If the
creature has other modes of movement, these are given after the main entry. Unless noted otherwise, modes of movement are natural (not magical).
Burrow: The creature can tunnel through dirt, but not through rock unless the descriptive text says otherwise.
Creatures cannot
run while burrowing.
Climb: A creature with a climb
speed has the Climb
skill at no cost and gains a +8 species bonus on Climb checks. The creature must make a Climb check to climb any wall or slope with a DC greater than 0, but it always can choose to take 10, even if rushed or threatened while climbing. The creature climbs at the given
speed while climbing. If it attempts an accelerated climb, it moves at double the given climb
speed (or its normal land
speed, whichever is less) and makes a single Climb check at a -5 penalty.
Creatures cannot use the
run action while climbing. The creature retains its Dexterity bonus to
Defense (if any) while climbing, and opponents get no special bonus on their
attack rolls against the climbing creature.
Fly: The
creature can fly at the given
speed if carrying no more than a medium load. All fly speeds include a parenthetical note indicating maneuverability:
Perfect: The
creature can perform almost any aerial maneuver it wishes.
Good: The
creature is agile in the air, but cannot change direction as readily as one with perfect maneuverability.
Average: The
creature can fly as adroitly as a small bird.
Poor: The
creature flies as well as a very large bird.
Clumsy: The
creature can barely fly at all.
Creatures that fly can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. It can make only claw attacks, but these deal double
damage.
Creatures can use the
run action while flying, provided they fly in a straight line.
Swim: A creature with a swim
speed can move through water at the given
speed without making Swim checks. It gains a +8 species bonus on any Swim check to perform some special action or avoid a hazard. The creature always can choose to take 10, even if distracted or endangered when swimming.
Creatures can use the
run action while swimming, provided they swim in a straight line.