Universal Monster Rules
Pathfinder Roleplaying Game Bestiary, page 298
The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block.
In this section
- Ability Damage and Drain (Ex or Su) Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount.
- Amphibious (Ex) Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
- 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.
- Blindsense (Ex) Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see.
- Blindsight (Ex) This ability is similar to blindsense, but is far more discerning.
- Breath Weapon (Su) Some creatures can exhale a cone, line, or cloud of energy or other magical effects.
- Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee.
- 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…
- Channel Resistance (Ex) A creature with this special quality (usually an undead) is less easily affected by clerics or paladins.
- Constrict (Ex) A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other…
- Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects…
- Curse (Su) A creature with this ability bestows a curse upon its enemies.
- Damage Reduction (Ex or Su) A creature with this special quality ignores damage from most weapons and natural attacks.
- Disease (Ex or Su) A creature with this ability causes disease in those it contacts.
- Distraction (Ex) A creature with this ability can nauseate the creatures that it damages.
- Energy Drain (Su) This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits.
- Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s…
- Fear (Su or Sp) Fear attacks can have various effects.
- Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0.
- Flight (Ex or Su) A creature with this ability can cease or resume flight as a free action.
- Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes.
- Gaze (Su) A gaze special attack takes effect when foes look at the attacking creature’s eyes.
- Grab (Ex) If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple…
- Immunity (Ex or Su) A creature with immunities takes no damage from listed sources.
- Incorporeal (Ex) An incorporeal creature has no physical body.
- Light Blindness (Ex) Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell.
- Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
- Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light.
- Natural Attacks Most creatures possess one or more natural attacks (attacks made without a weapon).
- Paralysis (Ex or Su) This special attack renders the victim immobile.
- Plant Traits (Ex) Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.
- Poison (Ex or Su) A creature with this ability can poison those it attacks.
- Pounce (Ex) When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
- Powerful Charge (Ex) When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge.
- Pull (Ex) A creature with this ability can choose to make a free combat maneuver check with a successful attack.
- Push (Ex) A creature with the push ability can choose to make a free combat maneuver check with a certain successful attack (often a slam attack).
- Rake (Ex) A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe.
- Regeneration (Ex) A creature with this ability is difficult to kill.
- Rend (Ex) If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s…
- Resistance (Ex) A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, electricity, or…
- Rock Catching (Ex) The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape).
- Rock Throwing (Ex) This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks.
- Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
- Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components).
- Spell Resistance (Ex) A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it.
- Stench (Ex) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive.
- Summon (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a…
- Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though…
- Telepathy (Su) The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language.
- Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself.
- Tremorsense (Ex) A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.
- Trip (Ex) A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the…
- Undead Traits (Ex) Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep…
- Vulnerabilities (Ex or Su) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the…
- Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size.
- Whirlwind (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have.
