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Pathfinder Unchained / Simple Monster Creation / Step 2: Creature Type or Class Graft

Creature Type Grafts

Source Pathfinder Unchained pg. 204
Altering an array by creature type is a simple process that typically adds or changes some of the monster’s statistics. Each creature type includes at least the first two entries.

Automatic Traits: All creatures of this type get these abilities, which typically include senses, immunities, and more detailed sets of traits that are defined in the creature type’s full description (Bestiary 306). This doesn’t include forms of movement; see Speed in the sidebar on page 195.

Statistics Adjustments: These modifications change the base numbers from the monster’s array. These are adjustments, not replacements; increase or decrease the statistics you recorded from the array by the amount indicated. Apply these adjustments to your monster only if it doesn’t have a class graft.

Elective Adjustments: These are optional changes that can better evoke the monster’s type, frequently including changes to the array’s list of skills, monster options typical for this creature type (see Step 7), suggested spell lists, or even suggested restrictions. These should point you toward abilities that typically appear among creatures of the listed type, but aren’t an exhaustive list of possibilities for monsters of that type.

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
Automatic Traits: Darkvision 60 ft.
Statistics Adjustments: Increase Will save bonus by 2.
Elective Adjustments: Spells from the aberrant list.

Animal

An animal is a living, nonhuman creature, usually with no magical abilities and no innate capacity for language.
Automatic Traits: Low-light vision; set Intelligence modifier to –4 or –5.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 2.

Construct

A construct is an animated object or artificially created creature. Most constructs have little willpower of their own, but are exceptionally hardy.
Automatic Traits: Darkvision 60 ft., low-light vision; construct immunities; set Constitution modifier to —.
Statistics Adjustments: Decrease Fortitude, Reflex, and Will saving throw bonuses by 2; increase attack bonus by 2.
Elective Adjustments: Mindless; set Intelligence modifier to — for mindless constructs; no master or good skills.

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.
Automatic Traits: Darkvision 60 ft., low-light vision; immune to paralysis and sleep.
Statistics Adjustments: Increase low saving throw bonuses by 2; increase attack bonus by 2.
Elective Adjustments: Breath weapon combat option (monstrous); secondary magic universal option; one additional master skill.

Fey

A fey is a supernatural creature that typically derives its power from its relationship to or guardianship of an area or natural feature. Fey usually resemble humans or gnomes, though fey animals exist.
Automatic Traits: Low-light vision.
Statistics Adjustments: Increase Reflex and Will saving throw bonuses by 2; decrease attack bonus by 2.
Elective Adjustments: Spells from the fey list; one additional master skill.

Humanoid

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu.
Automatic Traits: None.
Statistics Adjustments: Increase any one saving throw bonus by 2.

Magical Beast

Magical beasts are similar to animals, but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). In addition, magical beasts usually have supernatural or extraordinary abilities.
Automatic Traits: Darkvision 60 ft., low-light vision.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 2; increase attack bonus by 2.

Monstrous Humanoid

Monstrous humanoids are similar to humanoids, but with distorted or animalistic features. They often have magical abilities as well.
Automatic Traits: Darkvision 60 ft.
Statistics Adjustments: Increase Reflex and Will saving throw bonuses by 2; increase attack bonus by 2.
Elective Adjustments: One additional good skill.

Ooze

An ooze is an amorphous or mutable creature, usually without a mind of its own. Options for oozes typically reflect their diverse physical compositions and innate abilities.
Automatic Traits: Blind, blindsight; mindless, ooze immunities, not subject to critical hits or flanking; set Intelligence modifier to —.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2, decrease Reflex and Will saving throw bonuses by 2.
Elective Adjustments: No master or good skills.

Outsider

Most outsiders are beings native to a plane other than the Material Plane, or mortal descendants of such creatures. All outsiders are at least partially composed of the essence of their home planes. Some creatures become outsiders when they attain a higher (or lower) state of spiritual existence.
Automatic Traits: Darkvision 60 ft.
Statistics Adjustments: Increase one saving throw bonus by 2; increase attack bonus by 2.
Elective Adjustments: Spells from the abyssal, celestial, or infernal list; one additional master skill.

Plant

This type comprises vegetable creatures. Note that regular plants, such those found growing in gardens and fields, lack Wisdom and Charisma scores and aren’t creatures, but objects, even though they are alive.
Automatic Traits: Low-light vision; plant immunities.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2.
Elective Adjustments: No master or good skills.

Undead

Undead are once-living creatures that have been reanimated by spiritual or supernatural forces.
Automatic Traits: Darkvision 60 ft.; undead immunities, set Constitution modifier to —.
Statistics Adjustments: Increase Will saving throw bonus by 2.
Elective Adjustments: Mindless; no master or good skills; set Intelligence modifier to — for mindless undead.

Vermin

Concerned only with survival, vermin are common in nearly all environments. This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Automatic Traits: Darkvision 60 ft.; mindless; set Intelligence modifier to —.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2.
Elective Adjustments: No master or good skills.