Ability Score Reduction (Su):
Some attacks reduce an opponent's score in one or more abilities. This loss can be permanent or temporary
Permanent Ability Drain:
This effect permanently reduces a living opponent's ability score
when the creature hits with a melee attack. The creature's descriptive text gives the ability and the amount drained. If an attack that causes permanent ability drain
scores a critical hit
, it drains twice the given amount (if the damage
is expressed as a die range, roll two dice). A draining creature heals 5 points of damage
(10 on a critical hit
) whenever it drains an ability score
no matter how many points it drains. If the amount of healing
is more than the damage
the creature has taken, it gains any excess as temporary hit points
Some ability drain attacks allow a Fortitude
save with a DC of 10 +1/2 draining creature's HD + draining creature's Charisma
modifier (the exact DC is given in the creature's descriptive text). If no saving throw
is mentioned, none is allowed.
Temporary Ability Damage:
This attack damages an opponent's ability score
. The creature's descriptive text gives the ability and the amount of damage
. If an attack that causes ability damage
scores a critical hit
, it deals twice the given amount (if the damage
is expressed as a die range, roll two dice). Temporary ability damage
returns at the rate of 1 point per day.
Using nonvisual senses, such as sensitivity to vibrations, scent
, acute hearing, or echolocation, the creature maneuvers and fights as well as a sighted creature. Invisibility and darkness are irrelevant. The ability's range is specified in the creature's descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight
Breath Weapon (Su):
A breath weapon
attack usually causes damage
and is often based on some type of energy. It allows a Reflex
save for half damage
with a DC equal to 10 + ½ breathing creature's HD + breathing creature's Constitution
modifier (the exact DC is given in the creature's Species Traits). A creature is immune to its own breath weapon
and those of others of its kind unless noted otherwise.
The creature crushes the opponent, dealing bludgeoning damage
, after making a successful grapple
check. The amount of damage
is given in the creature's entry. If the creature also has the improved grab
ability (see below), it deals constriction damage
in addition to damage
dealt by the weapon used to grab.
Damage Reduction (Su):
The creature ignores damage
from most weapons and natural attacks. Wounds heal im-mediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage
from energy attacks (even nonmagical ones), spells
, spell-like abilities, and supernatural abilities. A magic weapon or a creature with its own damage reduction
can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage
ignored and the type of weapon that negates the ability.
Any weapon more powerful than the type listed in the note also negates the ability. A weapon with an enhancement bonus due to magic is considered more powerful than any weapon that does not have such a bonus.
The creature can see in total darkness, out to the specified range (usually 60 feet). Darkvision
is black-and-white only, but is otherwise like normal light.
Energy Drain (Su):
This attack saps a living opponent's vital energy. With each successful melee attack, the creature bestows one or more negative levels. If an attack that includes an energy drain
scores a critical hit
, it drains double the given amount. For each negative level inflicted on an opponent, the draining creature heals 5 points of damage
. If the amount of healing
is more than the damage
the creature has taken, it gains any excess as temporary hit points
that remain for a maximum of 1 hour.
For each negative level, the opponent takes a -1 penalty on all skill checks
and ability checks
, attack rolls
, and saving throws
, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation). A character with spellcasting ability loses the ability to cast one spell
of the highest level he or she can cast (player's choice); this loss persists until the negative level is removed.
Negative levels remain until 24 hours have passed or until removed with a spell
. If a negative level is not removed before 24 hours have passed, the afflicted opponent must attempt a Fortitude
save with a DC of 10 + 1/2 draining creature's HD + draining creature's Charisma
modifier (the exact DC is given in the creature's Species Traits). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature's level is reduced by one. A separate saving throw
is required for each negative level. A creature that loses all of its levels or Hit Dice dies and, depending on the source of the energy drain
, might rise as an undead creature of some kind.
doesn't provide any benefit against attack forms that don't deal hit point damage
. Fast healing
also doesn't restore hit points
lost to starvation, thirst, or suffocation, and it doesn't allow a creature to regrow or reattach severed body parts.
Fear Aura (Su):
A fear aura
either operates continuously or can be used at will. In either case, it's a free action. This ability can freeze an opponent or cause opponents to become panicked. Other effects are possible. Negating the fear effect requires a successful Will save with a DC equal to 10 + 1/2 fearsome creature's HD + fearsome creature's Charisma
modifier (the exact DC is given in the creature's descriptive text).
attack takes effect when opponents look at the creature's eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature's entry for details. The type of saving throw
for a gaze
attack varies, but it is usually a Will or Fortitude
save. The DC is equal to 10 + 1/2 gazing creature's HD + gazing creature's Charisma
modifier (the exact DC is given in the creature's Species Traits). A successful saving throw
negates the effect.
Averting One's Eyes:
The opponent avoids looking at the creature's face and instead looks at its body, watching its shadow, tracking it in a reflective surface, or the like. Each round, the opponent has a 50% chance to not need to make a saving throw
against the gaze
attack. The creature with the gaze
attack, however, gains one-half concealment against that opponent.
Barrier to Sight:
An opponent that cannot see the creature at all cannot be affected by its gaze
attack. This can be accomplished by turning one's back on the creature, shutting one's eyes, or wearing a blindfold or head covering that prevents sight. The creature with the gaze
attack gains total concealment against the opponent.
A creature with a gaze
attack can actively gaze
as an attack action
by choosing a target within range. That opponent must attempt a saving throw
but can try to avoid the gaze
as described above. Thus, a target may need to save against a creature's gaze
twice during the same round: once before the target's action and once during the creature's turn.
A creature is im-mune to its own gaze
attack unless otherwise noted.
Improved Grab (Ex):
If the creature hits with a melee weapon it deals normal damage
and attempts to start a grapple
as a free action, doing so without provoking attacks of opportunity
. No initial touch attack
is required. Unless otherwise stated, improved grab
works only against opponents at least one size category smaller than the creature. A Small or smaller creature using improved grab
does not apply its grapple
modifier to its grapple
The creature has the option to conduct the grapple
normally, or simply use the part of its body it used in the improved grab
to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple
checks but is not considered grappled itself; the creature does not lose its Dexterity
bonus to Defense
, still threatens an area, and can use its remaining attacks against other opponents.
A successful hold does not deal additional damage
unless the creature also has the constrict
ability (see above). If the creature does not constrict
, each successful grapple
check it makes during successive rounds automatically deals the damage
given for the attack that established the hold.
When a creature gets a hold after an improved grab
attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity
. The creature is not considered grappled while it holds the opponent, so it still threatens adjacent squares and retains its Dexterity
bonus. It can even move, provided it can drag the opponent's weight.
Low-Light Vision (Ex):
A creature with low-light vision
can see twice as far as normal in poor lightning conditions. The creature can still distinguish colors, even in dim lighting.
Poison (Ex): Poison
attacks deal initial damage
, such as temporary ability damage
(see above) or some other effect, to the opponent on a failed Fortitude
save. Unless otherwise noted, another saving throw
is required 1 minute later (regardless of the first save's result) to avoid secondary damage.
save against poison
has a DC equal to 10 + 1/2 poisoning creature's HD + poisoning creature's Constitution
modifier (the exact DC is given in the creature's Species Traits). A successful save negates the damage
Power Resistance (Ex):
A creature with power resistance
can avoid the effects of psionic
powers that directly affect it. To determine whether a spell
-like ability works, the psionic
power manifester must make a level check (1d20 + manifester's level). If the result equals or exceeds the creature's power resistance
, the power works normally, although the creature is still allowed a saving throw
refers to abilities the creature generates with the power of its mind. Most psionic abilities can be used at will and have no use limit.
This ability makes the creature impervious to most types of damage
. Any damage
dealt to the creature that falls below its massive damage
threshold doesn't reduce its hit points
, unless that damage is of a type it is specifically vulnerable to, as mentioned in the creature's description. Massive damage
that doesn't match the creature's vulnerability reduces its hit points
, but such damage automatically heals at a fixed rate, as detailed in the creature's description. When the creature takes massive damage
from an attack type it isn't vulnerable to, a failed save renders it dazed for 1 round (instead of reducing it to -1 hit points
Regenerating creatures can regrow and reattach severed body parts. Severed parts that aren't reattached wither and die normally. Regeneration
continues to work no matter how low the creature's hit points
drop, restoring lost hit points
from any damage
other than from attack forms the creature is specially vulnerable to.
Resistance to Energy (Ex):
The creature ignores some damage
of the given energy type (acid
, cold, electricity
, fire, or sonic/concussion) each time the creature is subjected to such damage
. The entry indicates the amount and type of damage
This ability allows the 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 can be detected at twice the ranges noted above. Overpowering scents can be detected at triple normal range.
When a creature detects a scent
, the exact location is not revealed-only its presence somewhere within range. The creature can take a move or attack action
to note the direction of the scent
. If it moves within 5 feet of the source, the creature can pinpoint that source.
A creature with the scent
ability can follow tracks by smell, making a Wisdom
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 the strength of the quarry's odor, the number of creatures being tracked, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat
. Creatures tracking by scent
ignore the effects of surface conditions and poor visibility.
Spell Resistance (Ex):
A creature with spell resistance
can avoid the effects of spells
and spell-like abilities that directly affect it. To determine whether a spell or spell-like ability works, the spellcaster must make a 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
Some creatures can cast arcane spells
or divine spells
(and can activate magic items accordingly). These creatures are subject to the same spellcasting rules as characters.
Spellcasting creatures are not members of an advanced class
unless their entries say so, and they do not gain any class features. A creature with access to divine spells
must prepare them in the normal manner.
Swallow Whole (Ex):
If the creature begins its turn with an opponent held in its mouth (see improved grab
, above), it can attempt a new grapple
check (as though attempting to pin the opponent). If it succeeds, it swallows its opponent and deals bite damage
. Unless noted otherwise, the opponent can be up to one size category smaller than the swallowing creature.
Being swallowed has various consequences depending on the creature, but a swallowed opponent is considered grappled, while the creature is not. A swallowed opponent can try to cut its way free with any light piercing or slashing weapon (the amount of cutting damage
required to get free is noted in the creature's descriptive text), or it can just try to escape the grapple
. If the swallowed opponent chooses the latter course, success puts it back in the creature's mouth, where it may be bitten or swallowed again.
As an attack action
during its turn each round, the creature can run
over an opponent at least one size category smaller than itself, entering the opponent's fighting space to do so. The trample
deals bludgeoning damage
, and the creature's descriptive text lists the amount.
Trampled opponents can attempt attacks of opportunity
, but these incur a -4 penalty. If they do not make attacks of opportunity
, trampled opponents can attempt Reflex
saves for half damage
. The save DC equals 10 + 1/2 trampling creature's HD + trampling creature's Strength modifier (the exact DC is given in the creature's descriptive text).
Turn Resistance (Ex):
The creature (usually undead) resists attempts by divine spellcasters to turn it (see Turn or Rebuke Undead). When resolving a turn or rebuke attempt, add the given bonus to the creature's Hit Dice total.
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