage ignored.
Format: Resist acid 10; Location: Defensive Abilities.
Rock Catching (Ex)
The
creature (which must be of at least Large size) can catch Small,
Medium, or Large rocks (or projectiles of similar shape). Once per
round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small
rock, 20 for a Medium one, and 25 for a Large one. (If the projectile
provides a magical bonus on attack rolls, the DC increases by that
amount.) The creature must be aware of the attack in order to make a
rock catching attempt.
Format: rock catching; Location: Defensive Abilities.
Rock Throwing (Ex)
This
creature is an accomplished rock thrower and has a +1 racial bonus on
attack rolls with thrown rocks. A creature can hurl rocks up to two
categories smaller than its size; for example, a Large hill giant can
hurl Small rocks. A “rock” is any large, bulky, and relatively
regularly shaped object made of any material with a hardness of at
least 5. The creature can hurl the rock up to five range increments.
The size of the range increment varies with the creature. Damage from a
thrown rock is generally twice the creature's base slam damage plus
1-1/2 its Strength bonus.
Format: rock throwing (120 ft.); Location: Special Attacks (damage is listed in Ranged attack).
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. When the creature is within 5 feet of
the source, it pinpoints the source's location.
A creature with 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 Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Format: scent; Location: Senses.
See in Darkness (Su)
Some devils can see perfectly
in darkness of any kind, even that created by a deeper darkness spell.
Format: see in darkness; Location: Senses.
Spell-Like Abilities (Sp)
Spell-like
abilities are magical and work just like spells (though they are not
spells and so have no verbal, somatic, focus, or material components).
They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A
spell-like ability usually has a limit on how often it can be used. A
constant spell-like ability or one that can be used at will has no use
limit. Reactivating a constant spell-like ability is a swift action.
Using all other spell-like abilities is a standard action unless noted
otherwise, and doing so 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 Charisma 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.
Format: At will—burning hands (DC 13); Location: Spell-Like Abilities.
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.
Format: SR 18; Location: Defensive Abilities.
Stench (Ex)
A
creature with the stench special ability secretes an oily chemical that
nearly every other creature finds offensive. All living creatures
(except those with the stench special ability) within 30 feet must
succeed on a Fortitude save (DC 10 + 1/2 stench creature's racial HD +
stench creature's Con modifier; the exact DC is given in the creature's
descriptive text) or be sickened. The duration of the sickened
condition is given in the creature's descriptive text. Creatures that
successfully save cannot be affected by the same creature's stench for
24 hours. A delay poison or neutralize poison spell
removes the effect from the sickened creature. Creatures with immunity
to poison are unaffected, and creatures resistant to poison receive
their normal bonus on their saving throws.
Format: stench (DC 15, 10 rounds); Location: Aura.
Summon (Sp)
A creature with the summon ability can summon other specific 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 summoned in this way cannot use any spells or
spell-like abilities that require material components costing more than
1 gp unless those components are supplied, nor can it use its own
summon ability for 1 hour. An appropriate spell level is given for each
summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating
summoned monsters.
Format: 1/day—summon (level 4, 1 hezrou 35%); Location: Spell-Like Abilities.
Swallow Whole (Ex)
If
a creature with this special attack begins its turn with an opponent
grappled in its mouth (see Grab), it can attempt a new combat maneuver
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 causes a creature to take damage
each round. The amount and type of damage varies and is given in the
creature's statistics. A swallowed creature keeps the grappled
condition, while the creature that did the swallowing does 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 equal to 1/10 the creature's total hit points), 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 a swallowed creature cuts its
way out, the swallowing creature cannot use swallow whole again until
the damage is healed. If the swallowed creature escapes the grapple,
success puts it back in the attacker's mouth, where it may be bitten or
swallowed again.
Format: swallow whole (5d6 acid damage, AC 15, 18 hp); Location: Special Attacks.
Telepathy (Su)
The
creature can mentally communicate 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.
Format: telepathy 100 ft.; Location: Languages.
Trample (Ex)
As a full-round action, a creature with the trample ability can attempt
to overrun any creature that is at least one size category smaller than
itself. This works just like the overrun combat maneuver, but the
trampling creature does not need to make a check, it merely has to move
over opponents in its path. Targets of a trample take an amount of
damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity,
but at a –4 penalty. If targets forgo an attack of opportunity, they
can attempt to avoid the trampling creature and receive a Reflex save
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.
Format: trample (2d6+9, DC 20); Location: Special Attacks.
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.
Format: tremorsense 60 ft.; Location: Senses.
Trip (Ex)
A
creature with the trip special attack can attempt to trip its opponent
as a free action without provoking an attack of opportunity if it hits
with the specified attack. If the attempt fails, the creature is not
tripped in return.
Format: trip (bite); Location: individual attacks.
Undead Traits (Ex)
Undead
are immune to death effects, disease, mind-affecting effects (charms,
compulsions, morale effects, phantasms, and patterns), paralysis,
poison, sleep, stun, and any effect that requires a Fortitude save
(unless the effect also works on objects or is harmless). Undead are
not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage
or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are
not at risk of death from massive damage.
Format: undead traits; Location: Immune.
Vulnerabilities (Ex or Su)
A creature with vulnerabilities takes half again as much damage (+50%)
from a specific energy type, regardless of whether a saving throw is
allowed or if the save is a success or failure. Creatures with a
vulnerability that is not an energy type instead take a –4 penalty on
saves against spells and effects that cause or use the listed
vulnerability (such as spells with the light descriptor). Some
creatures might suffer additional effects, as noted in their
descriptions.
Format: vulnerability to fire; Location: Weaknesses.
Web (Ex)
Creatures
with the web ability can use webs to support themselves and up to one
additional creature of the same size. In addition, such creatures can
throw a web up to eight times per day. This is similar to an attack
with a net but has a maximum range of 50 feet, with a range increment
of 10 feet, and is effective against targets up to one size category
larger than the web spinner. An entangled creature can escape with a
successful Escape Artist
check or burst the web with a Strength check. Both are standard actions
with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier.
Attempts to burst a web by those caught in it suffer a –4 penalty.
Web
spinners can create sheets of sticky webbing up to three times their
size. They usually position these sheets to snare flying creatures but
can also try to trap prey on the ground. Approaching creatures must
succeed on a DC 20 Perception
check to notice a web; otherwise they stumble into it and become
trapped as though by a successful web attack. Attempts to escape or
burst the webbing gain a +5 bonus if the trapped creature has something
to walk on or grab while pulling free. Each 5-foot-square section of
web has a number of hit points equal to the Hit Dice of the creature
that created it and DR 5/—.
A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.
Whirlwind (Su)
Some creatures can transform themselves into whirlwinds and remain in
that form for up to 1 round for every 2 HD they have. If the creature
has a fly speed, it can continue to fly at that same speed while in
whirlwind form, otherwise it gains a fly speed equal to its base land
speed (average maneuverability) while in whirlwind form.
The
whirlwind is always 5 feet wide at its base, but its height and width
at the top vary from creature to creature (minimum 10 feet high). A
whirlwind's width at its peak is always equal to half of its height.
The creature controls the exact height, but it must be at least 10 feet
high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature
occupies. Another creature might be caught in the whirlwind if it
touches or enters the whirlwind, or if the whirlwind moves into or
through a creature's space. A creature in whirlwind form cannot make
its normal attacks and does not threaten the area around it.
Creatures
one or more size categories smaller than the whirlwind might take
damage when caught in the whirlwind (generally damage equal to the
monster's slam attack for a creature of its size) and may be lifted
into the air. An affected creature must succeed on a Reflex save (DC 10
+ half monster's HD + the monster's Strength modifier) when it comes
into contact with the whirlwind or take damage as if it were hit by the
whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful
winds, automatically taking the indicated damage each round. A creature
that can fly is allowed a Reflex save each round to escape the
whirlwind. The creature still takes damage but can leave if the save is
successful.
Creatures trapped in the whirlwind cannot move
except to go where the whirlwind carries them or to escape the
whirlwind. Trapped creatures can otherwise act normally, but must
succeed on a concentration check (DC 15 + spell level) to cast a spell.
Creatures caught in the whirlwind take a –4 penalty to Dexterity and a
–2 penalty on attack rolls. The whirlwind can have only as many
creatures trapped inside at one time as will fit inside the whirlwind's
volume. The whirlwind can eject any carried creatures whenever it
wishes as a free action, depositing them in its space.
If
the whirlwind's base touches the ground, it creates a swirling cloud of
debris. This cloud is centered on the creature and has a diameter equal
to half the whirlwind's height. The cloud obscures all vision,
including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those
caught in the cloud of debris must succeed on a concentration check (DC
15 + spell level) to cast a spell.
Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.