Source Bestiary 3 pg. 303 This subtype is applied to the strange humanoid wolf creatures called adlets, and to creatures related to adlets.
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Source Bestiary 5 pg. 303, Bestiary 2 pg. 305 Aeons are a race of neutral outsiders who roam the planes maintaining the balance of reality. Aeons have 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).
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Source Bestiary 5 pg. 303 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.
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Source Bestiary 5 pg. 303, Bestiary 2 pg. 306, Bestiary 4 pg. 304 Agathions are beast-aspect outsiders native to Nirvana. They have the following traits. - Low-light vision
- +4 racial bonus on saving throws against poison.
- Immunity to electricity and petrification.
- Resistance to cold 10 and sonic 10.
- Except where otherwise noted, agathions speak Celestial, Infernal, and Draconic.
- Lay on hands as a paladin whose level equals the agathion’s Hit Dice.
- Speak with Animals (Sp): An agathion gains speak with animals as a constant spell-like ability (caster level equal to the agathion’s Hit Dice), except using it is a free action that does not require sound.
- Truespeech (Su): All agathions can speak with any creature that has a language, as though using a tongues spell (caster level equal to the agathion’s Hit Dice). This ability is always active.
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Source Bestiary 6 pg. 302, Pathfinder RPG Bestiary pg. 310, Bestiary 2 pg. 306, Bestiary 3 pg. 303, Bestiary 4 pg. 304, Bestiary 5 pg. 303 This subtype is usually used for outsiders that have 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.
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Source Bestiary 5 pg. 304 This subtype is applied to the synthetic humanoids called androids.
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Source Bestiary 6 pg. 302, Pathfinder RPG Bestiary pg. 310, Bestiary 2 pg. 306, Bestiary 4 pg. 304, Bestiary 5 pg. 304 Angels are a race of good outsiders native to the good-aligned Outer Planes. An angel has the following traits (unless otherwise noted in a creature’s entry). - Darkvision 60 feet and low-light vision.
- +4 racial bonus on saves against poison.
- Immunity to acid, cold, and petrification.
- Resistance to electricity 10 and fire 10.
- Protective Aura (Su): Against attacks from or effects created by evil creatures, this ability provides 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 the angel’s HD). The defensive benefits from the circle are not included in an angel’s statistics.
- Truespeech (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to the angel’s Hit Dice). This ability is always active.
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Source Bestiary 6 pg. 302, Pathfinder RPG Bestiary pg. 310, Bestiary 2 pg. 306, Bestiary 3 pg. 303, Bestiary 4 pg. 304, Bestiary 5 pg. 304 These 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.
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Source Bestiary 5 pg. 304, Pathfinder RPG Bestiary pg. 310, Bestiary 2 pg. 306, Bestiary 3 pg. 303 Archons are a race of celestials, or good outsiders, native to lawful good-aligned Outer Planes. An archon has the following traits (unless otherwise noted in a creature’s entry). - Darkvision 60 feet and low-light vision.
- Immunity to electricity and petrification.
- +4 racial bonus on saves against poison.
- Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. 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.
- Teleport (Sp): Archons can use greater teleport at will, as the spell (caster level 14th), except the creature can transport only itself and up to 50 pounds of carried objects.
- Truespeech (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Source Bestiary 5 pg. 304 This subtype is applied to astomois and creatures related to astomois.
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Source Bestiary 3 pg. 304 An asura has the following traits, unless otherwise noted in the creature’s entry. - Immunity to curses, disease, and poison.
- Resistance to acid 10 and electricity 10.
- +2 racial bonus on saving throws against enchantment spells.
- Telepathy.
- Elusive Aura (Su) Asuras exist within reality but apart from it. All but the least of asuras exude an aura that affects all creatures within the area as if by a nondetection spell. The size of the aura is proportional to the asura’s power. The caster level check to attempt divination on creatures within the aura is 15 + the spell-like ability caster level of the asura creating the aura.
- Regeneration (Ex) The divine spark at the core of their being allows asuras to regenerate at varying rates. Good weapons and spells can kill an asura.
- Spell Resistance (Ex) Most asuras are resistant to magic and have an SR equal to 11 + their CR. Only the weakest asuras lack this ability.
- Summon (Sp) Asuras share the ability to summon others of their kind, typically another of their type or a small number of weaker asuras.
- An asura’s natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of overcoming damage reduction.
- +6 racial bonus on Escape Artist checks and a +4 racial bonus on Perception checks.
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Source Bestiary 6 pg. 302, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 306, Bestiary 3 pg. 304, Bestiary 4 pg. 304, Bestiary 5 pg. 304 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.
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Source Bestiary 6 pg. 302, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 306, Bestiary 4 pg. 304, Bestiary 5 pg. 304 Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned Outer Planes. An azata has the following traits (unless otherwise noted in a creature’s entry). - Darkvision 60 feet and low-light vision.
- Immunity to electricity and petrification.
- Resistance to cold 10 and fire 10.
- Truespeech (Su): All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
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Source Bestiary 3 pg. 304 A behemoth is a neutral Colossal magical beast of great strength and power. Behemoths possess the following traits unless otherwise noted. - Blindsense 60 feet.
- Immunity to ability damage, aging, bleed, disease, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison, and polymorph. Some behemoths possess additional immunities.
- Regeneration (Ex) No form of attack can suppress a behemoth's regeneration—it regenerates even if disintegrated or slain by a death effect. If a behemoth fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported away as a means to save a region, but the only way to truly kill a behemoth is to use miracle or wish to negate its regeneration (see below).
- DR 15/epic.
- SR equal to 11 + the behemoth's CR.
- Behemoths understand Aklo, but cannot speak.
- Behemoths eat, but do not breathe or sleep.
- Ruinous (Su) A behemoth's natural attacks penetrate damage reduction as if they were epic and magic, and ignore up to 20 points of hardness on objects struck. As a swift action, whenever it strikes a creature or object with a spell effect in place, it can attempt to dispel one randomly determined spell effect on that creature as if with a greater dispel magic (CL 20th).
- Unstoppable (Ex) If a behemoth starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.
- Vulnerable to Miracles and Wishes (Su) A spell effect created by a miracle or wish spell is particularly effective against a behemoth. A spellcaster gains a +6 bonus on its caster level check to penetrate a behemoth's SR with a miracle or wish spell, and the behemoth suffers a –6 penalty on saves against these spells. A miracle or a wish spell can negate a behemoth's regeneration, but only for 1d4 rounds per casting.
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Source Bestiary 6 pg. 302 A blight is an evil and intelligent ooze that infects entire ecosystems. Unless otherwise noted in a creature’s entry, blights have the following traits. - Immunity to acid, in addition to typical ooze immunities.
- Favored Terrain (Ex): A blight favors a specific type of terrain. Within its favored terrain, a blight gains a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival checks. A blight in its favored terrain leaves no trail and cannot be tracked (although it can choose to leave a trail). Outside of its favored terrain, a blight loses access to its domain of evil, rejuvenation, spell-like abilities, and telepathy; it also gains the staggered condition.
- Cursed Domain (Su): Blights are living epicenters for domains of evil (Pathfinder RPG Horror Adventures 159). Once per year, a blight may infuse an area of its favored terrain, transforming it into a domain of evil with a radius of 5 miles (this effect does not extend beyond the natural border of the terrain). The epicenter of the domain can be identified via detect evil, for it radiates an aura of overwhelming evil in a 10-foot-radius. The epicenter of a blight’s domain may be targeted by a remove curse effect to temporarily lift this affliction. The DC to remove a blight’s cursed domain is equal to 10 + 1/2 the blight’s Hit Dice + its Charisma modifier. If successful, the remove curse effect suppresses the domain of evil for 1 hour per caster level, during which time the associated blight becomes sickened. The cursed domains of multiple blights can overlap, but the effects do not stack—this simply makes it more difficult to remove the curse effect since there are multiple epicenters. Since all blights have at least 10 Hit Dice, these domains of evil always become strongly evil-aligned. A blight’s cursed domain has open borders, and creatures can freely enter and leave. Unlike the typical domains of evil, animals are not particularly unsettled by a blight’s domain of evil. While magic and time are not affected in this cursed domain, each blight infuses the domain with a specific hazard, as detailed in the blight’s entry.
- Rejuvenation (Su): If a blight is slain within its cursed terrain, a new blight of the same type spontaneously forms in 1d10 days at the epicenter of the blight’s cursed domain unless the blight’s corpse is targeted with a remove curse spell (DC = 10 + the blight’s Hit Dice).
- Spell-Like Abilities (Sp): Once a blight establishes a cursed domain, it gains the ability to use a small suite of spell-like abilities to issue commands to plants and animals within its domain. Once per day, a blight with a cursed domain can use the following spell-like abilities, once per day each, while within its domain: blight, command plants, dominate monster (animals and magical beasts only), greater curse terrain, and hallucinatory terrain. In addition, each type of blight gains an additional spell-like ability unique to its terrain, as indicated in the blight’s stat block. A blight’s caster level for these spell-like abilities always equals its CR.
- Telepathy (Su): Blights can communicate telepathically with any intelligent creature within their domain.
- Vision (Ex): Unlike most oozes, blights have eyes and can see normally. In addition, all blights have blindsight to a range of 120 feet.
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Source Bestiary 3 pg. 304 This subtype is applied to the humanoid felines called catfolk and creatures related to catfolk.
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Source Bestiary 4 pg. 304 This subtype is applied to the hag-born humanoids called changelings.
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Source Bestiary 6 pg. 303, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 306, Bestiary 3 pg. 304, Bestiary 4 pg. 304, Bestiary 5 pg. 304 This 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 (see Damage Reduction).
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Source Bestiary 6 pg. 303, Bestiary 3 pg. 304, Bestiary 4 pg. 304, Bestiary 5 pg. 304 Clockworks are constructs created through a fusion of magic and technology. A clockwork has the following traits unless otherwise noted. - Difficult to Create (Ex): The time and gp cost required to create a clockwork is 150% of normal. Construction requirements in individual clockwork monster entries are already increased.
- Swift Reactions (Ex): Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and they gain a +2 dodge bonus to AC.
- Vulnerable to Electricity: Clockwork constructs take half again as much damage (+50%) from electricity attacks.
- Winding (Ex): Clockwork constructs must be wound with special keys in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
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Source Bestiary 6 pg. 303, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 306, Bestiary 3 pg. 305, Bestiary 4 pg. 305, Bestiary 5 pg. 304 A creature with the cold subtype has immunity to cold and vulnerability to fire.
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Source Bestiary 5 pg. 304, Bestiary 4 pg. 305 Colossi are mythic constructs of Gargantuan size or larger. Unless otherwise noted in a creature’s entry, colossi have the following traits. - Alternate Form (Ex): Colossi have the ability to transform themselves into some other shape. This transformation is nonmagical, and is not revealed by true seeing or similar magic.
- Mythic Creation (Ex): A colossus can be created only by a creator with a mythic tier or rank equal to or greater than that of the colossus it is attempting to create.
- Mythic Quickening (Sp): As a swift action, a colossus can expend one use of mythic power to cast or activate one of its spell-like abilities as a free action.
- Mythic Resilience (Ex): A colossus can expend one use of mythic power as swift action to double its damage resistance for 1 round.
- Pinning Stomp (Ex): When a colossus is in its normal form, as a swift action it can make a single melee attack at its highest base attack against a target three or more size categories smaller than the colossus. This attack deals an amount of damage equal to twice that of its slam attack + 1-1/2 times the colossus’s Strength bonus. If the colossus hits with this attack, it can attempt a grapple check as a free action. This grapple doesn’t provoke attacks of opportunity. If the grapple is successful, the target is pinned and takes an amount of damage equal to that of the colossus’s slam attack each round at the start of the colossus’s turn until either the pinned creature frees itself or the colossus moves out of the pinned creature’s space. The colossus doesn’t need to attempt grapple checks to continue the pin, nor can it attempt a check to move, further damage, or tie up the grappled creature. A colossus can have at most two creatures pinned with this attack at one time.
- Selective Antimagic Aura (Su): A colossus exudes a constant antimagic field, as the spell, with a radius equal to its reach. Typically, this field ignores specified schools of magic or spell descriptors. A colossus’s own spell-like abilities and supernatural abilities are not affected by this aura.
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Source Bestiary 6 pg. 303, Bestiary 2 pg. 306, Bestiary 3 pg. 305 Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin. They have the following traits unless otherwise noted. - Immunity to acid, death effects, disease, and poison.
- Resistance to cold 10, electricity 10, and fire 10.
- Summon (Sp): Daemons share the ability to summon others of their kind, typically another of their type or a small number of less powerful daemons.
- Telepathy.
- Except where otherwise noted, daemons speak Abyssal, Draconic, and Infernal.
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Source Bestiary 5 pg. 305, Bestiary 2 pg. 307, Bestiary 4 pg. 305 Dark folk are reclusive subterranean humanoids with an aversion to light.
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Source Bestiary 5 pg. 305 This subtype is applied to deep ones and creatures related to deep ones, such as deep one hybrids. Creatures with the deep one subtype have lowlight vision.
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Source Bestiary 5 pg. 305, Bestiary 3 pg. 305 Demodands are chaotic evil outsiders who stalk the Abyss. Unless otherwise noted in the creature’s entry, a demodand has the following traits. - Immunity to acid and poison.
- Resistance to fire 10 and cold 10.
- A demodand’s natural weapons, as well as any weapons it wields, are treated as chaotic and evil for the purpose of resolving damage reduction.
- Except when otherwise noted, demodands speak Abyssal, Celestial, and Common.
- Faith-Stealing Strike (Su): When a demodand’s natural attack or melee weapon damages a creature capable of casting divine spells, that creature must succeed at a Will saving throw or be unable to cast any divine spells for 1 round. Once a creature succeeds at this save, it is immune to further faith-stealing strikes from that particular demodand for 24 hours. The save DC is Charisma-based.
- Heretical Soul (Ex): All demodands gain a +4 bonus on saving throws against divine spells. In addition, any attempts to scry on a demodand using divine magic automatically fail. The caster can see the scried area normally, but the demodand simply does not appear.
- Summon (Sp): Demodands share the ability to summon others of their kind, typically another of their type or a small number of less powerful demodands.
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Source Bestiary 6 pg. 303, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 307, Bestiary 3 pg. 305, Bestiary 4 pg. 305, Bestiary 5 pg. 305 Demons are chaotic evil outsiders that call the Abyss their home. Demons have a particular suite of traits (unless otherwise noted in a creature’s entry), as summarized here. - Immunity to electricity and poison.
- Resistance to acid 10, cold 10, and fire 10.
- A demon’s natural weapons, as well as any weapon it wields, are treated as chaotic and evil for the purpose of overcoming damage reduction.
- Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
- Telepathy.
- Summon (Sp): Demons share the ability to summon others of their kind, typically another of their type or a small number of less powerful demons.
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Source Bestiary 6 pg. 303 This subtype is applied to the sadistic race of underground-dwelling creatures known as derros.
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Source Bestiary 6 pg. 303, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 307, Bestiary 3 pg. 305, Bestiary 4 pg. 305, Bestiary 5 pg. 305 Devils are lawful evil outsiders that hail from the plane of Hell. Devils have a particular suite of traits (unless otherwise noted in a creature’s entry). - Immunity to fire and poison.
- Resistance to acid 10 and cold 10.
- A devil’s natural weapons, as well as any weapons it wields, are treated as lawful and evil for the purpose of overcoming damage reduction.
- Except where otherwise noted, devils speak Celestial, Draconic, and Infernal.
- Telepathy.
- See in Darkness (Su): Some devils can see in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp): Devils share the ability to summon others of their kind, typically another of their type or a small number of less powerful devils.
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Source Bestiary 3 pg. 305 Divs are neutral evil outsiders that sow misfortune and ruin. They have the following traits unless otherwise noted. - Immunity to fire and poison.
- Resistance to acid 10 and electricity 10.
- See in Darkness (Su) Some divs can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
- Summon (Sp) Some divs share the ability to summon others of their kind. Each entry describes the success chance and type of divs summoned.
- Telepathy.
- Except where otherwise noted, divs speak Abyssal, Celestial, and Infernal.
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Source Pathfinder RPG Bestiary pg. 311 This subtype is applied to dwarves and creatures related to dwarves. Creatures with the dwarf subtype have darkvision 60 feet.
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Source Bestiary 6 pg. 303, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 307, Bestiary 3 pg. 305, Bestiary 4 pg. 305, Bestiary 5 pg. 305 This 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 have tremorsense.
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Source Bestiary 6 pg. 303, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 307, Bestiary 3 pg. 305, Bestiary 4 pg. 305, Bestiary 5 pg. 305 An elemental is a being composed entirely from one or more of the four classical elements—air, earth, fire, or water—or the less common element called aether. An elemental has the following features. - Immune to bleed, paralysis, poison, sleep, and stunning.
- Not subject to critical hits or flanking. Does not take precision damage, such as extra damage from sneak attack.
- Proficient with natural weapons only, unless it is generally humanoid in form, in which case it is 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. Elementals not indicated as wearing armor are not proficient with armor.
- Elementals are proficient with shields if they are proficient with any form of armor.
- Elementals do not breathe, eat, or sleep.
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 311 This subtype is applied to elves and creatures related to elves. Creatures with the elf subtype have low-light vision unless otherwise specified.
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 311, Bestiary 2 pg. 307, Bestiary 3 pg. 305, Bestiary 4 pg. 305, Bestiary 5 pg. 306 This 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 (see Damage Reduction).
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 307, Bestiary 3 pg. 306, Bestiary 4 pg. 306, Bestiary 5 pg. 306 This 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). Every extraplanar creature in this book has a home plane mentioned in its description. 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).
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 307, Bestiary 3 pg. 306, Bestiary 4 pg. 306, Bestiary 5 pg. 306 A creature with the fire subtype has immunity to fire and vulnerability to cold.
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 307, Bestiary 3 pg. 306, Bestiary 4 pg. 306, Bestiary 5 pg. 306 A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision, and treat Intimidate and Perception as class skills.
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Source Bestiary 2 pg. 307, Pathfinder RPG Bestiary pg. 312 This subtype is applied to gnomes and creatures related to gnomes. Creatures with the gnome subtype have low-light vision.
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 312, Bestiary 4 pg. 306 Goblinoids are stealthy humanoids who live by hunting and raiding. All goblinoids speak Goblin and treat Stealth as a class skill.
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Source Bestiary 6 pg. 304, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 307, Bestiary 3 pg. 306, Bestiary 4 pg. 306, Bestiary 5 pg. 306 This 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 (see Damage Reduction).
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Source Bestiary 5 pg. 306 This subtype is applied to the strange extraplanar humanoid race known as grays, as well as other creatures related to grays.
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Source Bestiary 6 pg. 304, Bestiary 4 pg. 306 A Great Old One is a powerful, alien entity. All Great Old Ones are chaotic, and most of them are also evil. They can be any creature type, but most are aberrations or magical beasts. Great Old Ones have the following traits. - A Great Old One’s natural weapons, as well as any weapon it wields, are treated as chaotic, epic, and mythic for the purpose of overcoming damage reduction.
- Although Great Old Ones grant spells to their worshipers, they don’t seem to be interested in their worshipers beyond their own inscrutable ends—a Great Old One is just as likely to destroy one of its cultists as it is to destroy a nonbeliever. A Great Old One grants access to four domains and four subdomains, and its cults have a favored weapon; the exact details vary for each Great Old One.
- Immortality (Ex): A Great Old One does not need to eat, drink, or breathe, nor does it age. A Great Old One that is slain does not truly die—rather, it is forced into an extended period of dormancy that can last years, centuries, or longer. Exact details of this vary and are described in individual creature entries. Methods to permanently slay a Great Old One might exist, but such methods have yet to be learned by mortals.
- Immunity to ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification.
- Insanity (Ex): Any creature that attempts to interact directly with a Great Old One’s thoughts (such as via detect thoughts or telepathy) must succeed at a Will save or be driven permanently insane. The save DC is equal to 10 + 1/2 the Great Old One’s Hit Dice + the Great Old One’s Charisma modifier. This duplicates the effect of the insanity spell, or the insanity rules (in which case the save DC is also the ongoing insanity DC). A Great Old One using its telepathy to communicate doesn’t activate this ability unless it spends a standard action to focus its mind on one opponent. This is a mind-affecting effect.
- Mythic (Su): A Great Old One has mythic power (10/day, surge +1d12) and counts as a 10th-rank mythic creature. A Great Old One can use any of its spell-like abilities as the mythic versions of those spells (if a mythic version of that spell exists), expending mythic power as normal. It can also expend mythic power to use the augmented versions of these spell-like abilities.
- Otherworldly Insight (Ex): All Great Old Ones gain a +10 insight bonus on initiative checks and to AC.
- Unspeakable Presence (Su): A Great Old One’s aura inflicts intense mental anguish and torment upon all creatures within 300 feet who can see and hear the Great Old One. The exact effects caused by a Great Old One’s unspeakable presence vary by type. The effect can be reduced or negated with a successful Will save (DC = 10 + 1/2 the Great Old One’s Hit Dice + the Great Old One’s Charisma modifier). This is a mind-affecting effect.
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Source Bestiary 2 pg. 307 Gripplis are frog-like humanoids. Creatures with the grippli subtype have darkvision.
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Source Pathfinder RPG Bestiary pg. 312 This subtype is applied to halflings and creatures related to halflings.
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Source Inner Sea Gods pg. 275 Herald Subtype: Heralds are unique representatives of their respective gods and sometimes have a specific outsider subtype such as “devil” or “psychopomp” that grants it additional abilities. A herald has the following traits.- Always Armed (Su) Heralds can summon their signature weapon as a standard action. If its herald doesn’t have a signature weapon, it can summon any nonmagical weapon as a standard action (including adamantine, etc.); the weapon disappears if it leaves the herald’s grasp.
- Emissary (Ex) Heralds can always be summoned by the faithful using greater planar ally or gate, regardless of limitations of that spell, even if it’s not an outsider.
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Source Horror Adventures pg. 233 The hive are an invasive species of aberrations that consume worlds like locusts. Hive creatures have the following traits (unless otherwise noted in a creature’s entry). - Immunity to acid.
- Blind: A hive creature is blind. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Unlike other aberrations, a hive creature doesn’t have darkvision.
- Blindsense 60 feet.
- Blindsight 10 feet.
- Corrosive Blood (Ex): A hive creature’s blood is highly caustic. Every time the hive creature is damaged by a piercing or slashing weapon, the attacking creature takes acid damage according to the table below (or double damage if the attack is a critical hit). Using a reach weapon does not endanger the attacker in this way. If the hive creature has the swallow whole ability, it adds this damage to its swallow whole damage.
Size of Hive Creature | Points of Acid Damage | Medium or smaller | 1d4 | Large | 1d6 | Huge | 1d8 | Gargantuan | 2d6 | Colossal | 2d8 |
- Death Throes (Ex): When a hive creature dies, it exudes a pool of its corrosive blood in the space it occupies. This pool deals 1d6 points of acid damage per Hit Die of the hive creature for 3 rounds to objects and creatures in those squares (Reflex half ). This acid damages whatever surface it is on, and if it deals enough damage to destroy the surface, the acid falls down to any subsequent floor below and continues to deal damage. The save DC is Constitution-based.
- Heat Adaptability (Ex): Hive creatures are considered to always be under the effect of endure elements with regard to hot climates.
- Hive Mind (Ex): Hive creatures have no language of their own, instead communicating simple concepts via pheromone discharge and body language that other creatures with the hive subtype understand. This ability functions within line of sight. If one hive creature is able to act in the surprise round of combat, all other hive creatures in line of sight can also act, and a hive creature isn’t flanked unless all hive creatures within line of sight are flanked.
- A hive creature doesn’t need to eat, drink, or sleep.
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Source Bestiary 6 pg. 305, Pathfinder RPG Bestiary pg. 312, Bestiary 3 pg. 306, Bestiary 4 pg. 306, Bestiary 5 pg. 306 This subtype is applied to humans and creatures related to humans.
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Source Bestiary 6 pg. 305, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 307, Bestiary 3 pg. 306, Bestiary 4 pg. 306, Bestiary 5 pg. 306 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.
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Source Bestiary 2 pg. 307 Inevitables are construct-like outsiders built by the axiomites to enforce law. They have the following traits. - Low-light vision.
- Constructed (Ex) Although inevitables are living outsiders, their bodies are constructed of physical components and in many ways they function as constructs. For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), inevitables count as both outsiders and constructs. They are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Inevitables are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. They are not at risk of death from massive damage. They have bonus hit points as constructs of their size.
- Saves: An inevitable’s good saving throws are Fortitude and Will.
- Skills: In addition to the class skills all outsiders have, inevitables have Acrobatics, Diplomacy, Intimidate, and Survival as class skills.
- Regeneration (Ex) Inevitables have regeneration/ chaotic. The regeneration amount varies by the type of inevitable.
- Truespeech (Su) An inevitable can speak with any creature that has a language, as if using a tongues spell (caster level 14th). This ability is always active.
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Source Bestiary 6 pg. 305, Bestiary 4 pg. 307 These Colossal creatures inhabit the most desolate places of a world. They are often associated with elemental subtypes, and while they are only barely smarter than the typical beast, many feature personality traits that allow for rudimentary alliances or rivalries with other kaiju. Regardless, all kaiju have great capacity for devastation. A kaiju has the following traits (unless otherwise noted in a creature’s entry). - A kaiju’s natural attacks count as epic and magic for the purpose of overcoming damage reduction.
- Damage reduction 20/epic.
- Darkvision 600 feet.
- Fast healing 30.
- Ferocity (Ex): Kaiju have the ferocity universal monster ability.
- Hurl Foe (Ex): When a kaiju damages a Huge or smaller foe with one of its natural attacks, it can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the kaiju’s choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the kaiju’s check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.
- Immunity to ability damage, ability drain, death effects, disease, energy drain, and fear.
- Massive (Ex): Because kaiju are so massive, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to a kaiju’s movement, though settlements or areas of forest are considered difficult terrain to a kaiju. A Huge or smaller creature can move through any square occupied by a kaiju, and vice versa. A kaiju can make attacks of opportunity only against foes that are Huge or larger and can be flanked only by Huge or larger foes. A kaiju gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a kaiju—this generally requires a successful DC 30 check, and unlike the normal rules about kaiju and attacks of opportunity, a Small or larger creature that climbs on a kaiju’s body provokes an attack of opportunity from the monster.
- Recovery (Ex): Whenever a kaiju fails a saving throw against any mind-affecting, paralysis, petrification, polymorph, or immobilizing effect (including binding and temporal stasis, but not including imprisonment), it can attempt a new saving throw at the end of its turn to remove the effect. Doing so does not requires an action. A kaiju can attempt a new save to end the effect as often as it wishes, but can attempt to remove only one such effect per round. Once per year, if a kaiju takes an amount of damage that would normally kill it by reducing its hit points to a negative amount equal to its Constitution score, the damage instead heals the kaiju of twice the amount of damage—but this healing leaves the kaiju disoriented and demoralized. At this point, the creature becomes nauseated and seeks only to return to its lair. Any amount of damage dealt to it by an external source before it reaches its lair, though, immediately negates the nauseated effect and allows the kaiju to end its retreat and attack.
- Resistance 30 to acid, cold, electricity, fire, negative energy, and sonic.
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Source Bestiary 5 pg. 306, Bestiary 3 pg. 306 Kami are a race of native outsiders who serve to protect what they refer to as “wards”—animals, plants, objects, and even locations—from being harmed or dishonored. All kami are outsiders with the native subtype. A kami has the following traits unless otherwise noted in a creature’s entry. - Immune to bleed, mind-affecting effects, petrification, and polymorph effects.
- Resist acid 10, electricity 10, fire 10
- Telepathy.
- Although they are native outsiders, kami do not eat, drink, or breathe.
- Fast Healing (Ex): As long as a kami is within 120 feet of its ward, it gains fast healing. The amount of fast healing it gains depends on the type of kami.
- Merge with Ward (Su): As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided the kami’s body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
- Ward (Su): A kami has a specific ward—a creature with an Intelligence score of 2 or lower (usually an animal or vermin), a plant (not a plant creature), an object, or a location. The type of ward is listed in parentheses in the kami’s stat block. Several of a kami’s abilities function only when it is either merged with its ward or within 120 feet of it. If a kami’s ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.
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Source Bestiary 4 pg. 307 A kasatha is a nimble four-armed humanoid from another planet.
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Source Bestiary 4 pg. 307 A kitsune is a shapechanging humanoid fox-person.
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Source Bestiary 4 pg. 307, Bestiary 3 pg. 306 Kytons are a race of lawful evil outsiders native to the Shadow Plane who feed on fear and pain. Kytons possess the following traits (unless otherwise noted in a creature’s entry). - Darkvision 60 feet.
- Immunity to cold.
- Regeneration (Ex) The extent of a kyton’s regeneration varies according to type, and can be neutralized by good weapons, good spells, and silver weapons.
- Unnerving Gaze (Su) All kytons have a gaze attack that manipulates the perceptions of those who look upon them. An unnerving gaze has a range of 30 feet, and can be negated by a Will save—the exact effects caused by a particular kyton’s unnerving gaze depend on the type of kyton. All kytons are immune to the unnerving gazes of other kytons. Unnerving gaze is always a mind-affecting fear effect. The save DC is Charisma-based.
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Source Bestiary 6 pg. 305, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 308, Bestiary 3 pg. 306, Bestiary 4 pg. 307, Bestiary 5 pg. 307 This 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 (see Damage Reduction).
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Source Bestiary 5 pg. 307, Bestiary 3 pg. 307 A leshy is a nature spirit that inhabits the body of a specially grown plant. Regardless of their kind, all leshys have the following traits in addition to those granted by the plant type (unless otherwise noted in a creature’s entry). - Darkvision 60 feet and low-light vision.
- Immunity to electricity and sonic.
- Spell-Like Abilities: All leshys have pass without trace as a constant spell-like ability (CL equal to double the leshy’s HD).
- Except where otherwise noted, all leshys speak Druidic and Sylvan.
- Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into Small plants of the same type of growth the leshy is related to. In this form, the leshy appears as a particularly healthy specimen of that particular plant. A leshy can assume plant form or revert to its true form as a swift action.
- Plantspeech (Ex): All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to.
- Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
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Source Bestiary 5 pg. 307 Manasaputras are lawful good spirits ascending to a new stage of existence on the Positive Energy Plane. They have the following traits. - Darkvision 60 ft.
- Immunity to calling magic, disease, and poison.
- +2 racial bonus on saving throws against enchantment spells. This does not stack with the still mind monk class feature and counts as that feature for the purpose of fulfilling prerequisites.
- Telepathy.
- Manasaputras do not breathe.
- Adaptive Resistance (Su): Many manasaputras have the ability to adapt to elemental attacks quickly. Anytime a manasaputra is damaged by an elemental attack, it gains the adaptive resistance listed against that element for a number of rounds equal to its Wisdom modifier.
Format: adaptive 10; Location: Resist. - Formless (Su): Most manasaputras are not defined by physical form, and choose to adopt a corporeal form at their leisure. Manasaputras with this ability can transition between corporeal and incorporeal forms as a move action. When a manasaputra becomes corporeal, it retains its Charisma modifier as a deflection bonus to AC. A manasaputra’s natural attacks, unarmed strikes, and manufactured weapon attacks are only available while the manasaputra is in its corporeal form, with the exception of ghost touch weapons.
- Positive Energy Affinity (Ex): Manasaputras can exist comfortably on the Positive Energy Plane, and do not benefit (or suffer) from that plane’s overwhelming infusions of life-giving energies. Whenever a manasaputra is subjected to a magical healing effect, that effect functions at its full potential, as if enhanced by the Maximize Spell feat.
- Soul Armor (Ex): Manasaputras add their Wisdom bonus to their AC and CMD. In addition, manasaputras gain a +1 bonus to their AC and CMD for every 4 racial HD they possess. These bonuses work as per the AC bonus monk class ability, and monk levels stack with racial HD to determine the additional benefits.
- Subjective Appearance (Su): When in corporeal form, a manasaputra projects a psychic illusion over its body, masking its true appearance. Any creature with an Intelligence score of 3 or higher that views a manasaputra sees it as an idealized human form, though often with unusual features. Creatures physically interacting with a manasaputra can attempt a Will save (DC = 10 + 1/2 the manasaputra’s HD + the manasaputra’s Charisma modifier) to disbelieve the illusion. If successful, the character sees the corporeal veil as a translucent outline, with the fiery body of the manasaputra contained within. This is a mind-affecting illusion (glamer) effect.
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Source Pathfinder #139: The Dead Road pg. 72 A mortic is a humanoid creature infused with necromantic energy but not truly undead. Although mortics reproduce to create others of their kind, usually living in tight-knit communities, a humanoid of any type might become a mortic through overwhelming exposure to negative energy. Mortics vary in their abilities based on their original humanoid type, and each mortic has a humanoid subtype in addition to the mortic subtype. Mortics have racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids do. All mortics have the following traits unless otherwise noted in a specific creature's entry. - Darkvision 60 ft.
- A mortic's good save is always Fortitude.
- Negative energy affinity.
- A mortic treats Intimidate, Perception, and Stealth as class skills.
- Death Gasp (Su): A mortic that holds her breath suspends the majority of her living processes. While holding her breath, a mortic is immune to ability drain, energy drain, and sleep effects. A mortic who holds her breath is also immune to bleed effects, disease, and poison; any such effects are suspended for as long as the mortic holds her breath, although this doesn't cure any damage that the bleed effect, disease, or poison has already done. A mortic can hold her breath for a number of rounds equal to 4 times her Constitution score.
- Unliving Nature (Ex): Although a mortic is a living creature, she is treated both as undead and as her normal type and subtype for the purposes of spells and effects (for example, she can be detected with detect undead and rendered immobile by either halt undead or hold person). A mortic never takes a penalty on Disguise checks to disguise herself as an undead creature. Mortics gain a +4 racial bonus on saving throws against mind-affecting effects.
- Vulnerable to Consecration (Ex): A mortic is staggered within the area of a consecrate effect.
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Source Bestiary 6 pg. 305 This subtype is applied to the psychic humanoid race known as the munavris.
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Source Bestiary 5 pg. 307, Bestiary 4 pg. 307, Mythic Adventures pg. 226 A creature with this subtype is infused with mythic power and is capable of terrible and awe-inspiring feats. Some mythic creatures are powerful versions of existing monsters (such as minotaurs and medusas), others are completely new creatures that do not have a non-mythic equivalent (such as the devastator and plague swarms). For more information on mythic creatures, see the Mythic Rules. Creatures with the mythic subtype have the following traits (these are already included in the mythic monster stat blocks presented in this book). - Mythic rank, a number from 1 to 10, representing its overall mythic power.
- Natural armor increase equal to its mythic rank.
- Additional hit points per mythic rank, based on the type of Hit Dice it has (d6, d8, and so on).
- DR 5/epic if the creature has at least 5 Hit Dice. If the creature already had DR, it adds epic to the qualities needed to bypass that reduction.
- Spell resistance increase (if it has spell resistance) equal to its mythic rank.
- Ability score increases, depending on its mythic rank.
- Mythic feats, which generally are improved versions of standard feats. Mythic feats are indicated by a superscript “M.”
- Mythic Power (Su): The creature has the mythic power universal monster ability. The effect of these abilities depend on its mythic rank.
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Source Bestiary 6 pg. 305, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 308, Bestiary 3 pg. 307, Bestiary 4 pg. 308, Bestiary 5 pg. 308 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.
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Source Bestiary 2 pg. 308 Nightshades are monstrous undead composed of shadow and evil. They have the following traits. - Low-light vision.
- Desecrating Aura (Su) All nightshades have a 30-foot-radius emanation equivalent to a desecrate spell centered on a shrine of evil power. Undead within this radius (including the nightshade) gain a +2 profane bonus on attack and damage rolls and saving throws, as well as +2 hit points per die, and the save DC of channeled negative energy is increased by +6 (these adjustments are included for the nightshades in their entries). This aura can be negated by dispel evil, but a nightshade can reactivate it on its turn as a free action. A desecrating aura suppresses and is suppressed by consecrate or hallow; both effects are negated within any overlapping area of effect.
- Channel Energy (Su) A nightshade can channel negative energy as cleric of a level equal to its base CR. It can use this ability a number of times per day equal to 3 + its Charisma modifier.
- Darksense (Ex) Nightshades gain true seeing in dim light and darkness. Regardless of light conditions, they can detect living creatures and their health within 60 feet, as blindsense with deathwatch continuously active. Mind blank and nondetection prevent the latter effect but not the nightshade’s true seeing.
- Light Aversion (Ex) A nightshade in bright light becomes sickened—the penalties from this condition are doubled when the nightshade is in natural sunlight.
- Summon (Sp) Nightshades can summon undead creatures. They can be summoned only within areas of darkness, and summoned undead cannot create spawn. The exact type and number of undead they can summon vary according to the nightshade in question, as detailed in each nightshade’s entry.
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Source Bestiary 3 pg. 307 An oni is an evil spirit who takes humanoid form to become a native outsider. All oni have the following traits, unless otherwise noted in a specific creature’s entry. - Darkvision 60 feet and low-light vision.
- Change Shape (Su) All oni are shapechangers with the shapechanger subtype, but an oni takes only other shapes similar to its normal humanoid form.
- Humanoid Shape: As evil spirits clad in humanoid flesh, all oni possess a humanoid subtype.
- Regeneration (Ex) The rate of regeneration and damage type that suspends it depends on the type of oni, but is typically acid or fire.
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Source Pathfinder RPG Bestiary pg. 312 This subtype is applied to orcs and creatures related to orcs, such as half-orcs. Creatures with the orc subtype normally have darkvision 60 feet and light sensitivity (half orcs do not have light sensitivity).
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Source Bestiary 5 pg. 308 This subtype is applied to the lost souls known as phantoms, outsiders desperately attempting to avoid the fate of undeath.
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Source Bestiary 6 pg. 305, Bestiary 2 pg. 308 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 shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
- Change Shape (Su): A protean’s form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can assume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean’s HD).
- Warpwave (Su): Many proteans can create ripples in reality known as warpwaves. Yet even a protean can’t predict what effects a warpwave might have. When a creature is affected by a warpwave, roll 1d20 and consult the table below to see what effect the entropic energies have.
d20 | Warpwave Effect | 1 | Target takes 2 Strength damage. | 2 | Target takes 2 Dexterity damage. | 3 | Target takes 2 Constitution damage. | 4 | Target takes 2 Intelligence damage. | 5 | Target takes 2 Wisdom damage. | 6 | Target takes 2 Charisma damage. | 7 | Target gains 1 negative level. | 8 | Target is blinded or deafened for 1d4 rounds. | 9 | Target is confused for 1d4 rounds. | 10 | Target is entangled by filaments of energy for 1d4 rounds. | 11 | Target becomes fatigued (or exhausted if already fatigued). | 12 | Target becomes nauseated for 1d4 rounds. | 13 | Target is stunned for 1d4 rounds. | 14 | Target is sickened for 1d4 rounds. | 15 | Target is staggered for 1d4 rounds. | 16 | Target gains 4d6 temporary hit points. | 17 | Target is affected by a heal spell (CL = protean’s CR). | 18 | Target is turned to stone as per flesh to stone. | 19 | Target is affected by baleful polymorph (CL = protean’s CR). | 20 | Portions of target’s body burst with energy of a random type (choose between acid, cold, electricity, or fire), dealing 4d6 points of damage of the appropriate type to the target. |
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Source Bestiary 6 pg. 306, Bestiary 4 pg. 308 Psychopomps are neutral outsiders native to the Boneyard. Psychopomps have the following traits (unless otherwise noted in a creature’s entry). - Darkvision 60 feet and low-light vision.
- DR 5/adamantine.
- Immunity to death effects, disease, and poison.
- Resistance to cold 10 and electricity 10.
- Psychopomps speak Abyssal, Celestial, and Infernal.
- Spirit Touch (Ex): A psychopomp’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
- Spiritsense (Su): A psychopomp notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.
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Source Bestiary 6 pg. 306, Bestiary 2 pg. 308 Qlippoth are chaotic evil outsiders from the deepest reaches of the Abyss. They have the following traits unless otherwise noted in a creature’s entry. - Immunity to cold, mind-affecting effects, and poison.
- Resistance to acid 10, electricity 10, and fire 10.
- Horrific Appearance (Su): All qlippoth have such horrific and mind-rending shapes. A qlippoth can present itself as a standard action to assault the senses of all living creatures within 30 feet. The exact effects caused by a qlippoth’s horrific appearance vary by the type of qlippoth. A successful Will save (DC = 10 + 1/2 the qlippoth’s Hit Dice + the qlippoth’s Charisma modifier) reduces or negates the effect. This ability is a mind-affecting gaze attack.
- Telepathy.
- Except where otherwise noted, qlippoth speak Abyssal.
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Source Bestiary 3 pg. 307 A rakshasa is a lawful evil spirit born into the Material Plane. A shapechanger that can walk with ease among humanoids, a rakshasa’s true form has animalistic features and strangely jointed limbs. All rakshasas are native to the Material Plane, and have the following traits unless otherwise noted in a creature’s entry. - Darkvision 60 feet.
- Change Shape (Su) All rakshasas have the ability to change shape into any humanoid, as if using alter self.
- Detect Thoughts (Su) A rakshasa can detect thoughts as per the spell of the same name. This effect functions at CL 18th. A rakshasa can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The Will save DC to resist this effect is equal to 10 + 1/2 the rakshasa’s HD + the rakshasa’s Charisma modifier.
- Enhanced Defenses (Ex) All rakshasas have DR that can be penetrated by good and piercing weapons only. The amount of damage reduction varies according to the specific rakshasa. In addition, rakshasas are exceptionally resistant to magic, and possess SR equal to their CR + 15.
- Master of Deception (Ex) All rakshasas gain a +4 racial bonus on Bluff checks and a +8 racial bonus on Disguise checks.
- Spellcasting: All but the least of rakshasas have some level of spellcasting ability, and can cast spells as sorcerers. The rakshasa’s effective caster level as a sorcerer depends on its type, but is generally equal to its CR – 3.
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Source Bestiary 3 pg. 307 This subtype is applied to the humanoid rodents called ratfolk and creatures related to ratfolk.
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Source Bestiary 5 pg. 308, Pathfinder RPG Bestiary pg. 312, Bestiary 3 pg. 307, Bestiary 4 pg. 308 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.
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Source Bestiary 5 pg. 308 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.
The following special abilities apply to some robots, but are not universal to all types of robot. - Combined Arms (Ex): When making a full attack, a robot with the combined arms special attack can make all its melee natural weapon attacks plus its ranged integrated weapon attacks.
- Force Field (Ex): A robot might have a force field that sheathes it in a thin layer of energy that grants a number of temporary hit points (typically 5 × the robot’s CR). All damage dealt to a robot with an active force field is deducted from these temporary hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot’s CR, but once its hit points are reduced to 0, the force field shuts down and doesn’t reactivate for 24 hours.
Format: force field (55 hp, fast healing 5); Location: hp. - Integrated Weaponry (Ex): A robot that has a technological weapon built into its body treats it as a natural weapon and not a manufactured weapon, and can’t make iterative attacks with it. An integrated weapon can still be targeted by effects that target manufactured weapons (such as magic weapon or sunder attempts), but can’t be harvested for use outside of the robot’s body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat.
- Laser Weapons (Ex): A laser weapon emits beams of intensely focused light waves. Laser attacks resolve as touch attacks and deal fire damage. A laser can pass through force fields and force effects like a wall of force without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers don’t provide cover from lasers (but unlike force barriers, glass still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks.
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Source Bestiary 6 pg. 306, Bestiary 5 pg. 308 Sahkils are neutral evil outsiders native to the Ethereal Plane. They have the following traits (unless otherwise noted in a creature’s entry). - Darkvision 60 feet and low-light vision.
- Immunity to death effects, disease, fear effects, and poison.
- Resistance to cold 10, electricity 10, and sonic 10.
- Most sahkils are resistant to magic. Such a sahkil has SR equal to 11 + its CR.
- Except where otherwise noted, sahkils speak Abyssal, Celestial, and Infernal.
- Telepathy.
- Easy to Call (Ex): Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
- Emotional Focus (Ex): Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
- Look of Fear (Su): All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save— the exact effects caused by a particular sahkil’s look of fear depend on the type of sahkil. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
- Skip Between (Su): Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
- Spirit Touch (Ex): A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
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Source Bestiary 4 pg. 308 A samsaran is a humanoid creature whose spirit always reincarnates into another samsaran.
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Source Bestiary 5 pg. 309, Bestiary 3 pg. 307 This subtype is applied to the humanoid beings called sasquatches and creatures related to sasquatches.
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Source Bestiary 6 pg. 307, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 309, Bestiary 3 pg. 307, Bestiary 4 pg. 308, Bestiary 5 pg. 309 A shapechanger has the supernatural ability to assume one or more alternative forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes has the shapechanger subtype.
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Source Bestiary 5 pg. 309 This subtype is applied to the humanoid race known as skinwalkers, who are similar to lycanthropes, but aren’t afflicted with the same curse.
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Source Inner Sea Gods pg. 275 All Spawn of Rovagug are Colossal magical beasts that possess the following traits. - Hibernation (Ex) Spawn of Rovagug can sleep for years, decades, or even centuries and do not need to eat or breathe during these periods of dormancy. If a spawn of Rovagug is forced into an environment where it cannot breathe and would suffocate, it goes into hibernation until conditions are right for it to reawaken. While in hibernation, a spawn of Rovagug's damage reduction improves to 50/epic and it gains immunity to any spell or spell-like ability that allows spell resistance as well as all divination effects.
- Regeneration (Ex) All spawn of Rovagug possess regeneration, and no form of attack can suppress this regeneration; they regenerate even if disintegrated or slain by a death effect. If a spawn of Rovagug fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is dealt to its remains. It can be banished or otherwise transported as a means to save a region, but a method to kill Spawn of Rovagug has yet to be discovered.
- Unstoppable Force (Ex) A spawn of Rovagug can always charge, even if its movement is impeded or its path is blocked by another creature. It receives a +20 racial bonus on combat maneuver checks to overrun and Strength checks to break or destroy objects, and can make one such check as a free action as part of a charge. In addition, the natural weapons of a spawn of Rovagug ignore all forms of damage reduction and hardness.
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Source Bestiary 6 pg. 307, Pathfinder RPG Bestiary pg. 312, Bestiary 2 pg. 309, Bestiary 3 pg. 307, Bestiary 5 pg. 309 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: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. 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. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is 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. A swarm 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. 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.
Swarm Attack: 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 statistics block has “swarm” in the Melee entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
Swarm HD | Swarm Base Damage | 1-5 | 1d6 | 6-10 | 2d6 | 11-15 | 3d6 | 16-20 | 4d6 | 21 or more | 5d6 |
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, as described below.
Swarms possess the distraction universal monster rule. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.
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Source Bestiary 6 pg. 307 A troop is a collection of creatures that acts as a single creature, similar to a swarm, but as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A troop attempts saving throws as a single creature.
A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. The area occupied by a troop is completely shapeable, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units. A troop has a reach equal to that of the component creatures based on size or armament. A troop can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so. A troop can move through any area large enough for its component creatures.
The exact number of a troop’s component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures.
Troop Traits: A troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop. Until that point, however, any damage taken by the troop does not degrade its ability to attack or resist attacks. A troop is never staggered or reduced to a dying state by damage. Also, a troop cannot be subject to a bull rush, dirty trick, disarm, drag, grapple, reposition, or trip combat maneuver, unless it’s affected by area effects that include such effects. A troop can grapple an opponent.
A troop is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple-target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball). A troop takes half again as much damage (+50%) from spells or effects that affect an area. If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed the nonlethal damage it has taken.
Troop Attack: Creatures with the troop subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. A troop’s stat block has “troop” in its Melee entry with no attack bonus given. The amount of damage a troop deals is based on its Hit Dice, as shown below, plus its Strength modifier.
Troop HD | Troop Base Damage | 1-5 | 1d6 + Str mod | 6-10 | 2d6 + Str mod | 11-15 | 3d6 + Str mod | 16-20 | 4d6 + Str mod | 21+ | 5d6 + Str mod |
Unless stated otherwise, a troop’s attacks are nonmagical. Damage reduction sufficient to reduce a troop attack’s damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop’s attacks. Some troops also have other special attacks in addition to normal damage or deal more damage than their Hit Dice would normally suggest. Troops threaten all creatures within their reach or within their area, and resolve attacks of opportunity by dealing automatic troop damage to any foe in reach who provokes such an attack of opportunity. Troops are still limited to making one such attack per round unless the text states otherwise.
Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a successful caster level check (DC = 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.
Looting Troops: Although troops are composed of a number of individual creatures, the chaos and destruction of battle means that not all of these creatures’ equipment survives the rigors of combat. As a result, parties who wish to claim usable gear or treasure from slain foes treat a troop as a single creature for the purposes of looting, and should be able to recover gear worth a total value equal to the troop’s expected treasure value (as determined by the troop’s CR).
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Source Bestiary 3 pg. 308 This subtype is applied to vanaras and creatures related to vanaras.
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Source Bestiary 3 pg. 308 This subtype is applied to vishkanyas<%END%> and creatures related to vishkanyas.
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Source Bestiary 6 pg. 308, Pathfinder RPG Bestiary pg. 313, Bestiary 2 pg. 309, Bestiary 3 pg. 308, Bestiary 4 pg. 308, Bestiary 5 pg. 310 This 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.
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Source Bestiary 4 pg. 308 A wayang is a gangly humanoid originating from the Shadow Plane.
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Source Bestiary 6 pg. 308 All creatures that ride as a part of the wild hunt are chaotic neutral fey that have the following abilities (unless otherwise noted in a creature’s entry). - Immunity to cold.
- Resistance to electricity and fire 10.
- Enhanced Senses (Ex): All members of the wild hunt have greensight 60 feet, scent, and see in darkness.
- Instinctive Cooperation (Ex): Creatures with the wild hunt subtype are immune to all supernatural abilities of other creatures with the wild hunt subtype that allow a saving throw (such as wild gaze).
- Planar Acclimation (Ex): A creature with the wild hunt subtype is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
- Speak with Nature (Sp): Wild hunt creatures have know direction, speak with animals, and speak with plants as constant spell-like abilities, and can cast stone tell as a spell-like ability 3 times per day.
- Wild Gaze (Su): All creatures within 30 feet that fail a Will save against the gaze of a member of the wild hunt instinctively recognize their power. Humanoids and monstrous humanoids stand frozen in awe, becoming paralyzed. Magical beasts and animals become frightened, and all other creatures become confused. These effects last for 1 round, and multiple failed saving throws against multiple members of the wild hunt in a single round do not cause this duration to stack. A creature that succeeds on a saving throw against this special attack is immune to the wild gaze from any member of the wild hunt for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.
- Wild Grace (Su): Wild hunt creatures add their Charisma modifier as a deflection bonus to their AC.
- Wild Hunt Link (Su): Members of the wild hunt can communicate telepathically across great distances and share abilities with each other. As long as a member of the hunt is not more than 500 feet away from the nearest other member of its hunt, it can participate in the wild hunt link. Each wild hunt creature shares a different set of abilities with other creatures in the link. A lone member of the wild hunt does not gain the benefit of any abilities it grants via its wild hunt link, and identical abilities granted by multiple wild hunt fey do not stack.
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