Special Abilities
Many creatures and characters possess abilities, traits, or powers either inherent to them or granted by outside sources. These abilities fall into four categories: Extraordinary, Spell-like, Supernatural, and Natural.
The use of this ability is a Free Action. The aura can freeze an opponent (such as a mummy’s despair) or function like the Fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area. Fear Cones (Sp) and Rays (Su)
These effects usually work like the Fear spell. Frightful Presence (Ex)
This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become Frightened or Shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will Save (DC 10 + ½ frightful creature’s racial HD + frightful creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.
Claw or Talon: The creature rips with a sharp appendage, dealing piercing and slashing damage.
Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing damage. Sting attacks usually deal damage from Poison in addition to hit point damage.
Tentacle: The creature flails at opponents with a powerful tentacle, dealing bludgeoning (and sometimes slashing) damage.
Extraordinary Abilities (Ex)
Extraordinary abilities are nonmagical, though they may break the laws of physics. They are not something that just anyone can do or even learn to do without extensive training. These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an Antimagic field. 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 standard actions unless otherwise noted.Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component. A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 Standard Action) unless otherwise stated. Spell-like abilities cannot be used to Counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell: Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an Attack of Opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to Spell Resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. For creatures with spell-like abilities, a designated Caster Level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s Caster Level never affects which spell-like abilities the creature has; sometimes the given Caster Level is lower than the level a spellcasting character would need to cast the spell of the same name. If no Caster Level is specified, the Caster Level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is:10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the Sorcerer/Wizard versions. If the spell in question is not a Sorcerer/Wizard spell, then default to Cleric, Druid, bard, Paladin, and ranger, in that order.
Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a Sorcerer.
Supernatural Abilities (Su)
Supernatural abilities are magical and go away in an Antimagic field but are not subject to Spell Resistance, counterspells, or to being dispelled by dispel magic. Using a supernatural ability is a Standard Action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective Caster Level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is:10 + ½ the creature’s HD + the creature’s Ability Modifier (usually Charisma).
Natural Abilities
This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.Ability Descriptions
All-Around Vision (Ex)
A creature with all-around vision has the ability to see in all directions at once, and cannot be Flanked.Alternate Form (Ex or Su)
A creature with this special quality has the ability to assume one or more specific alternate forms. A true seeing spell or ability reveals the creature’s natural form. A creature using alternate form reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use alternate form to take the form of a creature with a template. Assuming an alternate form results in the following changes to the creature:- The creature retains the type and subtype of its original form. It gains the size of its new form. If the new form has the aquatic subtype, the creature gains that subtype as well.
- The creature loses the natural weapons, natural armor, and Movement Modes of its original form, as well as any extraordinary or supernatural abilities derived from its original form.
- The creature loses any class features that depend on form and are not compatible with the new form.
- The creature gains the natural weapons of the new form, including proficiency in those attacks. These attacks are based on the creature's base attack bonus, modified by Strength or Dexterity as appropriate, and use the creature's Strength modifier for determining damage bonuses.
- The creature gains the Movement Modes and base speed of its new form.
- The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
- The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or attacks of its new form.
- The creature retains its Ability Scores, but may gain bonuses or penalties depending on the source of the alternate form power.
- The creature retains its base save bonuses, although its save Modifiers may change due to a change in Ability Scores.
- If the new form is of a different size from the original creature, apply the new Size Modifier to Armor Class, Combat Maneuver Bonus, Combat Maneuver Defense, and Stealth skill.
- The creature assumes the space and reach of hte new form.
- Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
- The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
- The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
- Any gear worn or carried by the creature that can’t be normally worn or carried in its new form is melded into its body. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa. Gear returns to normal size if dropped. Magic items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while in an Alternate Form.
- The creature does NOT gain any Extraordinary, Supernatural, or Spell-Like Abilities of their new form unless specifically mentioned by the source of the alternate form power.
- The creature does NOT gain any Special Attacks or racial skill bonuses of their new form.
- The creature can NOT use the alternate form power to assume the form of a creature with a template, or an advanced version of a creature, nor can the assume the form of a specific individual.
- Spells that change a creature's size have no effect on a creature under the effects of a effect originating from a spell or Spell-Like Ability (such as polymorph or beast shape). Alternate forms from Supernatural Abilities (such as a Druid's wild shape or a lycanthrope's alternate form) are not subject to this limitation.
Amorphous (Ex)
The creature’s body is malleable and shapeless. It is immune to Precision Damage (like sneak attacks) and Critical Hits.Amphibious (Ex)
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.Antimagic (Su or Sp)
An Antimagic Field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.- No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
- Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
- Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
- Golems and other constructs, elementals, outsiders, and undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
- Summoned or conjured creatures of any type, as well as Incorporeal creatures, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
- Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
- Two antimagic areas in the same place do not cancel each other out, nor do they stack.
- Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per Caster Level of destroying an Antimagic Field. If the Antimagic Field survives the disjunction, no items within it are disjoined.
Attach (Ex)
The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered Grappled, but the target is not. The target can attack or Grapple the creature as normal, or break the attach with a successful Grapple or Escape Artist check. Most creatures with this ability have a Racial bonus to maintain a Grapple (listed in its CMB entry).Bleed (Ex)
A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal check or through the application of any magical healing. The amount of damage each round is determined in the creature’s entry.Blindsense (Ex)
Some creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of Blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total Concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have Concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.Blindsight (Ex)
Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute Scent, keen hearing, or echolocation. This ability makes Invisibility and Concealment (even magical Darkness) irrelevant to the creature (though it still can’t see Ethereal creatures and must have line of effect to a creature or object to discern that creature or object). This ability operates out to a range specified in the creature description. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a Free Action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.- Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
- Blindsight does not subject a creature to gaze attacks (even though Darkvision does).
- Blinding attacks do not penalize creatures using blindsight.
- Deafening attacks thwart blindsight if it relies on hearing.
- Blindsight works underwater but not in a vacuum.
- Blindsight negates displacement and blur effects.
Blood Drain (Ex)
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.Blood Rage (Ex)
When the 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 Armor Class. The rage lasts as long as the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily.Breath Weapon (Su)
A creature attacking with a breath weapon is actually expelling something from its mouth (rather than conjuring it by means of a spell or some other magical effect). Most creatures with breath weapons are limited to a number of uses per day or by a minimum length of time that must pass between uses. Such creatures are usually smart enough to save their breath weapon until they really need it.- Using a breath weapon is typically a Standard Action.
- No attack roll is necessary. The breath simply fills its stated area.
- A breath weapon attack usually deals damage and is often based on some type of energy.
- Breath Weapons usually allow a Reflex Save for half damage (DC 10 + ½ breathing creature’s racial HD + breathing creature’s Constitution modifier; the exact DC is given in the creature’s descriptive text). Some breath weapons allow a Fortitude Save or a Will Save instead of a Reflex Save.
- Breath Weapons are supernatural abilities except where noted.
- A creature is immune to its own breath weapon unless otherwise noted.
- Creatures unable to breathe can still use breath weapons (The term is something of a misnomer).
Burn (Ex)
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex Save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature’s racial HD + burning creature’s Constitution 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.Capsize (Ex)
A creature with this special quality 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.Change Shape (Su)
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a Humanoid), but retains most of its own physical qualities. A true seeing spell or ability reveals the creature’s natural form. A creature using change shape reverts to its natural form when killed, but separated body parts retain their shape. A creature cannot use change shape to take the form of a creature with a Template. Changing shape results in the following changes to the creature:- The creature retains the type and subtype of its original form. It gains the size of its new form.
- The creature loses the natural weapons and Movement Modes of its original form, as well as any extraordinary Special Attacks of its original form not derived from class levels (such as the barbarian’s rage class feature).
- The creature gains the natural weapons, Movement Modes, and extraordinary Special Attacks of its new form.
- The creature retains all other Special Attacks and qualities of its original form, except for breath weapons and gaze attacks.
- The creature retains the Ability Scores of its original form.
- Except as described elsewhere, the creature retains all other game statistics of its original form, including (but not necessarily limited to) HD, hit points, skill ranks, feats, base attack bonus, and base save bonuses.
- The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
- The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
- Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
Channel Resistance (Ex)
A creature with this special quality (usually an Undead) is less easily affected by the devine power of clerics or paladins. A creature with channel resistance adds the bonus listed for that creature to saves made to resist the effects of Channel Energy, including effects that rely on the use of Channel Energy (such as the Command Undead feat).Charm And Compulsion
Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions. Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various Charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.- A charmed creature doesn’t gain any magical ability to understand his new friend’s language.
- A charmed character retains his original Alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
- A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
- A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
- A charmed character never obeys a command that is obviously suicidal or grievously harmful to them.
- If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
- A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect.
Cold Immunity
A creature with cold immunity never takes cold damage.Compression (Ex)
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.Constrict (Ex)
A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful Grapple check. The amount of damage is given in the creature’s entry. If the creature also has the Grab ability it deals constriction damage in addition to damage dealt by the weapon used to Grab.Curse (Su)
A creature with this ability bestows a curse upon its enemies. The effects of the curse, including its save, frequency, and cure, are included in the creature’s description. If a curse allows a saving throw, it is usually a Will Save (DC 10 + 1/2 cursing creature’s racial HD + creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). Curses can be removed through Remove Curse and similar effects.Damage Reduction
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below. The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Some monsters are vulnerable to certain materials, such as Alchemical Silver, Adamantine, or Cold Iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an Enhancement Bonus. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical Enhancement Bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 Enhancement Bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a Cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. When a damage reduction entry has a dash (-) after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction. Ammunition fired from a projectile weapon with an Enhancement Bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have). Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type Poison, a monk's stunning fist, and injury type diseases. damage reduction does not negate touch attacks, energy damage dealt along with an attack, or Energy Drain, nor does it affect Poisons or diseases delivered by inhalation, ingestion, or contact. Attacks that deal no damage because of the target’s damage reduction do not disrupt spells. If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.Darkvision
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters 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.Death Attacks
In most cases, a death attack allows the victim a Fortitude Save to avoid the affect, but if the save fails, the character dies instantly. Raise Dead doesn’t work on someone killed by a death attack. Death attacks slay instantly. A victim cannot be made stable and thereby kept alive. In case it matters, a Dead character, no matter how they died, has negative hit points equal to their normal maximum hit point total. The spell Death Ward protects a character against these attacks.Distraction (Ex)
A creature with this ability can cause the Nauseated condition to 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 Constitution modifier) negates the effect.Dragon Senses (Ex)
Dragons have Darkvision 120 ft. and Blindsense 60 ft. They see four times as well as a human in dim light and twice as well in normal light.Earth Glide (Ex)
When the 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, leaving it Stunned it for 1 round unless it succeeds on a DC 15 Fortitude Save.Emotion Aura (Su)
A creature with this ability 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 (Su)
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from them. Most energy drain attacks require a successful Melee Attack roll—mere physical contact is not enough. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. A creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows (though not if the negative level is caused by a spell or similar effect). These temporary hit points last for a maximum of 1 hour. The effects of negative levels are described in Level Drained.Engulf (Ex)
The 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 an Attack 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 Pinned condition, are in danger of Suffocation, 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.Entrap (Ex or Su)
The 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 Entangled 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 Helpless 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.Etherealness (Su)
Phase Spiders and certain other creatures can exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal. Unlike Incorporeal creatures, ethereal creatures are not present on the Prime Material Plane. Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Prime Material Plane. Even most magical attacks have no effect on them. See Invisibility and True Seeing reveal ethereal creatures. An ethereal creature can see and hear into the Prime Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature can’t see through a material wall, for instance.) An ethereal creature inside an object on the Prime Material Plane cannot see. Things on the Prime Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature can’t affect the Prime Material Plane, not even magically. An Ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects. Even if a creature on the Prime Material Plane can see an ethereal creature, the ethereal creature is on another plane. Only force effects can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally. A force effect originating on the Prime Material Plane extends onto the Ethereal Plane, so that a Wall Of Force blocks an ethereal creature, and a Magic Missile can strike one (provided the spellcaster can see the ethereal target). Gaze and Abjuration effects also extend from the Prime Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Prime Material Plane. Ethereal creatures move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block them (though they can’t see while their eyes are within solid material). Ghosts have a power called manifestation that allows them to appear on the Prime Material Plane as Incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take Falling damage.Evasion And Improved Evasion (Ex)
These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too. If subjected to an attack that allows a Reflex Save for half damage, a character with evasion takes no damage on a successful save. As with a Reflex Save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion. As with a Reflex Save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion. Rogues and monks cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation. Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.Fast Healing (Ex)
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). Unlike Regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast Healing does not restore hit points lost from Starvation, Thirst, or Suffocation. Fast Healing does not increase the number of hit points regained when a creature polymorphs. Fast Healing continues to function (even at negative hit points) until a creature dies, at which point the effects end immediately.Fast Swallow (Ex)
The 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.Fear (Su or Sp)
Spells, magic items, and certain monsters can affect characters with fear. If a fear effect allows a saving throw, it is a Will Save (DC 10 + ½ fearsome creature’s racial HD + creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). All fear attacks are mind-affecting fear effects. A failed roll usually means that the character is Shaken, Frightened, or Panicked. Fear effects are cumulative. A Shaken character who is made Shaken again becomes Frightened, and a Shaken character who is made Frightened becomes Panicked instead. A Frightened character who is made Shaken or Frightened becomes Panicked instead. Fear Aura (Su)The use of this ability is a Free Action. The aura can freeze an opponent (such as a mummy’s despair) or function like the Fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area. Fear Cones (Sp) and Rays (Su)
These effects usually work like the Fear spell. Frightful Presence (Ex)
This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become Frightened or Shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will Save (DC 10 + ½ frightful creature’s racial HD + frightful creature’s Charisma modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours.
Ferocity (Ex)
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still Staggered and loses 1 hit point each round. A creature with ferocity is still subject to death as per the Injury and Death rules.Fire Immunity (Ex)
A creature with fire immunity never takes fire damage.Fortification (Ex)
The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.Freeze (Ex)
The 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.Gaseous Form (Su or Sp)
Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas. Creatures in gaseous form can’t Run but can Fly. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course). Creatures in gaseous form have Damage Reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply. Gaseous creatures do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like). Gaseous creatures can’t enter water or other liquid. They are not Ethereal or Incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage a creature in gaseous form. Discerning a creature in gaseous form from natural mist requires a DC 15 Perception check. Creatures in gaseous form attempting a Stealth check in an area with mist, smoke, or other gas gain a +20 bonus.Gaze Attacks (Su)
While the medusa’s gaze is well known, gaze attacks can also Charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural. Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude Save or Will Save) each round at the beginning of his turn. An opponent can avert their eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. The creature with the gaze attack gains Concealment relative to the opponent. An opponent can shut their eyes, turn their back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total Concealment relative to the opponent. A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting eyes or 100% chance for shutting eyes). It is possible for an opponent to save against a creature’s gaze twice during the same round, once before its own action and once during the creature’s action. Looking at the creature’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack. A creature is immune to its own gaze attack. If visibility is limited (by dim lighting, a fog, or the like) so that it results in Concealment, there is a percentage chance equal to the normal miss chance for that degree of Concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately. Invisible creatures cannot use gaze attacks. Gaze attacks can affect Ethereal opponents. Characters using Darkvision in complete Darkness are affected by a gaze attack normally. Unless specified otherwise, a creature with a gaze attack can control its gaze attack and “turn it off ” when so desired. 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.Grab (Ex)
If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a Grapple as a Free Action without provoking an Attack of Opportunity. Unless otherwise noted, grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the Grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on Grapple checks, but is not considered Grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the Constrict special attack. If the creature does not Constrict, each successful Grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after a grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.Greensight (Su)
The monster can see through thick plant matter as though it were transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no Concealment to the monster’s sight, though solid wood still blocks its line of sight.Heat (Ex)
The creature generates so much heat that its mere touch deals additional fire damage. The creature’s metallic melee weapons also conduct this heat.Hold Breath (Ex)
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.Immunity (Ex or Su)
A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.Incorporeality (Ex)
Spectres, wraiths, and a few other creatures lack physical bodies. Such creatures are insubstantial and can’t be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature. Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids. Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source—except for a force effect or damage dealt by a ghost touch weapon. Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter. Incorporeal creatures hiding inside solid objects get a +2 Circumstance Bonus on Perception checks to hear noises, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents (see Invisibility, below). Incorporeal creatures are inaudible unless they decide to make noise. The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take Falling damage. Corporeal creatures cannot Trip or Grapple incorporeal creatures, nor can they be tripped or grappled by them. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.Invisibility (Su or Sp)
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. An invisible creature attacking a target that cannot see them treats them as though they are Blinded, gaining a +2 to attack and treating them as Flat-Footed. 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. A creature can grope about to find an invisible creature. A character can make a Touch Attack with their 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 they have pinpointed, they attack 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 them 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 their 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. 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, and rolls their miss chance with advantage. 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. Incorporeality 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 against creatures that cannot see them. 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.Jet (Ex)
The creature can swim backward as a Full-Round Action at the listed speed. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.Keen Scent (Ex)
The 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.Lifesense (Su)
The creature notices and locates living creatures within 60 feet, just as if it possessed the Blindsight ability.Light Blindness (Ex)
Creatures with light blindness suffer greatly in areas of bright light. Abrupt exposure to any bright light causes them to be Blinded for 1 round. On subsequent rounds, they are Dazzled as long as they remain in the affected area.Light Sensitivity (Ex)
Creatures with light sensitivity are Dazzled when in areas of bright light.Low-Light Vision (Ex)
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to them as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.Lycanthropic Empathy (Ex)
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.Manufactured Weapons
Some monsters employ manufactured weapons when they attack. Creatures that use swords, bows, spears, and the like follow the same rules as characters, including those for additional attacks from a high base attack bonus and Two-Weapon Fighting penalties. This category also includes “found items,” such as rocks and logs, that a creature wields in combat— in essence, any weapon that is not intrinsic to the creature. Some creatures combine attacks with natural and manufactured weapons when they make a Full Attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual -5 penalty (or -2 with the Multiattack feat) for such attacks, even if the Natural Weapon used is normally the creature’s primary Natural Weapon.Mental Static Aura (Su)
A creature with this ability creates a field around it that makes concentrating difficult for those without this ability. Living creatures within 30 feet must succeed at a Concentration check (DC = 10 + 1/2 the HD of the creature with a mental static 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.Mistsight (Ex)
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.Movement Modes
Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted in a monster description.Burrow (Ex)
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot Charge or Run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing see the individual creature descriptions for details.Climb (Ex)
A creature with a climb speed has a +8 Racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a -5 penalty. Creatures cannot Run while climbing. A creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.Fly (Ex)
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:- Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a Human moves over smooth ground.
- Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
- Average: The creature can fly as adroitly as a small bird.
- Poor: The creature flies as well as a very large bird.
- Clumsy: The creature can barely maneuver at all.
Flight (Ex/Su)
A creature with this ability can cease or resume Flight as a Free Action. If the ability is supernatural, it becomes ineffective in an Antimagic field, and the creature loses its ability to fly for as long as the Antimagic effect persists.Swim (Ex)
A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 Racial bonus on any Swim check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the Run action while swimming, provided it swims in a straight line.Multiweapon Mastery (Ex)
The creature never takes penalties on its attack rolls when fighting with multiple weapons.Natural Weapons (Ex)
Natural weapons are weapons that are physically a part of a creature. A creature making a Melee Attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions. Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20. When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary. Secondary natural weapons have a -5 penalty to hit, and only add half the creature's strength bonus to damage. The primary weapon is given in the creature’s Attack entry, and the primary weapon or weapons is given first in the creature’s Full Attack entry. A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s Full Attack bonus. Attacks with secondary natural weapons are less effective and are made with a -5 penalty on the attack roll, no matter how many there are. (Creatures with the Multiattack feat take only a -2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an Attack of Opportunity. Natural weapons have types just as other weapons do. The most common are summarized below. Bite: The creature attacks with its mouth, dealing piercing, slashing, and bludgeoning damage.Claw or Talon: The creature rips with a sharp appendage, dealing piercing and slashing damage.
Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing damage. Sting attacks usually deal damage from Poison in addition to hit point damage.
Tentacle: The creature flails at opponents with a powerful tentacle, dealing bludgeoning (and sometimes slashing) damage.
Natural Attack | Fine | Dim. | Tiny | Small | Medium | Large | Huge | Garg. | Col. | Damage Type | Attack Type |
---|---|---|---|---|---|---|---|---|---|---|---|
Bite | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 | B, P, and S | Primary |
Claw | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B and S | Primary |
Gore | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 | P | Primary |
Hoof, Tentacle, Wing | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B | Secondary |
Pincers, Tail Slap | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 | B | Secondary |
Slam | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B | Primary |
Sting | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | P | Primary |
Talons | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | S | Primary |
Other | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B, P, or S | Secondary |
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