Creature Types

Table: Creature Statistics by Type

Type Hit Die Base Attack Bonus (BAB) Good Saving Throws Skill Ranks* Class Skills
Aberration d8 HD × 3/4 (Medium BAB) Will 4 + Int mod per HD Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
Animal d8 HD × 3/4 (Medium BAB) Fort, Ref 2 + Int mod per HD Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
Construct d10 HD (Fast BAB) 2 + Int mod per HD None
Dragon d12 HD (Fast BAB) Fort, Ref, Will 6 + Int mod per HD Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Fey d6 HD × 1/2 (Slow BAB) Ref, Will 6 + Int mod per HD Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of hand, Stealth, Swim, Use Magic Device.
Humanoid d8 HD × 3/4 (Medium BAB) Varies (any one) 2 + Int mod per HD Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival (plus any gained from class levels.)
Magical beast d10 HD (Fast BAB) Fort, Ref 2 + Int mod per HD Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Monstrous humanoid d10 HD (Fast BAB) Ref, Will 4 + Int mod per HD Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.
Ooze d8 HD × 3/4 (Medium BAB) 2 + Int mod per HD None
Outsider d10 HD (Fast BAB) Varies (any two) 6 + Int mod per HD Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth (plus 4 additional.)
Plant d8 HD × 3/4 (Medium BAB) Fort 2 + Int mod per HD Perception and Stealth.
Undead d8 HD × 3/4 (Medium BAB) Will 4 + Int mod per HD Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
Vermin d8 HD × 3/4 (Medium BAB) Fort 2 + Int mod per HD None
  • As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die. Creatures with an Intelligence score of “—” gain no skill points or feats.

Types

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

An aberration has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for aberrations: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.

Traits: An aberration possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Proficient with its Natural Attacks. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
Aberrations breathe, eat, and Sleep.

Animal

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions.

An animal has the following features (unless otherwise noted).

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.

Traits: An animal possesses the following traits (unless otherwise noted in a creature's entry).

Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
Low-light vision.
Alignment: Always neutral.
Treasure: None.
Proficient with its Natural Attacks only. A noncombative herbivore treats its Natural Attacks as secondary attacks. Such attacks are made with a –5 penalty on the creature's attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
Proficient with no armor unless trained for war. (See FAQs and Handle Animal Skill.)
Animals breathe, eat, and Sleep.

Construct

Table: Construct Size and Bonus Hit Points

Construct Size Bonus Hit Points**
Fine
Diminutive
Tiny
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.

Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to Bleed, Disease, death effects, Necromancy effects, Paralysis, Poison, Sleep effects, and stunning.
Cannot Heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to [[[universal-monster-rules#toc0|Drain]]], ability drain, Fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its Natural Attacks only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or Sleep.

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

A dragon has the following features.

d12 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Fortitude, Reflex, and Will Saves.
Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, [[[Diplomacy]], Fly, Heal, Intimidate, Knowledge (all), [[Linguistics]]], Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Traits: A dragon possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet and Low-light vision.
Immunity to magic Sleep effects and Paralysis effects.
Proficient with its Natural Attacks only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with no armor.
Dragons breathe, eat, and Sleep.

Fey

A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.

A fey has the following features.

d6 Hit Die.
Base attack bonus equal to 1/2 total Hit Dice (slow progression).
Good Reflex and Will Saves.
Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for fey: Acrobatics, Bluff, Climb, Craft, [[[Diplomacy]], Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of hand, Stealth, Swim, Use Magic Device.

Traits: A fey possesses the following traits (unless otherwise noted in a creature's entry).

Low-light vision.
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. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
Fey breathe, eat, and Sleep.

Humanoid

A humanoid usually has two arms, two legs, and one head, or a human-like 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, dark folk, or goblinoid.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are typically presented as 1st-level warriors, which means they have average combat ability and poor saving throws. Humanoids with more than 1 Hit Die (such as giants) are the only humanoids who make use of the features of the humanoid type.

A humanoid has the following features (unless otherwise noted in a creature's entry).

d8 Hit Die, or by character class.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
One good save, usually Reflex.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die or by character class. The following are class skills for humanoids without a character class: Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival. Humanoids with both a character class and racial HD add these skills to their list of class skills.

Traits: A humanoid possesses the following traits (unless otherwise noted in a creature's entry).

Proficient with all simple weapons, or by character class.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
Humanoids breathe, eat, and Sleep.

Magical Beast

Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

A magical beast has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim.

Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Low-light vision.
Proficient with its Natural Attacks only.
Proficient with no armor.
Magical beasts breathe, eat, and Sleep.

Monstrous Humanoid

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.

A monstrous humanoid has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Reflex and Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for monstrous humanoids: Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.

Traits: A monstrous humanoid possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
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. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
Monstrous humanoids breathe, eat, and Sleep.

Ooze

An ooze is an amorphous or mutable creature, usually mindless.

An ooze has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.

Traits: An ooze possesses the following traits (unless otherwise noted in a creature's entry).

Mindless: No Intelligence score, and Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
Blind (but have the blindsight special quality), with Immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunity to Poison, Sleep effects, Paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with its Natural Attacks only.
Proficient with no armor.
Oozes eat and breathe, but do not Sleep.

Outsider

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

An outsider has the following features.

d10 Hit Dice.
Base attack bonus equal to total Hit Dice (fast progression).
Two good saving throws, usually Reflex and Will.
Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Proficient with all simple and martial 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. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
Outsiders breathe, but do not need to eat or Sleep (although they can do so if they wish). Native outsiders breathe, eat, and Sleep.

Plant

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.

A plant creature has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Fortitude saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Some plant creatures, however, are mindless and gain no skill points or feats. The following are class skills for plants: Perception and Stealth.

Traits: A plant creature possesses the following traits (unless otherwise noted in a creature's entry).

Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to Paralysis, Poison, polymorph, Sleep effects, and stunning.
Proficient with its Natural Attacks only.
Not proficient with armor.
Plants breathe and eat, but do not Sleep.

Undead

Undead are once-living creatures animated by spiritual or supernatural forces.

An undead creature has the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to Bleed, death effects, Disease, Paralysis, Poison, Sleep effects, and stunning.
Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and Fatigue effects.
Cannot Heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can Heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
Proficient with its Natural Attacks, 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. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
Undead do not breathe, eat, or Sleep.
Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."

Vermin

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

Vermin have the following features.

d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Fortitude saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Most vermin, however, are mindless and gain no skill points or feats. Vermin have no class skills.

Traits: Vermin possess the following traits (unless otherwise noted in a creature's entry).

Mindless: No Intelligence score, and Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.
Darkvision 60 feet.
Proficient with its Natural Attacks only.
Proficient with no armor.
Vermin breathe, eat, and Sleep.

Subtypes

Some creatures have one or more subtypes. Subtypes add additional abilities and qualities to a creature.

Agathion Subtype

Agathions are beast-aspect outsiders native to Nirvana.

Agathion have the following traits:

Low-light vision
Immunity to electricity and petrification.
Resistance to cold 10 and sonic 10.
Lay on hands as a paladin whose level equals the agathion’s Hit Dice.
+4 racial bonus on saving throws against Poison.
Except where otherwise noted, agathions speak Celestial, Infernal, and Draconic.
Speak with Animals (Su): This ability works like speak with Animals (caster level equal to the agathion’s Hit Dice): but is a free action and 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 angel’s Hit Dice). This ability is always active.

Air Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Air. Air creatures always have Fly speeds and usually have perfect maneuverability. Air creatures treat Fly as a class skill.

Angel Subtype

Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes.

Traits: An angel possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet and Low-light vision.
Immunity to acid, cold, and petrification.
Resistance to electricity 10 and fire 10.
+4 racial bonus on saves against Poison.
Protective Aura (Su) Against attacks made 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 angel's HD). The defensive benefits from the circle are not included in an angel's statistics block.
Truespeech (Su) All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.

Aquatic Subtype

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.

Archon Subtype

Archons are a race of celestials, or good outsiders, native to lawful good-aligned outer planes.

Traits: An archon possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet and Low-light vision.
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 on 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.
Immunity to electricity and petrification.
+4 racial bonus on saves against Poison.
Teleport (Sp) Archons can use greater teleport at Will, as the spell (caster level 14th), except that 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.

Augmented Subtype

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.

Azata Subtype

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes.

Traits: An azata possesses 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.

This subtype is applied to the humanoid felines called catfolk and creatures related to catfolk.

Chaotic Subtype

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 Attacks and any weapons it wields are chaotically aligned.

Clockwork Subtype

Clockworks are constructs created through a fusion of magic and technology. They have the following traits unless otherwise noted.

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.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as normal from electricity attacks.
Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
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.

Cold Subtype

A creature with the cold subtype has Immunity to cold and vulnerability to fire.

Daemon Subtype

Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin.

Daemons 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.

Demon Subtype

Demons are chaotic evil outsiders that call the Abyss their home.

Traits: Demons possess 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.
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.
Telepathy.
Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.
A demon's Natural Attacks, as well as any weapon it wields, is treated as chaotic and evil for the purpose of resolving damage reduction

Devil Subtype

Devils are lawful evil outsiders that hail from the plane of Hell.

Traits: Devils possess 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.
See in Darkness (Su) Some devils can see perfectly 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.
Telepathy.
Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.
A devil's Natural Attacks, as well as any weapons it wields, are treated as lawful and evil for the purpose of resolving damage reduction.

Dwarf Subtype

This subtype is applied to dwarves and creatures related to dwarves. creatures with the dwarf subtype have Darkvision 60 feet.

Earth Subtype

This subtype is usually used for outsiders with a connection to the Elemental Planes of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. Earth creatures with a burrow speed possess tremorsense.

Elemental Subtype

An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water.

An elemental has the following features.

Immunity to Bleed, Paralysis, Poison, Sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Proficient with Natural Attacks only, unless generally humanoid in form, in which case 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.

Elf Subtype

This subtype is applied to elves and creatures related to elves. Creatures with the elf subtype have Low-light vision.

Evil Subtype

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 has 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 Attacks and any weapons it wields are evil-aligned.

Extraplanar Subtype

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, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Fire Subtype

A creature with the fire subtype has Immunity to fire and vulnerability to cold.

Giant Subtype

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.

Goblinoid Subtype

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin. Goblinoids treat Stealth as a class skill.

Good Subtype

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 has 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 Attacks and any weapons it wields are good-aligned.

Great Old One Subtype

A Great Old One is a powerful, alien entity—a being from another world, from another dimension, or even from the distant past or future. 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 Attacks, 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 [[[universal-monster-rules#toc0|Drain]]], 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. A successful Will save (DC 10 + 1/2 the Great Old One's Hit Dice + the Great Old One's Charisma modifier) reduces or negates the effect. This is a mind-affecting effect.

Human Subtype

This subtype is applied to humans and creatures related to humans.

Incorporeal Subtype

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.

Inevitable Subtype

Inevitables are construct-like outsiders built by the axiomites to enforce law.

Inevitables 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, [[[universal-monster-rules#toc0|Drain]]], 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.

Kitsune Subtype

A kitsune is a shapechanging humanoid fox-person.

Kyton Subtype

Kytons are a race of lawful evil outsiders native to the Plane of Shadow who feed on fear and pain. Kytons possess the following traits (unless otherwise noted in a creature’s entry).

Darkvision 60 feet.
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.
Immunity to cold.
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.

Lawful Subtype

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 Attacks and any weapons it wields are lawful-aligned.

Native Subtype

This subtype is applied only to outsiders. 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. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and Sleep.

Nightshade Subtype

Nightshades are monstrous undead composed of shadow and evil.

Nightshades 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.

Oni Subtype

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.

Orc Subtype

This subtype is applied to orcs and creatures related to orcs, such as half-orcs. creatures with the orc subtype have Darkvision 60 feet and light sensitivity (half-orcs do not have light sensitivity).

Qlippoth Subtype

Qlippoth are chaotic evil outsiders from the deepest reaches of the Abyss.

Qlippoth have the following traits:

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 that those who gaze upon them suffer all manner of ill effects. 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.

Ratfolk Subtype

This subtype is applied to the humanoid rodents called ratfolk and creatures related to ratfolk.

Reptilian Subtype

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.

Shapechanger Subtype

A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shape has the shapechanger subtype.

A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).

Proficient with its Natural Attacks, with simple weapons, and with any weapons mentioned in the creature's description.
Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

Swarm Subtype

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. A swarm 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.

Traits: A swarm has no clear front or back and no discernible 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.

Table: Swarm Damage by Size

Swarm HD ~Swarm Base Damage
1–5 ~1d6
6–10 2d6
11–15 3d6
16–20 4d6
21 or more 5d6

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 stat 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 on Table: Swarm Damage by Size.

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 ability. 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.

Vanara Subtype

This subtype is applied to vanaras and creatures related to vanaras.

Vishkanya Subtype

This subtype is applied to vishkanyas and creatures related to vishkanyas.

Water Subtype

This subtype is usually used for Outsiders with a connection to the Elemental Planes 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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