Rules Reference

This creature can damage or drain one or more ability scores as specified in its entry. Ability damage is temporary and heals naturally. Ability drain is permanent until restored by magic. The creature’s entry identifies the affected ability score, amount, save if any, and any other limitations. A spell’s power often depends on its caster level, which for most spellcasting characters is equal to the class level in the class used to cast the spell. You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level. In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target’s spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).
You cannot take 10 or take 20 on caster level checks. When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. It requires concentration to cast a spell or use a spell-like ability. If you can’t concentrate, you can’t cast a spell. If you start casting a spell but something interferes with your concentration, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and primary casting stat modifier (usually determined by character class or defined in the creature's entry). The check’s DC depends on what is threatening your concentration. If you fail the check, the spell fizzles with no effect but still counts as having been cast for the purposes of prepared spells or spells per day. You cannot take 10 or take 20 on a concentration check.
Injury If you take damage while trying to cast a spell, you must make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you’re casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
Continuous Damage If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You must make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you.
Spell If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you’re casting. If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed (10 + spell level + caster’s ability score).
Grappled or Pinned Casting a spell while you have the grappled or pinned condition is difficult and requires a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting). Pinned creatures can only cast spells that do not have somatic components.
Vigorous Motion If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, belowdecks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a concentration check (DC 10 + the level of the spell you’re casting) or lose the spell.
Violent Motion If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being pitched roughly about in a similar fashion, you must make a concentration check (DC 15 + the level of the spell you’re casting) or lose the spell. If the motion is extremely violent, such as that caused by an earthquake, the DC is equal to 20 + the level of the spell you’re casting.
Violent Weather You must make a concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. In either case, you lose the spell if you fail the concentration check. If the weather is caused by a spell, use the rules as described in the spell’s description.
Casting Defensively If you want to cast a spell without provoking any attacks of opportunity, you must make a concentration check (DC 15 + double the level of the spell you’re casting) to succeed. You lose the spell if you fail.
Entangled If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you’re affected by a spell with similar effect, you must make a concentration check to cast the spell (DC 15 + the level of the spell you’re casting). You lose the spell if you fail.
Concentrating to Maintain a Spell Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends. You can stop concentrating on a spell as a free action.
Redirecting a Spell Some spells allow you to use a move action to change their target or redirect them in some fashion. Redirecting a spell in this way does not require concentration. Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity.
Extraordinary abilities function normally within the area of an antimagic field. Natural attacks are made with a creature’s body rather than with manufactured weapons. A primary natural attack uses the creature’s full base attack bonus and adds its full Strength modifier to damage. A secondary natural attack is made at a –5 penalty and adds only half the creature’s Strength modifier to damage. If a creature has only one natural attack, it normally adds 1-1/2 times its Strength modifier to damage; this does not apply merely because a creature with several natural weapons chooses to use only one of them. If a creature has multiple attacks of only one natural-weapon type, those attacks are primary unless stated otherwise. A creature’s entry can override these defaults.
When a creature combines manufactured-weapon attacks with natural attacks in the same full attack, it cannot use a natural attack associated with a limb that is occupied by a manufactured weapon. Manufactured-weapon attacks use their normal attack bonuses; all remaining natural attacks are treated as secondary for that full attack. A natural attack that lists more than one damage type counts as all listed types for overcoming damage reduction. A creature with no natural weapons can make unarmed strikes, but those are treated as weapon attacks; using both hands for unarmed strikes follows the normal two-weapon fighting rules.
• Bite Fine 1; Diminutive 1d2; Tiny 1d3; Small 1d4; Medium 1d6; Large 1d8; Huge 2d6; Gargantuan 2d8; Colossal 4d6. Damage B/S/P; primary.
• Claw Fine —; Diminutive 1; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Damage B/S; primary.
• Gore Fine 1; Diminutive 1d2; Tiny 1d3; Small 1d4; Medium 1d6; Large 1d8; Huge 2d6; Gargantuan 2d8; Colossal 4d6. Damage P; primary.
• Hoof, Tentacle, or Wing Fine —; Diminutive 1; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Damage B; secondary.
• Pincers or Tail Slap Fine 1; Diminutive 1d2; Tiny 1d3; Small 1d4; Medium 1d6; Large 1d8; Huge 2d6; Gargantuan 2d8; Colossal 4d6. Damage B; secondary.
• Slam Fine —; Diminutive 1; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Damage B; primary.
• Sting Fine —; Diminutive 1; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Damage P; primary.
• Talons Fine —; Diminutive 1; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Damage S; primary.
• Other Fine —; Diminutive 1; Tiny 1d2; Small 1d3; Medium 1d4; Large 1d6; Huge 1d8; Gargantuan 2d6; Colossal 2d8. Damage B/S/P; secondary. 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; unless otherwise stated, a creature can only use a constant spell-like ability on itself. 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 determines how difficult it is to dispel their spell-like effects and defines 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. This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.
Supernatural abilities do not function within the area of an antimagic field.
Keyword Abilities

Aquatic creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill. When this creature hits with the attack specified in its entry, it automatically latches onto the target. The attaching creature gains the grappled condition, but its target does not. The target can attack or grapple the attaching creature normally. A successful grapple combat maneuver or Escape Artist check made against the attaching creature causes it to release its hold. This righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius must succeed on a Will save to resist its effects. 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. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. This creature causes wounds that continue to , inflicting additional damage each round at the start of the affected creature’s turn. The amount of damage each round is determined in the creature’s entry.
A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. If bleed damage is expressed as a die roll, the damage is rerolled for each round. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage. A creature with blindsense notices things it cannot see. The creature usually does not need to succeed at 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 with blindsense cannot see still has total concealment from the creature, 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. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight can maneuver and fight as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though a creature with blindsight must have line of effect to an object or another creature to discern that object or creature. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to succeed at Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature doesn’t need to do anything 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, it gains the benefits of blindsight only during its turn. Once per round when this creature would be hit by a melee or ranged attack, it can make a melee attack roll using its highest attack bonus. If the result exceeds the attacker’s attack roll, the triggering attack misses instead. This creature possesses the extraordinary ability to drain blood at the end of its turn if grappling a foe, inflicting Constitution damage. When this creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. 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 + 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 specifies how often it can be used, including any per-day limit. This creature 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. 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). This creature can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check. 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). Unless otherwise stated, it can remain in an alternate form indefinitely. 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. This creature adds the bonus listed 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). 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 higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. This creature can move through an area as small as one-quarter its space without squeezing, or one-eighth its space when squeezing. This creature can crush an opponent when it makes a successful check, dealing bludgeoning damage 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.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope’s size, this ability has no effect. This creature can inflict a supernatural curse. Its entry specifies the curse’s effects, saving throw, frequency, and cure. When a save is allowed and no other formula is given, the save is usually Will DC 10 + 1/2 the creature’s racial Hit Dice + its Charisma modifier. Remove curse and similar magic can remove the curse as described by the effect. The creature 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, including nonmagical ones, spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as described 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 bludgeoning, piercing, or slashing damage. Others are vulnerable to materials such as adamantine, cold iron, or silver. Attacks from weapons that are not the correct type or material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, injury disease, and effects delivered only when the attack deals damage. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drain, and it does not affect poisons or diseases delivered by contact, ingestion, or inhalation. If damage reduction completely negates an attack’s damage, that attack does not disrupt a spell being cast.
Damage reduction does not stack with itself. When a creature has more than one form, apply the single form that gives the greatest reduction against the attack; the attacker must overcome only the qualities required by the form being applied.
Some monsters are vulnerable to magic weapons. A weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes this damage reduction; the +1 attack bonus from a masterwork weapon does not count as a magical enhancement bonus. Such creatures’ natural weapons, but not their attacks with manufactured weapons, are treated as magic weapons for overcoming damage reduction. Ammunition fired from a projectile weapon with at least a +1 enhancement bonus is treated as magic for overcoming damage reduction.
A few powerful monsters are vulnerable only to epic weapons—magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for 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; certain magic weapons also have them. A creature with a chaotic, evil, good, or lawful alignment subtype overcomes matching damage reduction with its natural weapons and wielded weapons as though those attacks had the alignment or alignments matching its subtype. Ammunition fired from an aligned projectile weapon is treated as having that alignment for overcoming damage reduction.
A weapon with a +3 enhancement bonus overcomes damage reduction as though it were made of cold iron and silver. A weapon with a +4 enhancement bonus also overcomes damage reduction as though it were adamantine, but this does not allow it to ignore hardness. A weapon with a +5 enhancement bonus also overcomes alignment-based damage reduction. These equivalences are cumulative with the weapon’s actual material and alignment qualities.
When a damage reduction entry has a — after the slash, no weapon negates it.
If either of two listed attack types can overcome the reduction, a weapon that deals either type does so. If a listed combination is required, the weapon must have every listed type or quality; a weapon with only one remains subject to the damage reduction. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. This creature can transmit a disease. Its entry specifies the disease’s effects, saving throw, frequency, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Remove disease and similar effects can cure the disease as normal. As a free action, this creature can expend one use of mythic power to gain a +20 circumstance bonus on one Strength-based skill check or Strength ability check. Instead, it can gain a +20 circumstance bonus to its Strength score for the purpose of determining carrying capacity only; this second benefit lasts a number of hours equal to the creature’s mythic rank. This creature can 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.
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. This creature’s blood carries the same energy type as its breath weapon. A creature that damages it with a piercing or slashing melee attack takes energy damage according to the dragon’s size: Medium or smaller 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8. A critical hit doubles this damage. An attacker using a reach weapon does not take this damage. A creature that deals damage from within the dragon, such as a swallowed creature, also takes the dragon blood damage as specified by the ability. If this creature has arcane spellcasting, it automatically knows every 0-level spell on the equivalent spellcasting class’s list and can cast those cantrips at will. When this creature confirms a critical hit with a natural weapon, the attack deals additional damage equal to the damage from its dragon blood ability. Dragons have 120 ft. and 60 ft. They see four times as well as a human in dim light and twice as well in normal light.
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Using extraordinary 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. This creature gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster’s initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature’s round or the start of its turn (such as saving throws against ongoing effects or taking bleed damage), only the creature’s first turn each round counts toward such durations. When this creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save. This creature surrounds itself with an area of swirling, chaotic emotions. These emotions make it difficult for spellcasters to cast spells with the emotion component. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with an emotion aura + that creature’s Charisma modifier) to cast a spell with an emotion component. Failing this check causes the spell to be lost with no effect. In addition, any spellcaster casting spells with the emotion or fear descriptor on targets inside this aura must succeed at this check or the spell fails to affect targets within the aura (although others outside the area are affected as normal). Creatures with this ability are immune to its effects and can cast spells normally. Energy Drain supernaturally 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) with no saving throw. 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 the draining creature’s racial HD + the 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 becomes permanent. A separate saving throw is required for each negative level. This creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the condition, are in danger of , are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based.
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of , and their effects do not stack.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates and dies.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. This creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the saving throw DC. Destroying the entrapping material frees the creature.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. This creature can avoid even magical and unusual attacks with great agility. If it succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the creature is wearing light armor or no armor. A creature does not gain the benefit of evasion.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. This creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, 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. This creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn. This creature’s aura functions like the fear spell, causing subjects to become (or if they succeed in a saving throw). If the fear effect allows a saving throw, it is a Will save (DC = 10 + 1/2 the fearsome creature’s racial HD + that creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). This is a mind-affecting fear effect.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than or .
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. This ability usually works like the fear spell, causing subjects to become (or if they succeed in a saving throw). If it 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). This is a mind-affecting fear effect.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than or .
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. This ability usually works like the fear spell, causing subjects to become (or if they succeed in a saving throw). If it 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). This is a mind-affecting fear effect.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than or .
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. This creature can create supernatural or spell-like fear in one of several forms. A fear aura is normally supernatural and can be activated as a free action; its entry gives the area and may cause creatures to freeze, function as the fear spell, or produce another stated fear effect. A fear cone is normally spell-like, and a fear ray is normally supernatural; unless the creature’s entry says otherwise, these function like the fear spell. When a saving throw is allowed and no different formula is given, the save is Will DC 10 + 1/2 the creature’s racial Hit Dice + its Charisma modifier. All forms of this ability are mind-affecting fear effects. When the trigger specified in this creature’s entry occurs, such as completing a full attack or using rend, it immediately makes one additional attack at its full base attack bonus with all normal modifiers. This extra attack does not stack with extra attacks granted by haste, a speed weapon, or similar effects. It does not grant an additional action and cannot be used to cast a second spell. This creature remains conscious and can continue fighting even if its hit point total is below 0. The creature is still 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.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check.
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:
• Clumsy –8
• Poor –4
• Average +0
• Good +4
• Perfect +8
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block. Fortification grants a 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor. A protean has continuous freedom of movement, as per the spell. This creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object. 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. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the 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 further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). A Gaze attack takes effect automatically when foes look at the attacking creature’s eyes. The typical range is 30 feet, but check the creature’s entry for details. A successful saving throw negates the effect. 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 (20% miss chance) 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 (50% miss chance) against the opponent.
A creature with a gaze attack can also 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. If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. 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.
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. This monster can see through thick plant matter as though it were transparent. Leaves, vines, greenery, and undergrowth offer no concealment to the monster’s sight, though solid wood still blocks its line of sight. Each object has Hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points.
Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness. This creature generates so much heat that its mere touch deals the additional fire damage listed. The creature’s metallic melee weapons also conduct this heat and deal the additional damage. This creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning. A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. This works like , except that if the creature fails a Reflex saving throw against an attack that normally deals half damage on a successful save, it takes only half damage.
This creature can avoid even magical and unusual attacks with great agility. If it succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the creature is wearing light armor or no armor. A creature does not gain the benefit of evasion.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A creature with Improved Uncanny Dodge can react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized, or if an opponent successfully uses the feint action against them.
A creature with Improved Uncanny Dodge cannot be flanked. This defense denies a character the ability to sneak attack the creature by flanking it, unless the attacker has at least four more levels in classes that grant uncanny dodge than the target does.
A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. 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, spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. 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 (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus, but it 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 can’t fall or take falling damage. They can’t perform trip or grapple combat maneuvers, nor can they be tripped or grappled. In fact, they can’t take any physical actions 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 blindsight and scent, 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. This creature can swim backward as a full-round action at its Jet speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so. This creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile. Using nonvisual senses, this monster notices and locates living creatures within 60 feet. Invisibility, darkness, and most kinds of concealment are irrelevant, though the monster must have line of effect to a living creature to discern that creature. The monster usually does not need to make Perception checks to notice creatures within range of its lifesense ability. Creatures with Light Blindness are for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are as long as they remain in areas of bright light.
A blind creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks. Creatures with light sensitivity are in areas of bright sunlight or within the radius of a daylight spell (they take a –1 penalty on attack rolls and sight-based Perception checks).
The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks. As a free action when this creature uses an energy-damaging breath weapon, it can expend one use of mythic power to make the breath’s energy linger in the affected area for a number of rounds equal to its mythic rank. A creature that begins its turn in, enters, or passes through the lingering area takes energy damage based on the breathing creature’s size: Medium or smaller 2d4, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. This ability has no effect on a breath weapon that does not deal energy damage. 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. In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form. This creature creates a field around them that makes concentrating difficult. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with this aura + that creature’s Charisma modifier) to cast a spell with a thought component. Failing this check causes the spell to be lost with no effect. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Failing it means that they cease concentrating on the spell or effect. Creatures with this ability are immune to its effects and can cast spells normally. The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision. This creature takes no penalties on attack rolls for fighting with multiple weapons. If this creature is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When it returns to life, it isn’t treated as if it had rested, and doesn’t regain the use of abilities that recharge with rest until it next rests. This ability doesn’t apply if it is killed by a coup de grace or critical hit performed by either a Mythic creature (or creature of even greater power) or a Non-Mythic creature wielding a weapon capable of bypassing epic damage reduction. If the creature is Mythic Rank 10, it cannot be killed at all except by a coup de grace or critical hit made with an artifact. Up to three times per day, when a creature with Mythic Magic casts a spell, it can cast the Mythic version instead (as with all Mythic Spells, the creature must expend Mythic Power to cast a Mythic spell in this way). The Mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of Mythic Power equal to its Mythic Rank. This amount is its maximum amount of Mythic Power. If an ability allows it to regain Mythic Power, it can never gain more than this amount. The monster automatically has the Surge ability, and can use this Mythic Power to activate it. It may have other abilities that rely on Mythic Power. This ability is constant—the creature remains at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell.
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).
The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy and from sneak attacks.
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
• In combat or speaking –20
• Moving at half speed –5
• Moving at full speed –10
• Running or charging –20
• Not moving +20
• Using Stealth: Stealth check +20
• Some distance away +1 per 10 feet
• Behind an obstacle (door) +5
• Behind an obstacle (stone wall) +15
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.
If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.
If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.
If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).
Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.
An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment (20% miss chance).
A creature with the scent ability can detect an invisible creature as it would a visible one.
A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it.
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart divination spells.
Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. This creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature. This monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing. Paralysis renders the victim immobile. subjects cannot move, speak, or take any physical actions (they can still take purely mental actions, such as the use of a SLA). They are rooted to the spot, frozen and helpless, having effective Dexterity and Strength scores of 0. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the 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. The duration of the paralysis varies and is included in the creature’s description.
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is , but can take purely mental actions (such as the use of a SLA). A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. All plants within 1 mile of this creature grow at twice their normal rate and do not suffer from diseases or maladies. Allied plant creatures within 30 feet gain fast healing equal to this creature’s mythic rank. If this creature uses plant shape, wild shape, or a similar ability to assume a plant form, it gains that fast healing while in plant form. This creature can deliver poison by the method specified in its entry. The entry gives the poison’s save, frequency, effect, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Neutralize poison and similar effects remove poison normally. Any creature that confirms a critical hit against this monster with a piercing or slashing melee weapon is sprayed with its poison and must roll a saving throw to resist. (Melee weapons with reach don’t endanger their users in this way.) The type of poison depends on the monster. Unless otherwise stated, this poison uses the poison’s normal DC, though some monsters might have a poison DC that’s Constitution-based. When this creature makes a charge, it can make a full attack with any weapons it has (including rake attacks if the creature also has the rake ability). It maintains this ability even when subject to the slow spell, and the full attack on a pounce still receives the extra attack from haste. The attack specified in this creature’s entry adds 1-1/2 times the creature’s Strength modifier to damage instead of the amount of Strength normally added to that attack. When this creature charges, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and the damage from the attack are given in the creature’s description. Against attacks made or effects created by evil creatures, angels with this aura provide 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 stat block. A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks. This creature gains a +4 bonus on saving throws against all psychic spells. This creature 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. This creature 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. This creature gains extra natural attacks under certain conditions, typically when it its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The attack bonus and damage for these attacks are 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.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. After 8 hours of rest, this creature regains all of its hit points as long as it is not dead. By expending one use of mythic power and resting for 1 hour, it instead heals hit points equal to half its maximum hit points, up to its normal maximum, and regains all daily uses of class features such as rage, bardic performance, and prepared or spontaneous spells. This 1-hour rest counts as 8 hours of sleep. Recuperation does not restore mythic power or daily uses of mythic abilities. Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration.
Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts 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 regeneration. If it hits with two or more natural attacks in 1 round, this creature causes tremendous damage by latching onto the opponent’s body and tearing flesh. This automatically deals the listed additional 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. This creature 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. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell. This creature 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. This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. It 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 (equal to wood). 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 times its Strength bonus. This creature can pass through sand, dirt, and other fine-grained solid matter as easily as a fish swims through water, at a speed equal to its base speed. Its movement leaves behind no tunnel or hole and creates no ripple or other sign of its passage. A move earth spell cast on an area containing this creature while it uses sand glide flings it back 30 feet and stuns it for 1 round unless it succeeds at a DC 15 Fortitude save. Scent 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. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply.
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. Whenever this creature fails a saving throw against an effect whose duration is longer than 1 round, it can attempt another saving throw against that effect at the start of each of its turns while the effect lasts. A successful second save has the same result as if the creature had succeeded at the original saving throw. If the effect already allows later saving throws, this ability grants an additional save rather than replacing those saves. This creature can see perfectly in darkness of any kind, including that created by deeper darkness. This creature selects spells from the sorcerer/wizard spell list. The total of the selected spell levels equals twice the creature’s CR, and the highest spell level it can select is 1 + half its CR. A 0-level spell counts as 1/2 spell level for this calculation. Each selected spell can be cast once per day. The caster level equals the creature’s Hit Dice, and spell save DCs use the higher of the creature’s Intelligence or Charisma modifiers. This creature selects spells from either the cleric spell list or the druid spell list, choosing one list for this ability. The total of the selected spell levels equals twice the creature’s CR, and the highest spell level it can select is 1 + half its CR. A 0-level spell counts as 1/2 spell level for this calculation. Each selected spell can be cast once per day. The caster level equals the creature’s Hit Dice, and spell save DCs use the higher of the creature’s Wisdom or Charisma modifiers. If the creature’s opponent is holding its breath, this creature can reduce the time until the target has to attempt checks. As a free action, the creature can attempt a grapple combat maneuver against the opponent. If it succeeds, the opponent reduces the remaining duration it can hold its breath by 1d6 rounds. A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates and dies.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. If this creature catches an opponent unable to defend itself effectively from its attack, it can strike a vital spot for extra damage. Its attacks deal the listed sneak attack damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when this creature flanks its target. Sneak attack damage is precision damage and is not multiplied on a critical hit. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), this creature can deal nonlethal sneak attack damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal sneak attack damage, even with the usual –4 penalty. This creature must be able to see the target well enough to pick out a vital spot and must be able to reach that spot. It cannot sneak attack a creature with concealment. This creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know. A creature with Spell Resistance has the extraordinary ability to 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. This creature splits into two identical copies of itself if subject to certain attacks or effects. Each copy has half the original’s current hit points (rounded down). A creature reduced below the listed hit points cannot be further split and can be killed normally. When this creature hits with the attack specified in its entry, it can immediately attempt a steal combat maneuver against the target as a free action. This maneuver does not provoke an attack of opportunity. This creature secretes an oily chemical that other creatures find offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed at a Fortitude save or be (DC = 10 + 1/2 the racial HD of the creature with stench + that creature’s Constitution modifier; the exact DC is given in the creature’s descriptive text). 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.
A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. An opponent by this creature cannot speak or cast spells with verbal components.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates and dies.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A creature with the Summon SLA 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. If a creature with Sunlight Powerlessness is in sunlight (but not in an area of daylight or similar spells, unless specified in its entry), it cannot attack and is .
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. This creature can call upon its Mythic Power to overcome difficult challenges. It can expend one use of Mythic Power to increase any d20 roll it just made by rolling a die and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die depends on the creature’s Mythic Rank. The monster can use this ability even if it’s mindless or of animal-level intelligence. If this creature begins its turn with an opponent grappled in its mouth (see ), 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 vary and are 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.
If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. 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.
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. 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 attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, or other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage.
Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy. A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line. This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon). This 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. Using nonvisual senses, this monster automatically detects and locates conscious creatures within the specified range. Invisibility, darkness, and most kinds of concealment are irrelevant, though the monster must have line of effect to a thinking creature to discern that creature. The monster usually does not need to make Perception checks to notice creatures within range of its thoughtsense ability.
Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects.
Nondetection, mind blank, and similar effects can block thoughtsense. As a full-round action, this creature can attempt to overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the trampling creature does not attempt a check; it merely moves over opponents in its path. Targets take damage equal to the trampling creature’s slam damage + 1-1/2 times its Strength modifier. A target can make an attack of opportunity at a –4 penalty. If it forgoes that attack, it can attempt a Reflex save to avoid the trampling creature and take half damage. The save DC is 10 + 1/2 the creature’s Hit Dice + its Strength modifier; the exact DC appears in the creature’s descriptive text. A trampling creature deals trample damage to each target only once per round, regardless of how many times it moves over that target, and can move up to twice its land speed as part of the trample. 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. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. This creature 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. A troop does not make normal melee attacks. Instead, it deals automatic troop damage to creatures within its reach or whose spaces it occupies at the end of its movement. The troop’s base damage is determined by Hit Dice: 1–5 HD 1d6, 6–10 HD 2d6, 11–15 HD 3d6, 16–20 HD 4d6, and 21 or more HD 5d6, modified by Strength as specified by the creature’s entry. Troop damage is normally nonmagical unless the troop’s description says otherwise, so sufficient damage reduction or other defenses can reduce or negate it.
A troop threatens its reach and occupied area. When it makes an attack of opportunity, it deals its automatic troop damage rather than making an attack roll; unless otherwise stated, it can deal this attack-of-opportunity damage to a given creature no more than once per round. A creature attempting to cast a spell or use an ability that requires concentration while within a troop’s area or reach must succeed at a caster level or concentration check as specified by the troop rules, typically DC 20 + spell level. Activities requiring patience or sustained concentration in the troop’s area similarly require a DC 20 Will save when applicable. This creature can speak with any creature that has a language, as though using a tongues spell (caster level equal to creature’s Hit Dice). This ability is always active. This creature can react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized, or if an opponent successfully uses the feint action against them.
A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. This creature uses manufactured weapons as if it were one size category smaller than the creature’s actual size. Animals do not willingly approach within the listed range of this creature unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check. This creature can expend one use of Mythic Power as a free action to immediately end any one of the following conditions currently affecting it: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. It can use this ability at the start of its turn even if a condition would prevent it from acting. 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. This creature can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged. This creature can survive out of water for 1 minute per point of Constitution. Beyond this limit, this creature runs the risk of suffocation, as if it were drowning. This creature 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 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 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.
The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
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. This creature can transform into a Whirlwind and remain in that form for up to 1 round for every 2 HD it has. If it 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 the 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. This creature can see through solid matter as though using a ring of x-ray vision. Its x-ray sight extends 20 feet and provides vision as though the viewed area were normally lit. It can see through up to 1 foot of stone, 1 inch of common metal, or 3 feet of wood or dirt; thicker barriers block the sight, and even a thin sheet of lead blocks it completely. The creature can use this vision in 1-minute increments. After the first 10 minutes of use in a day, it takes 1 point of Constitution damage for each additional minute it uses the ability that day.
Conditions

A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. If bleed damage is expressed as a die roll, the damage is rerolled for each round. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage. A blinded creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blinded creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. An item with hit points equal to or lower than half its maximum hit points gains the broken condition. A broken weapon takes a –2 penalty on attack and damage rolls and scores a critical hit only on a natural 20, dealing only ×2 damage. A broken suit of armor or shield provides only half its normal AC bonus, rounded down, and its armor check penalty is doubled. A broken tool imposes a –2 penalty on skill checks made with it. A broken wand or staff uses twice the normal number of charges when activated. Other broken items may have no additional game effect unless their descriptions say otherwise. A broken item is normally worth 75% of its normal value.
Magic can repair a broken item with mending or make whole only if the caster level is at least as high as the item’s caster level; the broken condition is removed once the item is restored above half its original hit points. A nonmagical item can be repaired with the appropriate Craft skill, typically DC 20 and requiring 1 hour of work per point of damage repaired. Repairing an item normally costs one-tenth of the item’s price. A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it retaliates by attacking the creature that last attacked it until that creature is dead or out of sight.
If the confused creature is not retaliating, roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round:
• 01–25 Act normally.
• 26–50 Do nothing but babble incoherently.
• 51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
• 76–100 Attack nearest creature (excluding subject’s own familiar).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it is retaliating).
(Note: The italicized text is unofficial but added to provide additional clarity.) The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. The creature is unable to see well because of over-stimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks. A creature is dead when its current hit points fall to a negative amount equal to its Constitution score, when its Constitution score is reduced to 0, or when an effect kills it outright. When a creature dies, its soul leaves its body. Dead creatures cannot benefit from normal or magical healing, although magic that restores life can return them to life. A dead body decays normally unless preserved. Resurrection magic restores the body and the creature according to the spell or ability used; ordinary concerns such as rigor mortis and decomposition do not prevent such magic from functioning when its requirements are otherwise met. A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them. A character with 0 hit points, or one who has negative hit points but has become and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still . If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
If a character has become stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A dying creature is and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. An energy-drained creature has one or more negative levels, which can be temporary or permanent. Each negative level imposes a cumulative –1 penalty on ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. The creature’s current and maximum hit points are reduced by 5 for each negative level, and its effective level is reduced by 1 for level-dependent variables for each negative level. Negative levels do not cause a spellcaster to lose prepared spells or spell slots.
A creature with temporary negative levels normally attempts a new saving throw once per day to remove each negative level, using the same DC as the effect that caused it unless that effect says otherwise. A permanent negative level does not allow these daily saves and remains until removed by restoration or similar magic. Negative levels remain after a creature is restored to life. If a creature has a number of negative levels equal to or greater than its Hit Dice, it dies. A creature restored by raise dead or resurrection that still has permanent negative levels equal to its Hit Dice must have those negative levels removed, such as with restoration, before they would again cause its death as specified by the life-restoring effect. The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes . A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become . After 8 hours of complete rest, fatigued characters are no longer fatigued.
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like , except that the creature must flee if possible. is a more extreme state of fear.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).
The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy and from sneak attacks.
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
• In combat or speaking –20
• Moving at half speed –5
• Moving at full speed –10
• Running or charging –20
• Not moving +20
• Using Stealth: Stealth check +20
• Some distance away +1 per 10 feet
• Behind an obstacle (door) +5
• Behind an obstacle (stone wall) +15
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.
If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.
If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.
If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).
Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.
An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment (20% miss chance).
A creature with the scent ability can detect an invisible creature as it would a visible one.
A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it.
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart divination spells.
Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than or .
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear. A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is , but can take purely mental actions (such as the use of a SLA). A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A petrified character has been turned to stone and is considered . If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of , and their effects do not stack.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than or .
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still . If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
If a character has become stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point.
Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points.
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.
Creature Types & Subtypes
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They possess the following traits:• Darkvision 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 breathe, eat, and sleep. Hive creatures are invasive aberrations adapted to function as a coordinated colony.
• Immunity to acid.
• Hive creatures are blind and do not gain the normal aberration darkvision; they are immune to gaze attacks, visual effects, illusions, and other effects that rely on sight. They have blindsense 60 feet and blindsight 10 feet.
• Corrosive Blood (Ex) A creature that damages a hive creature with a piercing or slashing melee attack takes acid damage based on the hive creature’s size: Medium or smaller 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8. A critical hit doubles this damage; reach weapons protect the attacker. A creature damaging the hive creature from inside it also takes this damage.
• Death Throes (Ex) When a hive creature dies, its space becomes a pool of acid for 3 rounds. The pool deals 1d6 acid damage per Hit Die to creatures in the area; a Reflex save based on Constitution halves the damage. The acid can damage surfaces and may eat through floors as described by the individual entry.
• Heat Adaptability (Ex) A hive creature is continually protected from hot environments as though by endure elements.
• Hive Mind (Ex) Hive creatures communicate through pheromones and body language while they have line of sight to one another. If one hive creature can act in a surprise round, all hive creatures with line of sight to it can act. A hive creature cannot be flanked unless every hive creature with line of sight to it is also flanked.
• Hive creatures do not need to eat, drink, or sleep. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following traits (unless otherwise noted in a creature’s entry).
• Low-light vision.
• Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
• Proficient with its natural weapons only. A noncombative herbivore treats its natural weapons as secondary attacks. 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 breathe, eat, and sleep. A construct is an animated object or artificially created creature. A construct has the following traits (unless otherwise noted in a creature’s entry).
• Low-light vision and darkvision 60 feet.
• Construct Traits (Ex) The dedicated construct traits popup under Immune contains the construct’s standard immunities, condition protections, Fortitude-save immunity, nonlethal and ability/energy-drain protections, massive-damage rule, and destruction at 0 hit points or less.
• No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
• A construct cannot be raised or resurrected.
• Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
• 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 breathe, eat, or sleep. Automatons are lawful neutral constructs with extraplanar origins.
• Darkvision 120 feet and low-light vision.
• Immunity to electricity; resistance to cold 10 and sonic 10.
• Most automatons have spell resistance equal to 11 + their CR.
• Telepathy.
• Their natural weapons and weapons they wield count as lawful and magic for overcoming damage reduction.
• Automaton Core (Ex) When an automaton is destroyed, its core remains behind and can be harvested or understood with a successful Spellcraft check as described by the individual automaton entry.
• Vulnerable Mind (Ex) Unlike ordinary constructs, automatons are not immune to mind-affecting effects. Clockworks are constructs that combine magic and complex mechanical engineering.
• Swift Reactions (Ex) Clockworks gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC.
• Vulnerable to Electricity (Ex) Clockworks take 50% more damage from electricity attacks.
• Winding (Ex) A clockwork normally operates only while wound with its special key. A fully wound clockwork can usually operate for 1 day per Hit Die before it must be wound again, although an individual clockwork can specify a different duration. Colossi are Gargantuan or larger mythic constructs built to dominate battlefields.
• Alternate Form (Ex) A colossus can assume the alternate form described in its entry. This transformation is nonmagical, and true seeing does not reveal its normal form.
• Mythic Quickening (Sp) By expending one use of mythic power as a swift action, a colossus can cast a spell or activate a spell-like ability as a free action.
• Mythic Resilience (Ex) By expending one use of mythic power as a swift action, it doubles its damage reduction for 1 round.
• Pinning Stomp (Ex) In its normal form, a colossus can make a stomp as a swift action against a creature at least three size categories smaller, using its highest base attack bonus. A hit deals twice its slam damage plus 1-1/2 times its Strength modifier and allows a free grapple attempt without provoking. On a success, the target is pinned and takes the stomp damage at the start of each of the colossus’s turns. The colossus need not make checks to maintain this pin, cannot use the grapple to move, damage, or tie up the target, and can pin no more than two creatures this way at once.
• Selective Antimagic Aura (Su) A colossus continuously generates an antimagic field extending to its reach, except that the schools, descriptors, or effects specifically excluded in its entry continue to function. The colossus’s own spell-like and supernatural abilities are unaffected. Robots are intelligent constructs created by advanced scientific means. They have the following traits, unless otherwise noted.
• Difficult to Create (Ex): Robots are crafted via complex methods hidden and well guarded. A robot does not have a construction entry.
• Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
• Vulnerable to Critical Hits: Whenever a robot takes extra damage from a critical hit, it must succeed at a DC 15 Fortitude save or be stunned for 1 round. If the robot succeeds at the save, it is staggered for 1 round. The robot remains immune to all other sources of the stunned condition.
• Vulnerable to Electricity: Robots take 150% as much damage as normal from electricity attacks.
• Force Fields When present, a force field provides bonus hit points that take damage first and makes the robot immune to critical hits while active. It has fast healing equal to the robot’s CR; after its hit points reach 0, it shuts down for 24 hours.
• Integrated Weaponry When present, a built-in technological weapon is treated as a natural attack, cannot make iterative attacks, remains targetable by effects that affect manufactured weapons, normally cannot be harvested after the robot is destroyed, and is always a proficient weapon. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee.
• Laser Weapons When present, lasers resolve as touch attacks and deal fire damage. They pass through force fields and force effects, transparent barriers do not provide cover but still take damage, invisible creatures are immune to laser damage, and fog, smoke, and clouds provide cover as well as concealment.
• Plasma Weapons When present, plasma attacks resolve as touch attacks and deal half fire and half electricity damage. A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 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 breathe, eat, and sleep. A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. 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) 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 breathe, eat, and sleep. Wild hunt creatures are chaotic neutral fey that ride as part of the wild hunt.
• Immunity to cold and resistance to electricity 10 and fire 10.
• Enhanced Senses (Ex) Greensight 60 feet, scent, and see in darkness.
• Instinctive Cooperation (Ex) Immune to supernatural abilities of allied wild hunt creatures that allow saving throws.
• Planar Acclimation (Ex) Always considered to be on its home plane and never gains the extraplanar subtype.
• Speak with Nature (Sp) Constant know direction, speak with animals, and speak with plants; stone tell 3/day.
• Wild Gaze (Su) Creatures within 30 feet that fail the Charisma-based Will save suffer a type-dependent fear/mental effect for 1 round. A successful save grants 24-hour immunity to wild gaze from all wild hunt members. This is mind-affecting.
• Wild Grace (Su) Adds Charisma modifier as a deflection bonus to AC.
• Wild Hunt Link (Su) Members within 500 feet of the nearest member communicate telepathically and share creature-specific link abilities. A lone member gains no benefit from abilities it grants through the link, and identical shared abilities do not stack. A humanoid usually has two arms, two legs, and one head, or a human-like 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 are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu.
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. The adlet subtype is applied to adlets and closely related creatures. The android subtype is applied to synthetic humanoids known as androids and closely related creatures. The astomoi subtype is applied to astomois and closely related creatures. The catfolk subtype is applied to feline humanoids and closely related creatures. The changeling subtype is applied to humanoids born of hags and closely related creatures. Dark folk are reclusive subterranean humanoids with an aversion to light. This subtype is applied to the sadistic race of underground-dwelling creatures known as derros. The dwarf subtype is applied to dwarves and closely related creatures. Dwarves have darkvision 60 feet. This subtype is applied to elves and creatures related to elves. Creatures with the elf subtype have low-light vision unless otherwise specified. A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills. This subtype is applied to gnomes and creatures related to gnomes. Creatures with the gnome subtype have low-light vision. Goblinoids are stealthy humanoids who live by hunting and raiding. All goblinoids speak Goblin and treat Stealth as a class skill. The gray subtype is applied to the extraplanar humanoids known as grays and closely related creatures. The grippli subtype is applied to frog-like humanoids and closely related creatures. Gripplis have darkvision. The halfling subtype is applied to halflings and closely related creatures. This subtype is applied to humans and creatures related to humans. The kasatha subtype is applied to the nimble four-armed humanoids known as kasathas and closely related creatures. The kitsune subtype is applied to shapechanging fox-like humanoids and closely related creatures. Mortics are living humanoids infused with negative energy. They are not undead.
• Darkvision 60 feet and negative energy affinity.
• Death Gasp (Su) A mortic can hold its breath to suspend many living processes. While holding its breath, it is immune to ability drain, energy drain, and sleep effects; bleed, disease, and poison effects are suspended, although damage or other consequences already suffered remain. A mortic can hold its breath for a number of rounds equal to four times its Constitution score before it risks suffocation.
• Unliving Nature (Ex) A mortic is treated as both undead and as its normal creature type and subtypes for spells and effects that depend on creature type. It takes no special Disguise penalty merely for resembling undead and gains a +4 racial bonus on saving throws against mind-affecting effects.
• Vulnerable to Consecration (Ex) A mortic is staggered while in an area affected by consecrate. The munavri subtype is applied to the psychic humanoid race known as munavris and closely related creatures. The orc subtype is applied to orcs and closely related creatures, including half-orcs. Orcs normally have darkvision 60 feet and light sensitivity; half-orcs do not normally have light sensitivity. The ratfolk subtype is applied to rodent-like humanoids and closely related creatures. These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are true reptiles. The samsaran subtype is applied to reincarnating humanoids whose souls pass through repeated lives. The sasquatch subtype is applied to sasquatches and closely related humanoids. The skinwalker subtype is applied to humanoids with a supernatural connection to lycanthropes. Skinwalkers are not themselves afflicted by the lycanthropy curse merely by possessing this subtype. The udaeus subtype is applied to the warlike mythic humanoid race created from dragon teeth and closely related creatures. The vanara subtype is applied to vanaras and closely related simian humanoids. The vishkanya subtype is applied to vishkanyas and closely related humanoids. The wayang subtype is applied to the gangly humanoids native to or descended from the Plane of Shadow. Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet and low-light vision.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Magical beasts breathe, eat, and sleep. Behemoths are neutral Colossal magical beasts of extraordinary durability.
• Blindsense 60 feet.
• Immunity to ability damage, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, polymorph, and any additional immunities listed in the creature’s entry.
• DR 15/epic and spell resistance equal to 11 + the behemoth’s CR.
• Behemoths understand Aklo but do not normally speak. They eat, but do not need to breathe or sleep.
• Regeneration (Ex) A behemoth’s regeneration cannot normally be suppressed. Even if disintegrated or slain by an instant-death effect, it reforms 3 rounds later with 1 hit point unless it continues to take sufficient damage. A miracle or wish can suppress this regeneration for 1d4 rounds; the creature’s vulnerability to those spells otherwise applies normally.
• Ruinous (Su) Its natural attacks count as epic and magic, ignore the first 20 points of hardness, and can dispel one random spell effect on a creature or object it strikes as greater dispel magic (caster level 20th).
• Unstoppable (Ex) If the behemoth begins its turn blinded, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, or stunned, that condition ends at the end of its turn.
• Vulnerable to Miracles and Wishes (Su) A caster gains a +6 bonus on caster level checks to penetrate a behemoth’s spell resistance with miracle or wish, and the behemoth takes a –6 penalty on saving throws against those spells. Spawn of Rovagug are Colossal magical beasts created to devastate worlds.
• Hibernation (Ex) A spawn can remain dormant for immense periods and does not need to eat or breathe while hibernating. If environmental conditions would cause it to suffocate, it enters hibernation instead. While dormant, it has DR 50/epic and is immune to spells and spell-like abilities that allow spell resistance as well as to all divination effects.
• Regeneration (Ex) A spawn’s regeneration cannot normally be suppressed. Even if disintegrated or killed by an instant-death effect, it begins reforming and rises 3 rounds later with 1 hit point unless it continues to take enough damage. No ordinary permanent means of destroying a spawn is known unless its individual entry provides one.
• Unstoppable Force (Ex) A spawn can charge despite creatures, terrain, or barriers that would normally prevent the charge. It gains a +20 bonus on overrun attempts and on Strength checks to break or destroy objects and can attempt one such overrun or Strength check as a free action during a charge. Its natural attacks ignore all damage reduction and hardness. Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 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 breathe, eat, and sleep. The deep one subtype is applied to deep ones, deep one hybrids, and closely related creatures. Deep ones have low-light vision. An ooze is an amorphous or mutable creature, usually mindless. An ooze has the following traits (unless otherwise noted in a creature’s entry).
• Blindsight.
• Ooze Traits (Ex) The dedicated ooze traits popup under Immune contains the ooze’s Mindless rules, blindness and sight-based immunities, poison/sleep/paralysis/polymorph/stun immunities, and protection from critical hits, flanking, and precision damage.
• Some oozes can inflict acid damage on objects.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Oozes eat and breathe, but do not sleep. Blights are intelligent evil oozes that infect and corrupt an ecosystem. In addition to their ooze traits, blights are immune to acid.
• Favored Terrain (Ex) In its favored terrain, a blight gains a +2 bonus on Initiative checks and on Knowledge (geography), Perception, Stealth, and Survival checks, leaves no trail, and cannot be tracked. Outside its favored terrain, it loses cursed domain, rejuvenation, spell-like abilities, and telepathy and becomes staggered.
• Cursed Domain (Su) Once per year, a blight can establish a 5-mile-radius cursed domain in its favored terrain. The domain is overwhelmingly evil near its center and gains the terrain hazard specified by the blight’s entry. Remove curse can suppress the domain for a number of hours equal to the caster’s level with a successful caster level check against DC 10 + 1/2 the blight’s Hit Dice + its Charisma modifier; while suppressed, the blight is sickened. Overlapping blight domains do not stack.
• Rejuvenation (Su) If slain within its cursed domain, a blight returns in 1d10 days unless remove curse is successfully used on its corpse against DC 10 + its Hit Dice.
• Spell-Like Abilities (Sp) While within its domain, a blight can use blight, command plants, dominate monster against animals and magical beasts, greater curse terrain, and hallucinatory terrain once per day, plus the additional spell-like ability in its individual entry. Caster level equals its CR.
• Telepathy (Su) It can communicate telepathically with intelligent creatures within its cursed domain.
• Vision (Ex) A blight has normal vision through its eyes and blindsight 120 feet. 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. An outsider has the following traits:
• Darkvision 60 feet.
• Unlike most 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.
• 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). Aeons are neutral outsiders who roam the planes maintaining the balance of reality. Aeons possess the following traits.
• Immunity to cold, poison, and critical hits.
• Resistance to electricity 10 and fire 10.
• Envisaging (Su) Aeons communicate wordlessly, almost incomprehensibly. Caring little for the wants and desires of other creatures, they have no need to engage in exchanges of dialogue. Instead, aeons mentally scan beings for their thoughts and intentions, and then retaliate with flashes of psychic projections that emit a single concept in response to whatever the other being was thinking. The flash is usually a combination of a visual and aural stimulation, which displays how the aeon perceives future events might work out. For instance, an aeon seeking to raze a city communicates this concept to non-aeons by sending them a vivid image of the city crumbling to ash. An aeon’s envisaging functions as a nonverbal form of telepathy. Aeons cannot read the thoughts of any creature immune to mind-affecting effects.
• Extension of All (Ex) Through an aeon’s connection to the multiverse, it gains access to strange and abstruse knowledge that filters through all existence. Much of the knowledge is timeless, comprising events long past, present, and potentially even those yet to come. Aeons gain a racial bonus equal to 1/2 their racial Hit Dice on all Knowledge checks. This same connection also binds them to other aeons. As a result, they can communicate with each other freely over great distances as if using telepathy. This ability also works across planes, albeit less effectively, allowing the communication of vague impressions or feelings, not specific details or sights. Due to the vast scope of the aeon race’s multiplanar concerns, though, even the most dire reports of a single aeon rarely inspire dramatic or immediate action.
• Void Form (Su) Though aeons aren’t incorporeal, their forms are only a semi-tangible manifestation of something greater. An aeon’s void form grants it a deflection bonus equal to 1/4 its Hit Dice (rounded down). Agathions are beast-aspect outsiders native to Nirvana.
• Low-light vision.
• Immunity to electricity and petrification.
• Resistance to cold 10 and sonic 10.
• Lay on hands as a paladin whose level equals the agathion’s Hit Dice.
• +4 racial bonus on saving throws against poison.
• Unless otherwise noted, speaks Celestial, Infernal, and Draconic.
• Speak with Animals (Su) Functions as speak with animals at a caster level equal to the agathion’s Hit Dice, but is a free action and does not require sound.
• Truespeech (Su) Can speak with any creature that has a language as though using tongues; this ability is always active. Angels are celestials native to good-aligned Outer Planes.
• Darkvision 60 feet and low-light vision.
• Immunity to acid, cold, and petrification.
• Resistance to electricity 10 and fire 10.
• +4 racial bonus on saving throws against poison.
• Protective Aura (Su) Against attacks or effects created by evil creatures, allies within 20 feet gain a +4 deflection bonus to AC and +4 resistance bonus on saving throws. The aura otherwise functions as magic circle against evil and lesser globe of invulnerability, each with a 20-foot radius and caster level equal to the angel’s Hit Dice. The circle’s defensive benefits are not included in the angel’s stat block.
• Truespeech (Su) Can speak with any creature that has a language as though using tongues at a caster level equal to its Hit Dice; always active. Archons are celestials native to lawful good-aligned Outer Planes.
• Darkvision 60 feet and low-light vision.
• Aura of Menace (Su) A hostile creature within the archon’s aura must succeed at the listed Will save or take a –2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits that archon. A creature that resists or breaks the effect is immune to that archon’s aura for 24 hours.
• Immunity to electricity and petrification.
• +4 racial bonus on saving throws against poison.
• Teleport (Sp) Can use greater teleport at will, normally transporting only itself and up to 50 pounds of carried objects.
• Truespeech (Su) Can speak with any creature that has a language as though using tongues; always active. Asuras are lawful evil outsiders with the following default traits.
• Immunity to curse effects, disease, and poison.
• Resistance to acid 10 and electricity 10.
• +2 racial bonus on saving throws against enchantment spells.
• Telepathy.
• Elusive Aura (Su) All but the least asuras surround themselves with an aura functioning as nondetection; the caster-level check to divine a creature inside the aura is 15 + the asura’s spell-like ability caster level.
• Regeneration (Ex) Regeneration varies by asura; good weapons and good spells suppress it.
• Most asuras have spell resistance equal to 11 + CR.
• Summon (Sp) Most can summon one or more asuras as specified by the creature.
• Natural weapons and wielded weapons count as lawful and evil for overcoming damage reduction.
• +6 racial bonus on Escape Artist and +4 racial bonus on Perception. Azatas are celestials native to chaotic good-aligned Outer Planes.
• Darkvision 60 feet and low-light vision.
• Immunity to electricity and petrification.
• Resistance to cold 10 and fire 10.
• Truespeech (Su) Can speak with any creature that has a language as though using tongues; this ability is always active. The Chaotic subtype is usually applied 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 had 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. Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin.
• Immunity to acid, death effects, disease, and poison.
• Resistance to cold 10, electricity 10, and fire 10.
• Summon (Sp) Daemons can summon others of their kind as specified by the creature.
• Telepathy.
• Unless otherwise noted, speak Abyssal, Draconic, and Infernal. Demodands are chaotic evil outsiders that stalk the Abyss.
• Immunity to acid and poison.
• Resistance to fire 10 and cold 10.
• Summon (Sp) Can summon other demodands as specified by the creature.
• Faith-Stealing Strike (Su) A creature capable of divine spellcasting that is damaged by a demodand’s natural attack or melee weapon must make the listed Will save or be unable to cast divine spells for 1 round; a successful save grants 24-hour immunity to that demodand’s faith-stealing strike.
• Heretical Soul (Ex) +4 bonus on saving throws against divine spells; divine scrying fails to reveal the demodand even though the surrounding area remains visible.
• Unless otherwise noted, speak Abyssal, Celestial, and Common.
• Natural weapons and wielded weapons count as chaotic and evil for overcoming damage reduction. Demons are chaotic evil outsiders from the Abyss.
• Immunity to electricity and poison.
• Resistance to acid 10, cold 10, and fire 10.
• Summon (Sp) Can summon other demons as specified by the creature.
• Telepathy.
• Unless otherwise noted, speak Abyssal, Celestial, and Draconic.
• Natural weapons and wielded weapons count as chaotic and evil for overcoming damage reduction. Devils are lawful evil outsiders from Hell.
• Immunity to fire and poison.
• Resistance to acid 10 and cold 10.
• See in Darkness (Su) Some devils see perfectly in darkness of any kind, including deeper darkness.
• Summon (Sp) Can summon other devils as specified by the creature.
• Telepathy.
• Unless otherwise noted, speak Celestial, Draconic, and Infernal.
• Natural weapons and wielded weapons count as lawful and evil for overcoming damage reduction. Divs are neutral evil outsiders that spread misfortune and ruin.
• Immunity to fire and poison.
• Resistance to acid 10 and electricity 10.
• See in Darkness (Su) Some divs see perfectly in darkness of any kind, including deeper darkness.
• Summon (Sp) Some divs can summon others of their kind as specified by the creature.
• Telepathy.
• Unless otherwise noted, speak Abyssal, Celestial, and Infernal. An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.
• Elemental Traits (Ex) The dedicated elemental traits popup under Immune contains immunity to bleed, paralysis, poison, sleep effects, and stunning, plus protection from critical hits, flanking, and precision damage.
• 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 it is described as wearing, plus all lighter types; proficient with shields if proficient with any armor.
• Elementals do not breathe, eat, or sleep. This subtype is usually used for outsiders with a connection to aether, a “fifth element” formed from a blend between the substance of the Ethereal Plane and the energy of the Elemental Planes. The air subtype is usually used for outsiders with a connection to the Elemental Plane of Air. Air creatures always have fly speeds and usually have perfect maneuverability. Air creatures treat Fly as a class skill. The earth subtype is usually used for 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. Earth creatures with a burrow speed possess tremorsense. A creature with the fire subtype has immunity to fire and vulnerability to cold. The water subtype is usually used for 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 can usually breathe air as well. Water creatures treat the Swim skill as a class skill. The Evil subtype is usually applied 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 had 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. The Good subtype is usually applied 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 had 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. Heralds are unique divine representatives. A herald can have additional outsider subtypes appropriate to the deity or power it serves.
• Always Armed (Su) A herald can call its signature weapon into its grasp as a standard action. If it has no signature weapon, it can instead produce any nonmagical weapon, including one made of a special material. A weapon created this way disappears when it leaves the herald’s grasp.
• Emissary (Ex) A herald can always be called by faithful servants of the power it represents with greater planar ally or gate, even if a normal creature of its type would be excluded by those spells or even if the herald is not an outsider. Inevitables are construct-like outsiders created to enforce law.
• Low-light vision.
• Constructed (Ex) Counts as both outsider and construct for effects that target creature type. Immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and effects requiring Fortitude saves unless harmless or effective on objects; also immune to nonlethal damage, ability damage/drain, fatigue, exhaustion, energy drain, and massive-damage death, and gains construct bonus hit points for its size.
• Good Fortitude and Will saves.
• Adds Acrobatics, Diplomacy, Intimidate, and Survival to normal outsider class skills.
• Regeneration (Ex) Has regeneration overcome by chaotic effects; the amount varies by inevitable.
• Truespeech (Su) Can speak with any creature that has a language as though using tongues; always active. Kami are native outsiders that protect a specific ward: a creature, plant, object, or location.
• Immunity to bleed, mind-affecting effects, petrification, and polymorph effects.
• Resistance to acid 10, electricity 10, and fire 10.
• Do not eat, drink, or breathe.
• Telepathy.
• Fast Healing (Ex) Gains the listed fast healing while within 120 feet of its ward.
• Merge with Ward (Su) As a standard action, can merge body and mind with its adjacent ward, observing through its own and the ward’s senses but taking no action other than emerging as a standard action.
• Ward (Su) Several kami abilities function only while merged with or within 120 feet of the ward. A portable ward that travels with the kami can prevent it from gaining the extraplanar subtype. Destruction of the ward while merged kills the kami; destruction while separate removes merge with ward and fast healing and permanently sickens the kami. Kytons are lawful evil outsiders native to the Plane of Shadow that feed on fear and pain.
• Darkvision 60 feet.
• Regeneration (Ex) The rate varies by kyton and is suppressed by good weapons, good spells, and silver weapons.
• Immunity to cold.
• Unnerving Gaze (Su) A 30-foot gaze attack negated by a Will save; its exact effect varies by kyton. Kytons are immune to other kytons’ unnerving gazes. This is a Charisma-based mind-affecting fear effect. The Lawful subtype is usually applied 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 had 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. Manasaputras are lawful good spirits connected to the Positive Energy Plane.
• Darkvision 60 feet.
• Immunity to calling magic, disease, and poison.
• +2 racial bonus on saving throws against enchantment spells; this does not stack with still mind and counts as still mind for prerequisites.
• Telepathy and no need to breathe.
• Adaptive Resistance (Su) When damaged by an elemental attack, gains its listed adaptive resistance against that element for a number of rounds equal to its Wisdom modifier.
• Formless (Su) May shift between corporeal and incorporeal form as a move action; when corporeal it retains its Charisma modifier as a deflection bonus to AC. Natural attacks, unarmed strikes, and manufactured weapon attacks are normally available only while corporeal except for ghost touch weapons.
• Positive Energy Affinity (Ex) Ignores the Positive Energy Plane’s overwhelming life-energy effects; magical healing functions at maximum effect as though maximized.
• Soul Armor (Ex) Adds Wisdom bonus to AC and CMD plus +1 per 4 racial Hit Dice; these bonuses function like the monk AC bonus, and monk levels stack with racial Hit Dice for this purpose.
• Subjective Appearance (Su) In corporeal form projects a mind-affecting glamer causing intelligent viewers to perceive an idealized humanoid appearance; physical interaction allows the listed Will save to disbelieve. This subtype is applied only to outsiders. Creatures with this subtype are native to the Material Plane. 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. Unlike true outsiders, native outsiders need to eat and sleep. Oni are evil spirits that take physical form as native outsiders with humanoid features.
• Darkvision 60 feet and low-light vision.
• Change Shape (Su) Oni have the shapechanger subtype and can assume humanoid forms similar to their normal shapes as specified by the individual entry.
• Humanoid Shape While in a humanoid form, an oni gains the humanoid subtype as described by its entry.
• Regeneration (Ex) Oni possess regeneration; its rate and the damage that suppresses it vary by oni, but acid and fire are common suppressors. The phantom subtype is applied to lost souls that have avoided becoming undead and instead exist as outsiders. Proteans are serpentine outsiders of pure chaos. They have the following traits unless otherwise noted in a creature’s entry.
• Blindsense (distance varies by protean type).
• Immunity to acid.
• Resistance to electricity 10 and sonic 10.
• Constrict and grab as special attacks.
• Supernatural flight.
• Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
• Amorphous Anatomy (Ex) A protean’s vital organs constantly shift in shape and position, granting a 50% chance to ignore additional critical-hit and sneak-attack damage, immunity to unwilling polymorph effects, and recovery from physical blindness or deafness after 1 round by growing replacement sensory organs.
• Change Shape (Su) Once per day as a standard action, a protean can assume the form of a Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. It can resume its true form as a free action and gains the effect of heal at a caster level equal to its Hit Dice when it does so.
• Warpwave (Su) Many proteans can create unpredictable ripples in reality. When a creature is affected, roll 1d20:
1—2 Strength damage.
2—2 Dexterity damage.
3—2 Constitution damage.
4—2 Intelligence damage.
5—2 Wisdom damage.
6—2 Charisma damage.
7—1 negative level.
8—Blinded or deafened for 1d4 rounds.
9—Confused for 1d4 rounds.
10—Entangled by energy filaments for 1d4 rounds.
11—Fatigued, or exhausted if already fatigued.
12—Nauseated for 1d4 rounds.
13—Stunned for 1d4 rounds.
14—Sickened for 1d4 rounds.
15—Staggered for 1d4 rounds.
16—4d6 temporary hit points.
17—Affected by heal (caster level equals the protean’s CR).
18—Turned to stone as by flesh to stone.
19—Affected by baleful polymorph (caster level equals the protean’s CR).
20—Random acid, cold, electricity, or fire energy bursts from the target’s body and deals 4d6 damage of that type. Psychopomps are neutral outsiders charged with guiding souls.
• Darkvision 60 feet and low-light vision.
• DR 5/adamantine.
• Immunity to death effects, disease, and poison.
• Resistance to cold 10 and electricity 10.
• Speak Abyssal, Celestial, and Infernal unless otherwise noted.
• Spirit Touch (Ex) Natural weapons and wielded weapons function as though they had the ghost touch weapon special ability.
• Spiritsense (Su) Notices, locates, and distinguishes living and undead creatures within 60 feet as if using blindsight; it does not detect objects but can notice living things that are not creatures. Qlippoth are chaotic evil outsiders from the deepest reaches of the Abyss.
• Immunity to cold, mind-affecting effects, and poison.
• Resistance to acid 10, electricity 10, and fire 10.
• Horrific Appearance (Su) As a standard action a qlippoth assaults the senses of living creatures within 30 feet. Exact effects vary by qlippoth; a Will save (DC 10 + 1/2 Hit Dice + Charisma modifier) reduces or negates the effect. This is a mind-affecting gaze attack.
• Telepathy.
• Unless otherwise noted, speak Abyssal. Rakshasas are lawful evil spirits born into physical form on the Material Plane and have the native subtype.
• Darkvision 60 feet.
• Change Shape (Su) A rakshasa can assume any humanoid form as though using alter self.
• Detect Thoughts (Su) A rakshasa can continuously read thoughts at caster level 18th, can suppress or resume the ability as a free action, and gains no more information than would normally be available after 3 rounds of concentration. The Will save DC is 10 + 1/2 the rakshasa’s Hit Dice + its Charisma modifier.
• Enhanced Defenses (Ex) Rakshasas possess DR/good and piercing in the amount listed in the individual entry and spell resistance equal to CR + 15.
• Master of Deception (Ex) Rakshasas gain a +4 racial bonus on Bluff checks and a +8 racial bonus on Disguise checks.
• Rakshasas are usually sorcerer spellcasters with a caster level equal to CR – 3, except where a lesser rakshasa or individual entry says otherwise. Sahkils are neutral evil outsiders native to the Ethereal Plane.
• Darkvision 60 feet and low-light vision.
• Immunity to death effects, fear effects, disease, and poison.
• Resistance to cold 10, electricity 10, and sonic 10.
• Most have spell resistance equal to 11 + CR.
• Unless otherwise noted, speak Abyssal, Celestial, and Infernal; telepathy.
• Easy to Call (Ex) Count as 4 fewer Hit Dice (minimum 2) for calling effects, but gain a racial bonus equal to half Hit Dice on Charisma checks to escape such effects and treat spell resistance as 5 higher for escaping them.
• Emotional Focus (Ex) +2 to save DCs of their spells, spell-like abilities, and effects with emotion or fear descriptors.
• Look of Fear (Su) A 30-foot Charisma-based mind-affecting fear gaze; exact effects vary by sahkil. Sahkils are immune to other sahkils’ look of fear.
• Skip Between (Su) Many can shift between Ethereal and Material Planes as a move action, otherwise functioning as ethereal jaunt (CL 15th).
• Spirit Touch (Ex) Natural and wielded weapons function as though they had ghost touch. The plant type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. A plant creature has the following traits (unless otherwise noted in a creature’s entry).
• Low-light vision.
• Plant Traits (Ex) The dedicated plant traits popup under Immune contains immunity to mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning.
• Proficient with its natural weapons only.
• Not proficient with armor.
• Plants breathe and eat, but do not sleep. Leshies are nature spirits inhabiting specially grown plant bodies. They possess plant traits, darkvision 60 feet, and low-light vision.
• Immunity to electricity and sonic damage.
• Leshies are continuously affected by pass without trace at a caster level equal to twice their Hit Dice and normally speak Druidic and Sylvan.
• Change Shape (Su) A leshy can assume a Small plant form of the same general kind as itself as a swift action, functioning similarly to tree shape as specified by the leshy entry.
• Plantspeech (Ex) A leshy can continually communicate as though using speak with plants, but only with plants related to its own species or body type.
• Verdant Burst (Su) When a leshy dies, plant creatures within 30 feet heal 1d8 + the leshy’s Hit Dice hit points. Plant growth associated with the leshy spreads through the area; in terrain that can support it, the area becomes difficult terrain for 24 hours, while unsuitable terrain withers after 1 hour. Undead are once-living creatures animated by spiritual or supernatural forces. An undead creature has the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet.
• Undead Traits (Ex) The dedicated undead traits popup under Immune contains the undead’s mind-affecting and condition immunities, nonlethal/ability/energy-drain protections, physical-ability damage protections, Fortitude-save immunity, and massive-damage/destruction rules.
• No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
• 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.
• 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. Nightshades are monstrous undead infused with shadow and evil.
• Low-light vision.
• Desecrating Aura (Su) A nightshade continuously radiates a 30-foot aura that functions as desecrate treated as an evil shrine. Undead in the aura, including the nightshade, gain a +2 profane bonus on attack rolls, damage rolls, and saving throws and gain +2 hit points per Hit Die; the DC to channel negative energy in the area increases by 6. Dispel evil can suppress the aura, but the nightshade can reactivate it as a free action. Consecrate or hallow can suppress it where the areas overlap.
• Channel Energy (Su) A nightshade channels negative energy as a cleric whose level equals the nightshade’s base CR, usable 3 + its Charisma modifier times per day.
• Darksense (Ex) In dim light or darkness, a nightshade functions as though under true seeing. Regardless of illumination, it detects living creatures and their general health within 60 feet as blindsense combined with deathwatch. Mind blank and nondetection can block the life-detection portion but do not block the true seeing portion.
• Light Aversion (Ex) A nightshade is sickened in bright light. Penalties from this condition are doubled in natural sunlight.
• Summon (Sp) A nightshade can use the summon ability only in darkness and summons the undead specified in its entry. Creatures summoned this way cannot create spawn. Vermin includes insects, arachnids, other arthropods, worms, and similar invertebrates. Vermin have the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet.
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Proficient with its natural weapons only.
• Proficient with no armor.
• Vermin breathe, eat, and sleep.
Creature Subtypes

Aquatic creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill. A creature receives this subtype when something (usually a template) changes 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 cold subtype has immunity to cold and vulnerability to fire. The Extraplanar subtype is 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 it when on its home plane). 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 (the Astral Plane, the Ethereal Plane, or the Plane of Shadow). Great Old Ones are immensely powerful alien entities. All are chaotic and most are evil; they can belong to different creature types.
• Natural weapons and wielded weapons count as chaotic, epic, and mythic for overcoming damage reduction.
• Each grants a creature-specific set of domains, subdomains, and favored weapon to worshipers.
• Immortality (Ex) Does not need to eat, drink, or breathe and does not age. Slaying one normally forces it into a prolonged creature-specific dormancy rather than permanently destroying it.
• Immunity to ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification.
• Insanity (Ex) A creature that directly interacts with the Great Old One’s thoughts must succeed at a Will save (DC 10 + 1/2 the Great Old One’s Hit Dice + its Charisma modifier) or become permanently insane. Its own telepathic communication triggers this only when it deliberately focuses its mind on one opponent as a standard action. This is mind-affecting.
• Mythic (Su) Counts as a 10th-rank mythic creature, has mythic power 10/day and surge +1d12, and can expend mythic power to use mythic or augmented versions of its spell-like abilities when such versions exist.
• Otherworldly Insight (Ex) +10 insight bonus on Initiative checks and to AC.
• Unspeakable Presence (Su) A 300-foot mind-affecting aura whose exact effect varies by Great Old One; the Will save DC is 10 + 1/2 Hit Dice + Charisma modifier. An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality. Kaiju are Colossal creatures of immense destructive power.
• Their natural attacks count as epic and magic for overcoming damage reduction.
• DR 20/epic, darkvision 600 feet, and fast healing 30.
• Immunity to ability damage, ability drain, death effects, disease, energy drain, and fear effects.
• Resistance 30 to acid, cold, electricity, fire, negative energy, and sonic damage.
• Ferocity (Ex) A kaiju continues fighting while below 0 hit points as described by the ferocity ability.
• Hurl Foe (Ex) When a kaiju damages a Huge or smaller creature with a natural attack, it can attempt a combat maneuver to hurl that creature. A success knocks the target back 10 feet plus 10 feet for every 5 by which the check exceeds CMD and leaves the target prone. If the target strikes a solid obstacle before traveling the full distance, both the target and obstacle take 1d6 damage for every 10 feet of movement that remained, and the target falls prone adjacent to the obstacle.
• Massive (Ex) A kaiju ignores many normal battlefield impediments associated with lesser terrain and creatures, and its entry supplies the special movement, attack-of-opportunity, flanking, high-ground, and climbing rules associated with its enormous size.
• Recovery (Ex) When a kaiju fails a saving throw against a mind-affecting effect, paralysis, petrification, polymorph, or another effect that would immobilize it, including effects such as binding or temporal stasis but not imprisonment, it attempts another save at the end of its turn. It can attempt this recovery against only one effect per round. Once per year, if damage would kill it by reducing it to a negative hit point total equal to its Constitution score, that damage instead heals twice that amount; the kaiju becomes nauseated and retreats toward its lair, and taking external damage before reaching safety ends that forced retreat. A creature with the mythic subtype is infused with mythic power. The following benefits are already reflected in its stat block.
• Ability-score increases based on mythic rank.
• Additional hit points per mythic rank based on Hit Die type.
• DR 5/epic with at least 5 Hit Dice; if it already has DR, add epic to the qualities required to bypass it.
• Mythic feats are improved versions of ordinary feats and are marked `M`; preserve that marker because it changes the feat used.
• Mythic Power (Su) and Surge (Su), with effects determined by mythic rank.
• Mythic rank from 1 to 10.
• Natural armor increase equal to mythic rank.
• If the creature has spell resistance, increase it by mythic rank. A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes has the shapechanger subtype. 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. 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.
• Swarm Traits (Ex) The dedicated swarm traits popup under DEFENSE contains the swarm’s weapon-damage, targeting, area-effect, maneuver, and dispersal rules.
• Swarm Attack (Ex) A swarm attacks creatures whose spaces it occupies without making an ordinary attack roll; the complete automatic-damage rule belongs at its top-level offensive occurrence.
• Distraction (Ex) A living creature vulnerable to a swarm’s distraction can become nauseated when it begins its turn in the swarm; the complete rule belongs at its top-level Special Attacks occurrence. A troop is a collection of Small or Medium creatures that acts as a single creature. A troop normally occupies a 20-foot-by-20-foot area, which can be reshaped as long as all of its spaces remain contiguous. Its component creatures retain their normal size, and the troop’s reach is based on the reach of those creatures. A troop can move through enemy spaces and enemies can move through the troop’s spaces; such movement provokes attacks of opportunity normally. A troop can pass through any opening large enough for its component creatures. A typical troop contains roughly 12–30 creatures.
• Troop Traits The dedicated troop traits popup under DEFENSE contains the troop’s flanking, critical/precision damage, maneuver, targeting, area-effect, damage-state, and dispersal rules.
• Troop Attack (Ex) A troop deals automatic troop damage rather than making normal melee attacks; the dedicated offensive popup contains the complete damage, threatened-area, attack-of-opportunity, and concentration rules.
Creature Type Traits
An archdevil rules a domain in Hell. Archdevils are lawful evil outsiders with a minimum CR of 26. Archdevils share the following traits and have the devil subtype (unless otherwise noted in a creature’s entry).• An archdevil can grant spells as if it were a deity. Each archdevil has a favored weapon and grants the Evil and Law domains, plus two other domains and four subdomains.
• Frightful Presence (Su): An archdevil can activate its frightful presence as a free action as part of any attack, special attack, or spell-like ability, or by speaking aloud.
• Immunity to ability damage, ability drain, charm, compulsion, death effects, energy drain, and petrification.
• Resistance to acid 30 and cold 30.
• Regeneration (Ex): Only mythic damage or damage from a creature of equal or greater standing (such as another archdevil, deity, empyreal lord, Great Old One, Horseman, or qlippoth lord) interrupts an archdevil’s regeneration.
• An archdevil’s natural weapons, as well as any weapons it wields, are treated as epic, evil, and lawful for the purpose of overcoming damage reduction.
• Infernal Resurrection (Ex): If an archdevil is killed, its body crumbles into ashes, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choosing in its domain. An archdevil can’t use this ability again for 1 year, and it avoids direct combat if possible until that year has passed. If slain again or killed by unusual methods (such as by a true deity or an artifact created for this purpose), an archdevil is slain forever. An archdevil who does not control a domain does not gain this ability (and is technically an infernal duke rather than a true archdevil).
• Language Mastery (Ex): An archdevil knows all languages, as though using tongues, although this ability is not supernatural and cannot be dispelled. Linguistics is always a class skill for an archdevil.
• Summon Devils (Sp): Three times per day as a swift action, an archdevil can summon any devil or combination of devils whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
• Telepathy 300 feet.
An archdevil gains the following additional powers while in its realm:
• Heightened Awareness (Ex): A demon lord gains a +10 insight bonus on Sense Motive checks and Initiative checks while in its own realm.
• Mythic: An archdevil functions as a 10th Mythic Rank creature, including the Mythic Power ability (10/day, Surge +1d12). It may expend uses of Mythic Power to use the Mythic versions of any spell-like ability denoted with (*M) just as if the ability were a Mythic spell.
• Use of the following spell-like abilities at will—demand, discern location, fabricate, major creation, and polymorph any object (when used on objects or creatures that are native to the realm, the polymorph duration factor increases by 6).
• Use of the following spell-like abilities once per day—binding, miracle (limited to physical effects that manipulate the realm or to effects that are relevant to the archdevil’s areas of concern). • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
• Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
• 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. A demon lord is a powerful, unique demon that rules a layer of the Abyss. All demon lords are chaotic evil outsiders that are, at a minimum, CR 26. Demon lords have a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.
• A demon lord can grant spells to its worshipers as if it were a deity. A demon lord’s domains are Chaos, Evil, and two other domains relevant to its theme and interests. Like a deity, a demon lord has a favored weapon.
• Frightful Presence (Su): A demon lord can activate its frightful presence as a free action as part of any attack, spell-like ability, special attack, or by speaking aloud.
• Immunity to ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, and petrification.
• Resistance to acid 30, cold 30, and fire 30.
• Regeneration (Ex): Only epic and good damage, or damage from a creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts a demon lord’s regeneration.
• A demon lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.
• Abyssal Resurrection (Ex): A demon lord rules an Abyssal realm, a vast world that not only serves as its home but provides it with power. If a demon lord is slain, its body rapidly melts into corruption (leaving behind any gear it held or carried), its soul returns to a hidden location within its realm, and it is immediately restored to life (as true resurrection) at that location. Once this occurs, a demon lord can’t use this ability again until a full year has passed. A demon lord realizes it is vulnerable during this time and usually doesn’t risk further battles for the remainder of that year, relying on the defenses of its realm and its legions of minions to protect it. A demon lord that is slain again during this year or is killed by unusual methods (such as by a true deity or an artifact created for this purpose) is slain forever—its remains appearing somewhere deep in the Abyss among other dead demon lords from the ages. A demon lord who does not control a domain does not gain this ability.
• Summon Demons (Sp): Three times per day as a swift action, a demon lord can summon any demon or combination of demons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and counts as a 9th-level spell effect.
• Telepathy 300 feet.
A demon lord gains the following additional powers while in its realm:
• Heightened Awareness (Ex): A demon lord gains a +10 insight bonus on Perception checks and Initiative checks while in its own realm.
• Mythic: A demon lord functions as a 10th Mythic Rank creature, including the Mythic Power ability (10/day, Surge +1d12). It may expend uses of Mythic Power to use the Mythic versions of any spell-like ability denoted with (*M) just as if the ability were a Mythic spell.
• Use of the following spell-like abilities at will—demand, discern location, fabricate, major creation, and polymorph any object (when used on objects or creatures that are native to the realm, the polymorph duration factor increases by 6).
• Use of the following spell-like abilities once per day—binding, miracle (limited to physical effects that manipulate the realm or to effects that are relevant to the demon lord’s areas of concern). • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
• Not subject to critical hits or flanking. Does not takes additional damage from precision-based attacks, such as sneak attack. Empyreal lords are the greatest members of the agathion, angel, archon, and azata races, and are sometimes worshiped as if they were deities. All empyreal lords are good outsiders that are, at a minimum, CR 21. In addition to having agathion, angel, archon, or azata traits, Empyreal lords have a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.
• An empyreal lord can grant spells to its worshipers as if it were a deity. An empyreal lord’s domains are Chaos (if chaotic), Good, Law (if lawful), and two other domains relevant to its theme and interests (or three if it is neither chaotic nor lawful). Like a deity, an empyreal lord has a favored weapon.
• Blindsense 60 feet.
• Primal Aura (Su): An aura of primeval power surrounds every empyreal lord. The effects of this aura are unique to each empyreal lord.
• Immunity to ability damage, ability drain, charm effects, compulsion effects, death effects, energy drain, and petrification.
• Agathion, angel, archon, or azata energy resistances are increased to 30.
• Regeneration (Ex): Only epic and evil damage, or damage from a creature of equal or greater power (such as an archdevil, deity, demon lord, or protean lord) interrupts an empyreal lord’s regeneration.
• Greater Teleport (Sp): An empyreal lord can use greater teleport at will (caster level 20th).
• A empyreal lord’s natural weapons, as well as any weapons he or she wields, are treated as epic and good for the purpose of overcoming damage reduction. If the empyreal lord is chaotic or lawful, these attacks also count as that alignment for the purpose of overcoming damage reduction.
• Seed of Life (Sp): An empyreal lord can touch a willing creature and imbue it with magical healing power. The target radiates an aura of good as if it were an outsider and gains a +2 insight bonus on all saving throws against negative energy and death effects. As a standard action, the target can release this energy, turning it inward as a heal spell upon itself or outward as a mass cure serious wounds spell on allies within 30 feet (caster level 15th). If not released, the energy dissipates harmlessly after 24 hours. The empyreal lord can use this ability 5 times per day, but only on other creatures.
An empyreal lord gains the following additional powers while in its realm:
• Heightened Awareness (Ex): An empyreal lord gains a +10 insight bonus on Perception checks and Initiative checks while in its own realm.
• Mythic: An empyreal lord functions as a 10th Mythic Rank creature, including the Mythic Power ability (10/day, Surge +1d12). It may expend uses of Mythic Power to use the Mythic versions of any spell-like ability denoted with (*M) just as if the ability were a Mythic spell.
• Use of the following spell-like abilities at will—demand, discern location, fabricate, major creation.
• Use of the following spell-like abilities once per day—dimensional lock*M, miracle (limited to physical effects that manipulate the realm or to effects that are relevant to the empyreal lord’s areas of concern), power word stun*M. • Hive Mind (Ex): Formians share a telepathic bond with other members of their hive that enhances their hive mates’ perception. As long as a formian is within telepathic range of at least one hive mate, it gains a +4 racial bonus on initiative checks and Perception checks. If at least one formian disbelieves an illusion, all formians within its telepathic range are also considered to disbelieve that illusion. If one formian is aware of combatants, all other hive mates within the range of its telepathy are also aware of those combatants.
• Telepathic Caster (Ex): Due to a formian’s telepathic nature, if it casts spells it does so as spell-like abilities. A Horseman is a powerful, unique daemon that rules a major portion of Abaddon and personifies Death, Famine, Pestilence, or War. All Horsemen are evil outsiders that are, at a minimum, CR 27. Horsemen have a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here.
• A Horseman can grant spells to its worshipers as if it were a deity. A Horseman’s domains are Evil and three other domains and four subdomains relevant to its theme and interests. Like a deity, a Horseman has a favored weapon.
• Frightful Presence (Su): A Horseman can activate its frightful presence as a free action as part of any attack, spell-like ability, or special attack, or by speaking aloud.
• Immunity to ability damage, ability drain, acid, charm effects, compulsion effects, death effects, disease, energy drain, petrification, and poison.
• Resistance to cold 30, electricity 30, and fire 30.
• Regeneration (Ex): Only mythic damage or damage from a creature of equal or greater power (such as an archdevil, a deity, an empyreal lord, a Great Old One, a Horseman, or a qlippoth lord) interrupts a Horseman’s regeneration.
• A Horseman’s natural weapons, as well as any weapons it wields, are treated as epic and evil for the purpose of overcoming damage reduction.
• Apocalyptic Resurrection (Ex): If a Horseman is killed, its body withers away into rot and corruption, leaving behind any gear it held or carried, while it is immediately restored to life (as per true resurrection) in a location of its choice in its domain. A Horseman can’t use this ability again for 1 year and avoids direct combat if possible until that year has passed. If slain again within 1 year or if killed by unusual methods (such as by a true deity, an artifact created for this purpose, or another Horseman), a Horseman is slain forever. When this occurs, the CRs of the three remaining Horsemen immediately increase by 1 (typically via gaining a few Hit Dice and perhaps increasing some ability scores by 2 to 4 points), while an entirely new Horseman ascends to the vacant role as a CR 27 demigod with its own unique abilities.
• Summon Daemon (Sp): Three times per day as a swift action, a Horseman can summon any daemon or combination of daemons whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
• Telepathy 300 feet.
A Horseman gains the following additional powers while in its realm:
• Heightened Awareness (Ex): A Horseman gains a +10 insight bonus on Perception checks and Initiative checks while in its own realm.
• Mythic: A Horseman functions as a 10th Mythic Rank creature, including the Mythic Power ability (10/day, Surge +1d12). It can expend uses of Mythic Power to use the Mythic versions of any spell-like ability denoted with (*M) just as if the ability were a Mythic spell.
• Use of the following spell-like abilities at will—demand, discern location, fabricate, major creation, and polymorph any object (when used on objects or creatures that are native to Abaddon, the polymorph duration factor increases by 6).
• Use of the following spell-like abilities once per day—binding, miracle (limited to physical effects that manipulate the realm or to effects that are relevant to the Horseman’s particular facet of apocalypse).
• Restore Mount (Su): Once per day as a standard action, the Horseman can restore its apocalypse horse mount to life as if via true resurrection. • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
• 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.
• Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to paralysis, poison, polymorph, sleep effects, and stunning. A qlippoth lord is a powerful, unique qlippoth that once ruled a region of the Abyss but has been forced to retreat to forgotten corners of reality deep in the Abyss. At the dawn of creation, qlippoth lords were powerful creatures, perhaps even on par with deities, but today they have dwindled to a pale shadow of that power. Still, they remain potent dangers to mortal life in the rare instances when they are encountered. All qlippoth lords are chaotic evil qlippoth in the range of CR 21 to CR 25. Qlippoth lords have a particular suite of traits (unless otherwise noted in a creature’s entry), as summarized here.
• A qlippoth lord can grant spells to its worshipers as if it were a deity. A qlippoth lord’s domains are Chaotic and Evil, plus two other domains and four subdomains relevant to its theme and interests. Like a deity, a qlippoth lord has a favored weapon.
• Horrific Appearance (Su): This ability functions similarly to the typical qlippoth ability, save that a qlippoth lord’s horrific appearance creates physical effects and changes in its victims. Despite these physical effects, a qlippoth lord’s horrific appearance remains a mind-affecting effect.
• Immunity to cold, death effects, mind-affecting effects, and poison.
• Resistance to acid 30, electricity 30, and fire 30.
• Regeneration (Ex): Lawful damage interrupts a qlippoth lord’s regeneration.
• A qlippoth lord’s natural weapons, as well as any weapons it wields, are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.
• Summon Qlippoth (Sp): Once per day as a standard action, a qlippoth lord can summon any combination of qlippoth whose total combined CR is 20 or lower. This otherwise works like the summon universal monster rule with a 100% chance of success, and it counts as a 9th-level spell effect.
• Telepathy 300 feet.
Within its sanctum, a qlippoth lord gains the following additional powers:
• Mythic: A qlippoth lord functions as a 10th Mythic Rank creature, including the Mythic Power ability (10/day, Surge +1d12). It may expend uses of Mythic Power to use the Mythic versions of any spell-like ability denoted with (*M) just as if the ability were a Mythic spell.
• Use of the following spell-like abilities once per day—astral projection, binding, demand, discern location, fabricate, major creation, miracle (limited to physical effects that manipulate the sanctum or to effects that are relevant to the qlippoth lord’s interests) and polymorph any object (when used on objects or creatures that are native to the sanctum, the polymorph duration factor increases by 6).
•Rejuvenation (Sp): The mind of a qlippoth lord that is slain in its sanctum merges with a qlippoth of the lord’s choosing, selected from any living qlippoth within the lord’s sanctum. This functions as per major mind swap, except there is no save to avoid its effect and the typical qlippoth immunity to mind-affecting effects offers no protection. After 1d100 years, the qlippoth transforms into a new incarnation of its previous body as a qlippoth lord, but if slain before this transformation, the qlippoth lord is forever dead. • No clear front or back and no discernable anatomy, so not subject to critical hits or flanking.
• Half damage from slashing and piercing weapons if the swarm is made of Tiny creatures. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
• Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack.
• 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.
• Swarms are never staggered or reduced to a dying state by damage.
• Cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
• 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, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind.
• 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 those 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. • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
• 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, but is immediately destroyed when reduced to 0 hit points.
