Talented Monster Creation
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The Genius Guide to the Talented Bestiary
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Building a monster is part science and part art, with innumerable rules of thumb combining to create balanced antagonists. The Talented Bestiary seeks to move monster design out of the realm of guess-and-check and into a streamlined step-by-step process.

It takes a lot of experience to learn how to make a “good” monster — a creature with appropriate abilities and statistics for its challenge rating. Even experienced designers often make mistakes, resulting in creatures that pose either an unfair or disappointing challenge to player characters. The following rules and tools simplify the complex aspects of balanced monster creation and modification, opening up a world of new possibilities.

Building the Monster

The following guidelines are provided to assist in monster creation, and to help balance a creation for its CR.

Step 1: Creature Concept

The first step in creating a new creature is to define its concept and role in the game. Generally, this involves picking the creature’s CR, size, type, physical appearance, and theme. Once you have these basic pieces of information, you can consult the following tables and chapters to customize the creature.

Step 2: Select Monster Focus

The major departure from the Bestiary rules for monster creation is the concept of a monster focus. In the normal monster creation process it is assumed that a monster’s role and base statistics are, to a certain extent, pre-determined by creature type. The following rules allow for creatures of any type to fulfill any role: combat, spellcasting, skilled, or a relatively weak monster (comparable to an NPC class). A monster cannot have more than one focus. When referring to the monster focus tables, keep the following points in mind.

CR: This is the CR for a Medium-sized monster. Altering the monster’s size in Step 3 can affect the monster’s base CR and statistics.

HD: This is the total number of Hit Dice that the monster possesses at the given CR. The monster’s focus determines the hit die type — combat (barbaric) d12, combat (soldier) d10, spellcaster (arcane) d6, spellcaster (divine) d8, skilled d8, and weak d6.

Table: Average Die Results
Die Type Average Result
d4 2.5
d6 3.5
d8 4.5
d10 5.5
d12 6.5
d20 10.5

Always round down after multiplying. For example, treat the average of 1d4 as 2 and the average of 2d4 as 5.

BAB: This is the creature’s base attack bonus at the given CR. All combat-focused monsters have a strong base attack bonus progression. Spellcasters (divine) and skilled monsters have a medium base attack bonus progression. Spellcasters (arcane) and weak monsters have a slow base attack bonus progression.

Feats: This is the number of feats that a monster of the given focus and CR gains (one feat at 1 HD, and an additional feat for every 2 HD thereafter). A monster may take any feat it meets the prerequisites for. The monster may also purchase bonus feats using ability points.

Ability Scores: The monster’s ability scores are determined by focus and CR, which decides many of their other base statistics. Ability scores are modified by changes to the monster’s size, and certain creature types have limitations on maximum ability scores. The following abbreviations are used: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha).

Saves: Combat (barbaric) monsters have strong Fortitude and Reflex saves. Combat (soldier) monsters have all strong saves. Spellcaster monster have strong Will saves. Skilled monsters have strong Reflex saves. Weak monsters have no strong saves.

Natural Armor: A monster’s natural armor represents its inherent resistance to harm. Some abilities or creature types alter natural armor or swap it for different types of armor class bonuses.

Recommended Number of Attacks: This is an estimation of the number of attacks for a monster to deal damage in a round approaching the monster’s recommended damage threshold. This recommended value is reduced by increases to a monster’s size, but may also vary depending on special abilities and feat selection. The recommended upper limit on a reasonable number of attacks for a monster to take is 6-7. After this point, the monster’s damage for individual attacks should be increased primarily through abilities or feats to approach the monster’s recommended damage threshold (such as rend, natural attack enhancements, or the Power Attack feat).

Recommended Damage Threshold: This is the recommended upper limit on the average damage that a creature of the given CR should be capable of dealing in a single round with a full attack action. The monster’s base average damage per round is the sum of all attacks with the assumption of average roll results. Increasing or decreasing CR by altering size changes the recommended damage threshold. Feats and abilities that increase damage or deal the equivalent of damage (Constitution damage, level drain, etc.) should be taken into account when calculating average damage per round. Combat focus monsters have a higher damage threshold than skilled focus monsters. Skilled focus monsters have a higher damage threshold than spellcaster or weak focus monsters.

Monster Focus

Any monster of any given creature type may focus or specialize in various areas as described below.

Combat Focus

A combat monster specializes in relatively simple and straightforward fighting. Combat monsters generally possess higher hit points, attack bonuses, saves, and damage thresholds than other creatures of their CR, but have reduced access to abilities and spell-like abilities. The combat focus is subdivided into combat (barbaric) monsters and combat (soldier) monsters.

Barbaric

Monsters of this type represent untrained or uncivilized combatants that rely more upon brutality than organization. Combat (barbaric) monsters have d12 HD, fast BAB progression, strong Fortitude and Reflex saves, and 2+ Int modifier per HD skill points.

Combat (barbaric) monster class skills are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Table: Combat (Barbaric) Monster Creation Statistics by CR
CR HD BAB Feats Fort Ref Will Natural Armor Recommended Number of Attacks Recommended Damage Threshold
1/2 1 1 1 2 2 0 1 1-2 4
1 2 2 1 3 3 0 2 2 7
2 3 3 2 3 3 1 4 2-3 10
3 4 4 2 4 4 1 5 2-3 13
4 5 5 3 4 4 1 6 2-3 16
5 6 6 3 5 5 2 7 2-3 20
6 7 7 4 5 5 2 8 3 25
7 8 8 4 6 6 2 9 3-4 30
8 9 9 5 6 6 3 9 3-4 35
9 10 10 5 7 7 3 11 3-4 40
10 11 11 6 7 7 3 12 4-5 45
11 12 12 6 8 8 4 13 4-5 50
12 13 13 7 8 8 4 14 4-5 55
13 14 14 7 9 9 4 15 5 60
14 15 15 8 9 9 5 16 5-6 65
15 16 16 8 10 10 5 17 6 70
16 17 17 9 10 10 5 17 6-7 80
17 18 18 9 11 11 6 18 6-7 90
18 19 19 10 11 11 6 19 6-7 100
19 20 20 10 12 12 6 20 6-7 110
20 21 21 11 12 12 7 21 6-7 120
21 22 22 11 13 13 7 22 6-7 130
22 23 23 12 13 13 7 24 6-7 140
23 24 24 12 14 14 8 25 6-7 150
24 25 25 13 14 14 8 26 6-7 165
25 26 26 13 15 15 8 27 6-7 180
26 27 27 14 15 15 9 28 6-7 195
27 28 28 14 16 16 9 29 6-7 210
28 29 29 15 16 16 9 29 6-7 225
29 30 30 15 17 17 10 30 6-7 240
30 31 31 16 17 17 10 31 6-7 255
Table: Combat (Barbaric) Monster Creation Attributes by CR
CR STR DEX CON INT WIS CHA
1/2 10 10 12 6 10 12
1 10 10 12 6 12 12
2 12 10 12 6 12 14
3 14 10 12 6 12 14
4 16 12 14 6 14 14
5 18 12 16 8 14 14
6 20 12 18 8 16 16
7 20 12 18 8 18 16
8 22 14 20 8 18 18
9 24 14 20 8 20 18
10 24 14 20 10 22 18
11 24 14 22 10 22 18
12 26 16 22 10 24 20
13 26 16 22 10 24 20
14 26 16 24 10 24 20
15 26 16 24 12 26 20
16 28 18 26 12 28 22
17 28 18 28 12 28 22
18 28 18 28 12 30 22
19 28 18 30 12 30 22
20 28 20 32 12 30 22
21 28 20 34 14 32 22
22 28 20 36 14 32 22
23 28 20 38 14 32 24
24 28 22 40 14 34 24
25 28 22 42 14 36 24
26 30 22 42 14 36 26
27 30 22 44 16 38 26
28 30 24 44 16 40 28
29 30 24 46 16 40 28
30 30 24 46 16 42 28

Soldier

Monsters of this type represent trained or disciplined warriors that rely upon tactics and teamwork. Combat (soldier) monsters have d10 HD, fast BAB progression, all strong saves, and 4+ Int modifier per HD skill points. Combat (soldier) monsters may purchase feats with fighter class levels as a prerequisite as if they were a fighter of their HD. Soldier creature class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), and Ride (Dex).

Table: Combat (Soldier) Monster Creation Statistics by CR
CR HD BAB Feats Fort Ref Will Natural Armor Recommended Number of Attacks Recommended Damage Threshold
1/2 1 1 1 2 2 2 1 1-2 4
1 2 2 1 3 3 3 2 2 7
2 3 3 2 3 3 3 4 2-3 10
3 4 4 2 4 4 4 5 2-3 13
4 5 5 3 4 4 4 6 2-3 16
5 6 6 3 5 5 5 7 2-3 20
6 7 7 4 5 5 5 8 3 25
7 8 8 4 6 6 6 9 3-4 30
8 9 9 5 6 6 6 9 3-4 35
9 10 10 5 7 7 7 11 3-4 40
10 11 11 6 7 7 7 12 4-5 45
11 12 12 6 8 8 8 13 4-5 50
12 13 13 7 8 8 8 14 4-5 55
13 14 14 7 9 9 9 15 5 60
14 15 15 8 9 9 9 16 5-6 65
15 16 16 8 10 10 10 17 6 70
16 17 17 9 10 10 10 17 6-7 80
17 18 18 9 11 11 11 18 6-7 90
18 19 19 10 11 11 11 19 6-7 100
19 20 20 10 12 12 12 20 6-7 110
20 21 21 11 12 12 12 21 6-7 120
21 22 22 11 13 13 13 22 6-7 130
22 23 23 12 13 13 13 24 6-7 140
23 24 24 12 14 14 14 25 6-7 150
24 25 25 13 14 14 14 26 6-7 165
25 26 26 13 15 15 15 27 6-7 180
26 27 27 14 15 15 15 28 6-7 195
27 28 28 14 16 16 16 29 6-7 210
28 29 29 15 16 16 16 29 6-7 225
20 30 30 15 17 17 17 30 6-7 240
30 31 31 16 17 17 17 31 6-7 255
Table: Combat (Soldier) Monster Creation Attributes by CR
CR STR DEX CON INT WIS CHA
1/2 10 10 14 10 6 12
1 10 10 14 10 6 12
2 12 10 14 10 6 14
3 14 10 14 10 6 14
4 16 12 16 10 8 14
5 18 12 18 12 8 14
6 20 12 20 12 10 16
7 20 12 20 12 10 16
8 22 14 22 12 12 18
9 24 14 22 12 12 18
10 24 14 22 14 14 18
11 24 14 24 14 14 18
12 26 16 24 14 16 20
13 26 16 24 14 16 20
14 26 16 26 14 16 20
15 26 16 26 16 16 20
16 28 18 28 16 18 22
17 28 18 30 16 18 22
18 28 18 30 16 20 22
19 28 18 32 16 20 22
20 28 20 36 16 20 22
21 28 20 36 18 20 22
22 28 20 38 18 20 22
23 28 20 40 18 20 24
24 28 22 42 18 22 24
25 28 22 42 18 22 24
26 30 22 44 18 24 26
27 30 22 46 20 24 26
28 30 24 46 20 26 28
29 30 24 48 20 26 28
30 30 24 48 20 28 28

Skilled Focus

Monsters with the skilled focus develop a wide range of abilities and skills. Skilled monsters generally have average hit points, attack bonuses, and damage thresholds for monsters of their CR, and gain significant special and spell-like abilities. Skilled monsters have d8 HD, medium BAB progression, strong Reflex saves, and 6+ Int modifier per HD skill points.

Skilled monsters purchase the racial skill modifier ability at ½ the normal cost, and spell-like abilities at ⅔ the normal cost.

Skilled monsters count all skills as class skills.

Table: Skilled Monster Creation Statistics by CR

CR HD BAB Feats Fort Ref Will Natural Armor Recommended Number of Attacks Recommended Damage Threshold
1/2 1 0 1 0 2 0 0 1 3
1 2 1 1 0 3 0 1 1-2 6
2 3 2 2 1 3 1 2 2 8
3 4 3 2 1 4 1 3 2 11
4 5 3 3 1 4 1 4 2 14
5 6 4 3 2 5 2 5 2-3 17
6 7 5 4 2 5 2 5 2-3 21
7 8 6 4 2 6 2 6 3 26
8 9 6 5 3 6 3 6 3-4 30
9 11 8 6 3 7 3 8 3-4 35
10 12 9 6 4 8 4 9 3-4 39
11 13 9 7 4 8 4 9 4-5 43
12 14 10 7 4 9 4 11 4-5 48
13 16 12 8 5 10 5 12 4-5 52
14 17 12 9 5 10 5 12 5 56
15 18 13 9 6 11 6 13 5-6 61
16 19 14 10 6 11 6 13 6 70
17 21 15 11 7 12 7 14 6-7 78
18 23 17 12 7 13 7 15 6-7 87
19 25 18 13 8 14 8 16 6-7 96
20 27 20 14 9 15 9 18 6-7 105
21 28 21 14 9 16 9 19 6-7 114
22 29 21 15 9 16 9 21 6-7 122
23 30 22 15 10 17 10 22 6-7 131
24 32 24 16 10 18 10 24 6-7 144
25 33 24 17 11 18 11 25 6-7 157
26 34 25 17 11 19 11 26 6-7 170
27 35 26 18 11 19 11 26 6-7 182
28 37 27 19 12 20 12 27 6-7 195
29 38 28 19 12 21 12 28 6-7 207
30 40 30 20 13 22 13 29 6-7 220

Table: Skilled Monster Creation Attributes by CR

CR STR DEX CON INT WIS CHA
1/2 10 12 14 12 10 12
1 10 12 14 12 10 12
2 12 14 14 14 10 14
3 14 14 16 14 12 14
4 18 16 18 14 14 14
5 18 16 20 14 14 14
6 20 18 22 16 16 16
7 20 18 22 16 18 16
8 22 20 22 16 18 16
9 24 20 22 16 20 16
10 24 20 22 16 20 16
11 24 22 24 18 22 18
12 26 22 24 18 24 18
13 26 22 24 18 24 18
14 26 24 24 18 24 18
15 26 24 26 18 24 18
16 26 26 26 20 26 20
17 26 26 26 20 26 20
18 26 26 28 20 26 20
19 26 26 28 20 26 20
20 26 26 28 20 26 20
21 26 26 30 22 28 20
22 26 26 32 22 28 20
23 26 26 32 22 28 20
24 26 26 34 22 30 20
25 26 26 34 22 30 20
26 26 26 36 24 32 20
27 26 28 38 24 34 20
28 26 28 38 24 34 20
29 26 28 38 24 36 20
30 26 28 38 24 36 20

Spellcaster Focus

Monsters with the spellcaster focus gain access to spellcasting, abilities, and cheaper spell-like abilities at the expense of combat capability. Spellcaster monsters generally have lower hit points, attack bonuses, and damage thresholds than other monsters of their CR, but make up for it with unique abilities and spells. The spellcaster focus is sub-divided into spellcaster (arcane) and spellcaster (divine) monsters. All spellcaster focus monsters purchase spell-like abilities at ½ the normal ability point cost. Spellcaster is the only focus that can purchase the spellcasting ability.

Arcane

Monsters of the spellcaster (arcane) focus study the arcane arts or develop natural arcane spellcasting abilities. Spellcaster (arcane) monsters have d6 HD, slow BAB progression, strong Will saves, and 4+ Int modifier per HD skill points. Spellcaster (arcane) monsters must choose to be Intelligence- or Charisma-based casters. You may then choose which of the two abilities is highest for the creature, which may influence spellcasting save DCs and bonus spells if the monster possesses the spellcasting ability. If the monster does not possess the spellcasting ability, Charisma is recommended as the higher ability score.

Spellcaster (arcane) class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Spellcraft (Int), and Use Magic Device (Cha).

Table: Spellcaster (Arcane) Monster Creation Statistics by CR
CR HD BAB Feats Fort Ref Will Natural Armor Recommended Number of Attacks Recommended Damage Threshold
1/2 1 0 1 0 0 2 1 1 3
1 2 1 1 0 0 3 2 1-2 5
2 3 1 2 1 1 3 4 1-2 7
3 4 2 2 1 1 4 4 1-2 9
4 5 2 3 1 1 4 5 1-2 12
5 7 3 4 2 2 5 6 2 15
6 9 4 5 3 3 6 6 2-3 18
7 10 5 5 3 3 7 6 2-3 22
8 12 6 6 4 4 8 7 3 26
9 14 7 7 4 4 9 8 3-4 30
10 15 7 8 5 5 9 8 3-4 33
11 16 8 8 5 5 10 9 4 37
12 17 8 9 5 5 10 10 4 41
13 19 9 10 6 6 11 11 4-5 45
14 20 10 10 6 6 12 12 4-5 48
15 22 11 11 7 7 13 12 5 52
16 24 12 12 8 8 14 12 5-6 60
17 26 13 13 8 8 15 13 6-7 67
18 28 14 14 9 9 16 13 6-7 75
19 30 15 15 10 10 17 14 6-7 82
20 34 17 17 11 11 19 16 6-7 90
21 35 17 18 12 12 20 16 6-7 98
22 36 18 18 12 12 21 18 6-7 105
23 37 18 19 12 12 22 18 6-7 113
24 38 19 19 13 13 23 20 6-7 124
25 39 19 20 13 13 24 20 6-7 135
26 40 20 20 14 14 25 21 6-7 145
27 41 20 21 15 15 26 22 6-7 155
28 42 21 21 15 15 27 22 6-7 165
29 43 21 22 15 15 28 22 6-7 175
30 44 22 22 16 16 29 23 6-7 185

Arcane spellcasters purchase spell-like abilities at 1/2 cost in AP and may take any of the following spellcasting
ability options: alchemist, bard, magus, sorcerer, summoner, witch, or wizard.

Table: Spellcaster (Arcane) Monster Creation Attributes by CR
CR STR DEX CON INT or CHA1 WIS
1/2 10 10 14 12 12 12
1 10 10 14 12 12 12
2 14 10 16 14 12 14
3 14 12 16 14 12 14
4 18 14 18 16 12 16
5 18 14 18 16 12 16
6 18 16 18 16 12 16
7 20 18 18 16 12 16
8 20 18 18 18 12 16
9 20 20 18 18 12 16
10 22 22 20 18 12 18
11 22 22 20 18 14 18
12 24 24 22 18 14 20
13 24 24 22 18 14 20
14 24 24 22 20 14 20
15 24 26 22 20 14 20
16 24 28 22 20 14 20
17 24 28 24 20 14 20
18 24 30 24 22 14 20
19 24 30 24 24 14 20
20 24 30 24 26 14 20
21 24 32 24 26 16 20
22 24 32 26 28 16 20
23 26 34 26 30 16 20
24 26 34 26 32 16 20
25 28 36 28 32 16 20
26 28 36 30 34 18 20
27 30 36 30 36 18 20
28 30 38 30 38 18 20
29 32 40 30 40 18 20
30 32 40 30 42 18 20

1: Choose one spellcasting ability

Divine

Monsters with the spellcaster (divine) focus draw magical power from a divine source, typically faith in a god or gods, nature, or a higher purpose.

Spellcaster (divine) monsters have d8 HD, medium BAB progression, strong Will saves, and 2+ Int modifier per HD skill points. Spellcaster (divine) monsters must choose to be Wisdom- or Charismabased casters. You may then choose which of the two abilities is highest for the creature, which may influence spellcasting save DCs and bonus spells if the monster possesses the spellcasting ability. If the monster does not possess the spellcasting ability, Charisma is recommended as the higher ability score. Spellcaster (divine) class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).

Table: Spellcaster (Divine) Monster Creation Statistics by CR
CR HD BAB Feats Fort Ref Will Natural Armor Recommended Number of Attacks Recommended Damage Threshold
1/2 1 0 1 0 0 2 1 1 3
1 2 1 1 0 0 3 2 1-2 5
2 3 2 2 1 1 3 4 1-2 7
3 4 3 2 1 1 4 4 1-2 9
4 5 3 3 1 1 4 5 1-2 12
5 6 4 3 2 2 5 6 2 15
6 7 5 4 2 2 5 6 2-3 18
7 8 6 4 2 2 6 6 2-3 22
8 9 6 5 3 3 6 7 2-3 26
9 11 8 6 3 3 7 8 2-3 30
10 12 9 6 4 4 8 9 3 33
11 13 9 7 4 4 8 9 3-4 37
12 14 10 7 4 4 9 10 3-4 41
13 16 12 8 5 5 10 11 4-5 45
14 17 12 9 5 5 10 12 4-5 48
15 18 13 9 6 6 11 13 5 52
16 19 14 10 6 6 11 13 5-6 60
17 21 15 11 7 7 12 14 6-7 67
18 23 17 12 7 7 13 15 6-7 75
19 25 18 13 8 8 14 16 6-7 82
20 27 20 14 9 9 15 18 6-7 90
21 29 21 15 9 9 16 18 6-7 98
22 31 22 16 10 10 17 21 6-7 105
23 33 23 17 11 11 18 22 6-7 113
24 35 24 18 11 11 19 23 6-7 124
25 37 25 19 12 12 20 24 6-7 135
26 39 26 20 13 13 21 25 6-7 145
27 41 27 21 13 13 22 25 6-7 155
28 43 28 22 14 14 23 26 6-7 165
29 45 29 23 15 15 24 27 6-7 175
30 47 30 24 15 15 25 27 6-7 185

Divine spellcasters purchase spell-like abilities at 1/2 cost in AP and may take any of the following spellcasting ability options: cleric, druid, inquisitor, oracle, paladin, and ranger.

Table: Spellcaster (Divine) Monster Creation Attributes by CR
CR STR DEX CON INT WIS or CHA1
1/2 10 10 14 10 12 12
1 10 10 14 10 12 12
2 12 10 14 10 14 12
3 14 12 16 10 14 12
4 18 14 16 10 16 12
5 18 14 20 12 16 12
6 20 16 22 12 16 12
7 20 18 22 12 16 12
8 22 18 22 12 18 12
9 24 20 22 12 18 12
10 24 20 22 14 18 12
11 24 22 24 14 18 14
12 24 24 24 14 18 14
13 24 24 24 14 18 14
14 24 24 24 14 20 14
15 24 24 26 16 20 14
16 24 26 26 16 20 14
17 24 26 26 16 20 14
18 24 26 26 16 22 14
19 24 26 28 16 24 14
20 24 26 28 16 26 14
21 24 26 28 18 26 16
22 24 26 28 18 28 16
23 24 26 28 18 30 16
24 24 28 30 18 32 16
25 24 28 30 18 32 16
26 24 28 30 18 34 18
27 24 30 32 20 36 18
28 24 30 32 20 38 18
29 24 30 32 20 40 18
30 24 32 32 20 42 18

1: Choose one spellcasting ability

Weak Focus

Monsters with the weak focus are not adept at combat, and are less powerful in all respects than other monsters of their CR. The weak focus represents monsters that are ordinary or unimpressive examples of the creature type, much in the same way that NPC classes like the warrior are not quite as powerful as PC classes like the fighter. Weak monsters can also be used to represent disposable extras that are less of a threat to PCs. Weak creatures have d6 HD, Slow BAB, no strong saving throws, and 2+ Int modifier per HD skill points.

Weak monsters have no class skills. Weak Monsters represent non-combative examples of a given monster type and are far less capable than the focuses. Experience for Weak Monsters is equal to a creature of their CR -1.

Table: Weak Monster Creation Statistics by CR

CR HD BAB Feats Fort Ref Will Natural Armor Recommended Number of Attacks Recommended Damage Threshold
1 2 1 1 0 0 0 0 1-2 5
2 3 1 2 1 1 1 2 1-2 7
3 4 2 2 1 1 1 2 1-2 9
4 5 2 3 1 1 1 3 1-2 12
5 7 3 4 2 2 2 4 2-3 15
6 9 4 5 3 3 3 4 2-3 18
7 10 5 5 3 3 3 4 2-3 22
8 12 6 6 4 4 4 5 2-3 26
9 14 7 7 4 4 4 6 3-4 30
10 15 7 8 5 5 5 6 3-4 33
11 16 8 8 5 5 5 7 3-4 37
12 17 8 9 5 5 5 8 3-4 41
13 19 9 10 6 6 6 8 3-4 45
14 20 10 10 6 6 6 9 3-4 48
15 22 11 11 7 7 7 9 4-5 52
16 24 12 12 8 8 8 9 4-5 60
17 26 13 13 8 8 8 10 5-6 67
18 28 14 14 9 9 9 10 5-6 75
19 30 15 15 10 10 10 10 6-7 82
20 34 17 17 11 11 11 12 6-7 90

Table: Weak Monster Creation Attributes by CR

CR STR DEX CON INT WIS CHA
1/2 10 10 12 10 10 10
1 10 10 12 10 10 10
2 14 10 14 10 10 10
3 14 10 16 10 10 10
4 18 12 16 10 10 10
5 18 12 16 10 10 10
6 18 12 18 10 10 10
7 20 12 18 10 10 10
8 20 14 18 10 10 10
9 20 14 18 10 10 10
10 22 14 18 10 10 10
11 22 14 20 12 12 12
12 24 16 20 12 12 12
13 24 16 20 12 12 12
14 24 16 20 12 12 12
15 24 16 20 12 12 12
16 24 18 22 12 12 12
17 24 18 22 12 12 12
18 24 18 22 12 12 12
19 24 18 22 12 12 12
20 24 20 22 12 12 12

Step 3: Creature Size

A creature’s size modifies its base statistics and CR. When a creature increases in size, its CR increases, which improves the number of ability points the creature gains during Step 4. When a creature decreases in size, its CR decreases, but it does not lose any of the ability points for a creature of its CR before size modification. The creature’s recommended damage threshold is adjusted to be suitable for its final CR, after adjustments.

A creature’s size grants bonuses or penalties to a creature’s attack, armor class (AC), combat maneuver bonus (CMB), and combat maneuver defense (CMD). Creatures larger than Medium gain penalties to attack, AC, and certain skill checks, but bonuses to CMB and CMD. Creatures smaller than Medium gain bonuses to attack, AC, and certain skill checks, but penalties to CMB and CMD.

Please note: Increases to a creature’s Strength ability score due to increases in size is reduced from the rules presented in the Bestiary in order to more appropriately balance increases in attack/damage with increases in CR. Also, these rules for monster creation assume that while there are limitations on the maximum or minimum CR of a creature of a given size, there are no set minimum or maximums on a creature’s base statistics by size.

Table: Size Changes to Base Stats

Size Natural Armor Size Bonus/Penalty to Attack and AC Recommended Attack Decrease Base CR Increase/Decrease Minimum Final CR Maximum Final CR
Fine –6 +8 –2 2
Diminutive –4 +4 –1 4
Tiny –2 +2 –1 6
Small +0 +1 +0
Large +3 –1 +1 2
Huge +5 –2 –1 +2 4
Gargantuan +9 –4 –1 +3 6
Colossal +14 –8 –2 +4 8

Decreasing a monster’s size does not reduce its AP per CR or maximum AP per CR. Increasing a creature’s
size grants it additional AP per CR and increases its maximum AP per CR.

Table: Size Changes to Base Attributes

Size STR1 DEX CON
Fine –8 +8 –8
Diminutive –6 +6 –6
Tiny –4 +4 –4
Small –2 +2 –2
Large +4 –2 +4
Huge +8 –4 +8
Gargantuan +16 –4 +10
Colossal +24 –4 +12

1: The recommended number of attacks decreases as a monster’s Strength increases. The recommended damage threshold is altered to what is appropriate for a monster with the focus of the increased or decreased CR.

Step 4: Select Creature Type and Subtypes

A monster’s type determines base abilities and what unique creature abilities it has access to. Select a creature type first, and then select any subtypes. A monster may only possess one creature type, but may possess multiple subtypes. Ability points spent during this step count against the total APs available to the creature in Step 6. Some creature types and subtypes grant an impressive suite of abilities. It is possible that some creature types or subtypes cannot be purchased if the creature’s CR is too low and there are insufficient ability points available. However, the total ability point costs of the creature type or subtypes are not limited by the maximum APs that can be spent at a given CR. So, a CR 1 creature could be an outsider with the angel subtype, but only if they have the skilled or spellcaster focus.

Some creature types and subtypes grant a suite of abilities. Note that abilities gained by creature type and subtype are purchased with a discount. Some creature types (animals, constructs, oozes, etc.) have lower or non-existent ability scores. Make any necessary alterations to the monster’s ability scores at this time. Unless otherwise noted, all creature types eat, breathe, sleep, and are proficient in any armor, shields, or weapons they use.

Step 5: Determine Monster’s Base Statistics

After the monster’s size, final CR, and type have been determined, calculate the monster’s base statistics. This includes: hit points, armor class, and saves. Skills, feats, initiative, combat maneuver bonus, and combat maneuver defense can also optionally be determined at this time, but these may later change due to ability and weakness selections.

Step 6: Choose Monster Abilities

Once a monster’s focus, size, base statistics, and type are determined, you can begin to purchase universal and creature type specific abilities. Many abilities include enhancements and flaws that allow you to customize the ability with increases or decreases to cost. The minimum cost for any ability (regardless of flaws) is 1 AP.

The monster’s CR (modified by size as described above) and focus determines how many ability points are available to spend. Monsters with a combat or weak focus have less ability points to spend than a monster with the skilled or spellcasting focus. A CR ½ monster gains ability points as a CR 1 monster.

A monster’s CR also determines the maximum AP that can be spent on any single ability. If a monster purchases an ability multiple times (for example, two different breath weapons), these purchases are calculated independently of each other, and are not additive towards the maximum AP per single ability. A monster does not need to spend all ability points during creation, but may not spend more than the APs it has available.

If an ability you wish to purchase is too powerful for the CR you have selected, you can consider increasing the monster’s CR or adding flaws to the ability to reduce the cost. If you do not have sufficient ability points to purchase all the abilities you would like for your creature, consider increasing the creature’s CR or taking weaknesses to gain bonus ability points. Universal abilities are available to any monster, regardless of creature type. Creature type specific abilities are generally recommended for monsters that possess a certain creature type or subtype.

After you have purchased all abilities and weaknesses, recalculate any necessary base statistics and finalize the creature’s skills, feats, initiative, CMB, CMD, and other base statistics, if you have not done so already.

Table: Ability Points (AP) and Limits by CR

Monster Combat or Weak Focus Skilled or Spellcasting Focus Maximum AP Spent per Ability
1 5 8 3
2 8 10 4
3 10 15 5
4 12 20 5
5 15 30 6
6 15 35 6
7 15 40 7
8 15 40 7
9 20 50 8
10 20 50 8
11 20 50 9
12 25 65 9
13 35 80 10
14 35 90 10
15 35 90 11
16 35 100 11
17 40 105 12
18 45 110 13
19 45 115 13
20 50 120 14
21 55 125 14
22 60 130 15
23 65 135 15
24 70 140 16
25 75 145 16
26 80 150 17
27 85 155 17
28 90 160 18
29 95 165 18
30 100 170 19
31 105 175 19
32 110 180 20
33 115 185 20
34 120 190 20

Step 7: Calculate Monster Attack and Damage

A monster’s damage output varies widely depending on the nature of the attacks, the monster’s size, the number of attacks, feats, and abilities. Under each focus per CR are a recommended number of attacks that a monster of the given CR and focus could possess, as well as an upper limit on the amount of damage that the monster should deal during a full attack action.

The recommended number of attacks is a suggestion based off the creature’s Strength and damage averages for a monster of the given size. These values should be considered suggestions to help guide instead of hard rules. It is important to note (especially for the spellcaster focus) that the monster may possess spells or abilities that exceed the maximum damage threshold for attack damage.

Calculate what average damage your monster is expected to deal during a full attack action. Keep in mind that some feats and abilities may affect the effective damage the monster is expected to deal in a round (for example, Constitution damage or the Power Attack feat). You should take these abilities into account when determining the monster’s expected average damage output per round. If it is significantly above the recommended damage threshold for a monster of its focus and CR, it is suggested that you modify its attacks, number of attacks, or other abilities so that the average value is closer to the threshold.

Step 8: Experience and Treasure

A monster should have an amount of treasure appropriate to its CR. See Table: XP and GP Values by CR for a list of treasure totals based on CR. For some monsters, their treasure consists of loot from their recent meals strewn across their lairs, while for others it consists of a greed-fueled hoard or even gear it uses in combat. It should be noted in the monster’s entry if they commonly possess more, or less, treasure than normal for a monster of their CR (none, incidental, standard, double, or triple). Adding magical gear to a monster does not cost ability points, but should be factored into the monster’s treasure. Be sure to account for any weapons or armor that the monster uses in combat.

Table: XP and GP Values by CR

CR XP Slow GP Medium GP Fast GP
1/8 50 XP 20 gp 35 gp 50 gp
1/6 65 XP 30 gp 45 gp 65 gp
1/4 100 XP 40 gp 65 gp 100 gp
1/3 135 XP 55 gp 85 gp 135 gp
1/2 200 XP 85 gp 130 gp 200 gp
1 400 XP 170 gp 260 gp 400 gp
2 600 XP 350 gp 550 gp 800 gp
3 800 XP 550 gp 800 gp 1,200 gp
4 1,200 XP 750 gp 1,150 gp 1,700 gp
5 1,600 XP 1,000 gp 1,550 gp 2,300 gp
6 2,400 XP 1,350 gp 2,000 gp 3,000 gp
7 3,200 XP 1,750 gp 2,600 gp 3,900 gp
8 4,800 XP 2,200 gp 3,350 gp 5,000 gp
9 6,400 XP 2,850 gp 4,250 gp 6,400 gp
10 9,600 XP 3,650 gp 5,450 gp 8,200 gp
11 12,800 XP 4,650 gp 7,000 gp 10,500 gp
12 19,200 XP 6,000 gp 9,000 gp 13,500 gp
13 25,600 XP 7,750 gp 11,600 gp 17,500 gp
14 38,400 XP 10,000 gp 15,000 gp 22,000 gp
15 51,200 XP 13,000 gp 19,500 gp 29,000 gp
16 76,800 XP 16,500 gp 25,000 gp 38,000 gp
17 102,400 XP 22,000 gp 32,000 gp 48,000 gp
18 153,600 XP 28,000 gp 41,000 gp 62,000 gp
19 204,800 XP 35,000 gp 53,000 gp 79,000 gp
20 307,200 XP 44,000 gp 67,000 gp 100,000 gp
21 409,600 XP 56,000 gp 84,000 gp 126,000 gp
22 615,000 XP 70,000 gp 105,000 gp 158,000 gp
23 820,000 XP 88,000 gp 132,000 gp 198,000 gp
24 1,230,000 XP 110,000 gp 165,000 gp 248,000 gp
25 1,640,000 XP 138,000 gp 208,000 gp 312,000 gp

Step 9: Details

Now that you have all the monster’s statistics sorted out, it’s time to fill in the details — such as name, alignment, space, environment, and ecology. Additionally, the creature gains a number of appropriate languages equal to 1 + its Intelligence modifier. Half of the monster’s ability scores should be made odd and half even, with a preference towards even in the case of creatures with an odd number of ability scores. For example, an undead with no Constitution score would have three even ability scores and two odd ability scores. An incorporeal undead with no Strength or Constitution score would have two even ability scores and two odd ability scores.


Talented Monster Abilities

Creature Type

A monster’s creature type determines what base abilities it gains, what subtypes are available, and what unique abilities it may purchase. Note that ability points spent towards determining creature type are not subject to the normal limitations on maximum AP per ability (for example, a CR 1 monster could be a construct even though it could not normally spend 4 AP on a single ability).

Some of the abilities a monster gains do not conform to the normal ability point costs if purchased separately. Likewise, there are some creature types that accept flaws that make them somewhat inferior to other similar creature types (such as animals versus magical beasts). A monster may spend additional APs to improve the base abilities of its creature type using enhancements.

A creature may not truly have more than one type, but it may count as more than one type for the purposes of spells and abilities for no additional cost. The creature does not count as a creature of both types for the purposes of purchasing unique creature type abilities, but is likely to have abilities from each creature type (see unique creature abilities for details). Any creature type traits and abilities must then be purchased separately.

Aberration (0 AP)

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations gain darkvision 60 feet, and access to unique aberration abilities.

Animal (0 AP)

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, and access to unique animal abilities.

  • Low-light vision.
  • An animal has a maximum Intelligence score of 2. The animal does not receive any bonus points for this reduction in Intelligence.

Construct (4 AP)

A construct is an animated object or artificially created creature. A construct has the following features, and access to unique construct abilities.

  • 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).
  • Most constructs are mindless (Intelligence score of —, Wisdom 11, and Charisma 1), but capable of robotically obeying the commands of their creator. A construct that possesses an Intelligence score (and other normal ability scores for its CR) does not automatically lose their natural immunity to mind-affecting effects, but costs an additional +4 AP (8 AP total).
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Darkvision 60 feet and low-light vision.
  • Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
  • Cannot heal damage on its own, but can be repaired using the Craft Construct feat. Constructs can be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to ability damage, 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.
  • Constructs do not breathe, eat, or sleep.
  • A construct is hard to destroy and gains bonus hit points based on its final CR and size, as shown on the following tables. Constructs of Tiny or smaller size do not gain bonus hit points, and constructs with a CR of 2 or less do not gain bonus hit points based on size. Note that a construct gaining bonus hit points per CR is an alteration from the base monster creation rules detailed in the Bestiary, and purposed with bringing a construct creature’s total HPs more in line with equivalent creatures of the same CR. Constructs of CR 20+ receive bonus hit points for a CR 20 construct.
Construct Size Bonus Hit Points
Fine
Diminutive
Tiny
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
Construct CR Bonus Hit Points
½ 2
1 4
2 8
3 10
4 20
5 25
6 35
7 40
8 50
9 60
10 65
11 70
12 80
13 100
14 110
15 125
16 135
17 150
18 185
19 200
20 or higher 230

Dragon (1 AP)

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon has the following features, and access to unique dragon abilities.

  • Darkvision 60 feet and low-light vision.
  • Immunity to magic sleep effects and paralysis effects.

Fey (0 AP)

A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey gain low-light vision, and access to unique fey abilities.

Humanoid (0 AP)

A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Many 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. Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids gain access to unique humanoid abilities.

Magical Beast (0 AP)

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). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features, and access to unique animal or magical beast abilities.

  • Darkvision 60 feet and low-light vision.

Monstrous Humanoid (0 AP)

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. Monstrous humanoids gain darkvision 60 feet, and access to some unique humanoid and monstrous humanoid abilities.

Ooze (2 AP)

An ooze is an amorphous or mutable creature, usually mindless. An ooze has the following features, and access to unique ooze abilities.

  • No Intelligence score, Charisma and Wisdom 1, and immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). You may give an ooze an Intelligence score (and all appropriate mental ability scores for CR and focus) at no additional cost, but it then loses immunity to mind-affecting effects.
  • Many oozes possess a Dexterity score of 1, but their Dexterity is not automatically reduced. You may reduce the ooze’s Dexterity score by taking the ability score reduction weakness (gaining 1 AP for every 4 points of Dexterity lost).
  • An ooze’s base natural armor bonus is reduced to 0. An ooze can gain natural armor appropriate for its focus, CR, and size for an additional +1 AP.
  • Blind (but gain blindsight 30 feet), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. An ooze can gain sight as normal for no additional cost, but loses blindsight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Oozes do not sleep.

Outsider (0 AP)

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, and access to unique outsider abilities.

  • Darkvision 60 feet
  • 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.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

Plant (2 AP)

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. A plant has the following features, and access to unique plant abilities.

  • 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.
  • Plants do not sleep.

Undead (5 AP)

Undead are once-living creatures animated by spiritual or supernatural forces. An undead has the following features, and access to unique undead abilities.

  • 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 save DC). When creating an undead, you may use the monster’s final Charisma score or final Constitution score (based on CR, focus, and size) as the monster’s Charisma, whichever you prefer.
  • 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.
  • Undead do not breathe, eat, or sleep.

Vermin (0 AP)

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. Vermin have the following features, and access to unique vermin abilities.

  • Mindless: No Intelligence score, Charisma 1, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). You may give vermin an Intelligence score (and all appropriate mental ability scores for CR and focus) at no additional cost, but it then loses immunity to mind-affecting effects. A vermin-like creature with an Intelligence score may be more appropriate as an animal or magical beast, depending on its other abilities.
  • Darkvision 60 feet.

Creature Subtypes

A monster’s subtype(s) also determine what base abilities it gains and has some influence on unique abilities it may later purchase. Note that ability points spent towards determining a monster’s subtype(s) are not subject to the normal limitations on maximum AP per ability (for example, a CR 1 monster could be an outsider with the devil subtype even though it could not normally spend 5 AP on a single ability).

Some of the abilities a monster gains do not conform to the normal ability point costs if purchased separately. A monster may spend additional APs to improve the base abilities of its subtype with enhancements at the normal cost, and some subtypes provide bonus AP for the purchasing of specific abilities. A monster may purchase any number of appropriate subtypes.

Air Subtype (1 AP)

Prerequisites: none; This subtype is usually used for outsiders with a connection to the Elemental Plane of Air. Benefit: Creatures with the air subtype gain a fly speed equal to their base speed and perfect maneuverability. Air creatures treat Fly as a class skill.

Angel Subtype (8 AP)

Prerequisite: outsider (good); Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes. Benefit:

  • 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).
  • 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 (1 AP)

Prerequisite none; Benefit: An aquatic creature gains a swim speed equal to its base speed and can move in water without making Swim skill 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 (5 AP)

Prerequisite: outsider (good, lawful); Archons are a race of celestials, or good outsiders, native to lawful goodaligned outer planes. Benefit:

  • 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 (DC 12 + ½ the archon’s HD + archon’s Cha modifier) to resist its effects. 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 (0 AP)

Prerequisite: none; 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. Benefit: none

Azata Subtype (4 AP)

Prerequisite: outsider (chaotic, good); Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. Benefit:

  • 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.

Chaotic Subtype (0 AP)

Prerequisite: none; This subtype is usually applied to outsiders native to the chaotically aligned outer planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Benefit: 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 are chaotically aligned.

Cold Subtype (0 AP)

Prerequisite: none; A creature with the cold subtype has immunity to cold and vulnerability to fire.

Daemon Subtype (5 AP)

Prerequisite: outsider (evil); Daemons are neutral evil outsiders that eat souls and thrive on disaster and ruin. Benefit:

  • Immunity to acid, death effects, disease, and poison.
  • Resistance to cold 10, electricity 10, and fire 10.
  • Telepathy 100 feet.
  • Except where otherwise noted, daemons speak Abyssal, Draconic, and Infernal.

Dark Folk Subtype (0 AP)

Prerequisite: humanoid; Dark folk are reclusive subterranean humanoids with an aversion to light. Benefit: none.

Demon Subtype (5 AP)

Prerequisite: outsider (chaotic, evil); Demons are chaotic evil outsiders that call the Abyss their home. Benefit:

  • Immunity to electricity and poison.
  • Resistance to acid 10, cold 10, and fire 10.
  • Telepathy 100 feet.
  • Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.

Derro Subtype (0 AP)

Prerequisite: humanoid or fey; This subtype is applied to derro and creatures related to derro. Benefit: Creatures with the derro subtype gain the following abilities:

  • Darkvision 60 ft.
  • Madness (Ex) See humanoid abilities.
  • Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Devil Subtype (5 AP)

Prerequisite: outsider (evil, lawful); Devils are lawful evil outsiders that hail from the plane of Hell. Benefit:

  • Immunity to fire and poison.
  • Resistance to acid 10 and cold 10.
  • See in Darkness (Su) Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
  • Telepathy 100 feet.
  • Except when otherwise noted, devils speak Celestial, Draconic, and Infernal.

Dwarf Subtype (0 AP)

Prerequisite: humanoid; This subtype is applied to dwarves and creatures related to dwarves. Benefit: Creatures with the dwarf subtype have darkvision 60 feet.

Earth Subtype (0 AP)

Prerequisite: none; This subtype is usually used for creatures with a connection to the Elemental Plane of Earth.

Elemental Subtype (3 AP)

Prerequisite: outsider (air, earth, fire, or water); An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. Benefit:

  • 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 weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Elementals do not breathe, eat, or sleep.

Elf Subtype (0 AP)

Prerequisite: humanoid; This subtype is applied to elves and creatures related to elves. Creatures with the elf subtype have low-light vision.

Evil Subtype (0 AP)

Prerequisite: none; 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 weapons and any weapons it wields are evil-aligned.

Extraplanar Subtype (0 AP)

Prerequisite: none; 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). 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 (0 AP)

Prerequisite: none; Benefit: A creature with the fire subtype has immunity to fire and vulnerability to cold.

Giant Subtype (0 AP)

Prerequisite: humanoid, Large size or larger; A giant is a humanoid creature of great strength and size. Giants have low-light vision, and treat Intimidate and Perception as class skills.

Gnome Subtype (0 AP)

Prerequisite: humanoid; This subtype is applied to gnomes and creatures related to gnomes. Creatures with the gnome subtype have low-light vision.

Goblinoid Subtype (0 AP)

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

Good Subtype (0 AP)

Prerequisite: none; 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 weapons and any weapons it wields are good-aligned.

Halfling Subtype (0 AP)

Prerequisite: humanoid; This subtype is applied to halflings and creatures related to halflings.

Human Subtype (0 AP)

Prerequisite: humanoid; This subtype is applied to humans and creatures related to humans.

Hydra Subtype (EX, 5 AP)

Prerequisites: magical beast; A hydra can be killed by severing all its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.

  • Regenerate Head (Ex): When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire.
  • Fast Healing (Ex): Hydras possess the fast healing ability with a number of hit points healed each round equal to the number of heads the hydra possesses (minimum 5).

Incorporeal Subtype (5 AP)

Prerequisite: none; 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. The creature gains the incorporeal special ability.

Kyton Subtype (3 AP)

Prerequisite: outsider (evil, lawful); 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.
  • Immunity to cold.
  • Unnerving Gaze (Su) All kytons have a gaze attack that manipulates the perceptions of those who look upon them. This acts as the gaze attack special ability. The exact effects caused by a particular kyton’s unnerving gaze depend on the type of kyton, and so they receive a bonus 1 AP to spend on the gaze attack.

Lawful Subtype (0 AP)

Prerequisite: none; This subtype is usually applied to outsiders native to the lawfully aligned outer planes. Most creatures with 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 are lawfully aligned.

Native Subtype (0 AP)

Prerequisite: outsider; 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 (5 AP)

Prerequisite: undead; 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 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 thiscondition are doubled when the nightshade is in natural sunlight.

Oni Subtype (0 AP)

Prerequisite: outsider (native, shapechanger); 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.
  • Humanoid Shape: As evil spirits clad in humanoid flesh, all oni count as possessing the humanoid subtype for the purposes of prerequisites and unique abilities.

Orc Subtype (0 AP)

Prerequisite: humanoid; 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).

Rakshasa (4 AP)

Prerequisite: outsider (native, shapechanger); 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.

  • Darkvision 60 feet.
  • Change Shape (Su) All rakshasas have the ability to change shape into any humanoid, as if using alter self. This supersedes the shapechanger bonus AP for the change shape universal ability.
  • 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 gain DR 2/good and piercing. 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.

Ratfolk Subtype (0 AP)

Prerequisite: humanoid; This subtype is applied to the humanoid rodents called ratfolk and creatures related to ratfolk. Ratfolk gain darkvision 60 feet.

Reptilian Subtype (0 AP)

Prerequisite: humanoid; 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 (0 AP):

Prerequisite: none; A shapechanger has the supernatural ability to assume one or more alternate forms, and gains 1 AP to spend on change shape or similar abilities. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes has the shapechanger subtype.

Swarm Subtype (2 AP)

Prerequisite: none; 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 Tiny swarm has a maximum Strength score of 2-3, and a Diminutive or Fine swarm has a maximum Strength score of 1. When making a swarm using the Talented Bestiary rules, do not alter the creature’s base stats to represent creatures of the individual swarm creature’s size, and simply use the statistics for a Medium-sized creature. The swarm gains the size bonus to AC for a creature of the given size, but loses any natural armor bonuses to AC.

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 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.

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 entry, 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.

Water Subtype (0 AP)

Prerequisite: outsider; This subtype is usually used for outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype gain a swim speed equal to ½ its base speed 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.

Universal Monster Abilities

Universal monster abilities are abilities that can be purchased by any creature, regardless of type or subtype. Each ability has associated benefits and some have prerequisites. A monster is limited on the maximum ability points that can be spent per ability by CR and a monster’s total ability points available to spend are dictated by the monster’s focus and CR.

Many base abilities can be modified by adding enhancements or flaws. Enhancements cost additional ability points, while flaws reduce the cost of the ability. Flaws cannot reduce the cost of an ability below 1 AP. For any given ability there may be a desired modification that is not reflected by the specific enhancements and flaws presented. In general, a minor benefit should cost an additional +1 AP, a moderate benefit should cost an additional +2-3 AP, and a major benefit should cost an additional +4 AP or more. Likewise, a minor flaw should earn a bonus 1 AP, a moderate flaw should earn 2 AP, and a major flaw should earn 3 or more AP towards purchasing the specific ability.

Creating New Abilities

While the Talented Bestiary contains a great many options for the creation of unique monsters, a GM may have an idea for an ability that is not reflected herein, or else is drawn from a product beyond the Pathfinder Roleplaying Game: Bestiary. When creating a new ability from scratch, the easiest way to go about it is to compare the ability’s approximate power level to an equivalent spell level. Then, the ability point cost can be compared to the spell-like ability universal monster ability to create an appropriate cost.

If attempting to convert an existing monster’s abilities into ability points, first note the monster’s challenge rating. Reference the maximum ability points for a monster of that CR, and in general that should be a good starting estimate for the cost of the ability. From there, the GM might be able to increase or reduce the ability’s cost by adding evident enhancements and flaws as demonstrated within this section.

Details

The powers detailed in the following chapters make assumptions, and these assumptions might not always be correct for your creature. You should feel free to alter minor cosmetic details of ability wording or thematic elements, so long as you don’t significantly alter the scope or utility of the power. Maybe your creature has an extraordinary power that usually is supernatural or even spell-like ability. Perhaps you want a plant that can “create spawn” that are plant creatures instead of undead. Maybe instead of constricting for bludgeoning damage, you want your monster to impale grappled creatures. All of these are relatively minor details, and tweaks of this nature don’t cost anything.

Save Difficulty Class

Saving throw difficulty classes (DCs) for any given ability vary widely depending on the monster. Most saving throw DCs are controlled by the monster’s Hit Dice and either Constitution or Charisma. A monster with a higher Charisma score (like an undead or sorcerer-style spellcaster) is going to have higher saving throw DCs with Charisma-based abilities. A monster with a higher Constitution (such as monsters with increased size) are going to have higher saving throw DCs with Constitution-based abilities.

The following table includes the recommended average difficulty class for either secondary or primary monster abilities (spells, spell-like abilities, and special abilities). A primary ability is an ability that the creature relies on in combat. A secondary ability is an ability that the creature does not rely on in combat.

If the monster you are creating has primary ability save DCs within +/– 2 of the recommended save DC, then there are likely no issues. If the save DC is less than the recommended value by 3-4 or more, consider using the racial save DC ability or Ability Focus feat to increase the save DC. However, a lower save DC might be appropriate for especially potent abilities, abilities that activate as free actions, or abilities that affect entire groups of PCs at once. This might be of particular importance when creating monsters (like constructs) that lack the ability score the save DC is set by.

If the save DC is greater than the recommended value by 3-4 or more, carefully consider the impact the power might have on player characters. If the power causes significant damage, renders PCs helpless for multiple rounds, or potentially affects all the PCs at once, it is probably too powerful. However, if the ability takes longer than a standard action, can’t be used every round, requires an attack roll, only impacts a single PC per round, or can be counteracted by easily accessible spells or equipment, it might still be acceptable. You can also consider lessening the impact or potency of high save DC abilities by assigning flaws or reducing enhancements.

Any monster’s abilities might be an acceptable challenge for your specific party, but that should be evaluated on a case-by-case basis. For example, if you find that the Fortitude save DC for a monster’s poison is high for its CR, then it would probably be better for the poison to do Wisdom damage instead of Constitution damage. However, if you are running a game where everybody is a dwarven fighter, cleric, or magus, then a high save DC Constitution poison might be fine.

Naming Conventions

The names of abilities in the following section follow a standard template consistent with the Bestiary, but it is quite possible that final abilities produced require new names. Certainly, when designing a new power, it is more interesting to give it a snappy name like “deadly joke” than to just say the monster can power word kill 1/day. Likewise, when using the burn ability to deal sonic damage, it might deserve a name change to “screech.” This is left to the discretion of the GM producing the monster, but the majority of monsters produced within the Talented Bestiary try to retain the original naming conventions of the ability for clarity and consistency.

Table: Recommended Save DCs

CR Primary Ability DC Secondary Ability DC
½ 11 8
1 12 9
2 13 9
3 14 10
4 15 10
5 15 11
6 16 11
7 17 12
8 18 12
9 18 13
10 19 13
11 20 14
12 21 15
13 21 15
14 22 16
15 23 16
16 24 17
17 24 18
18 25 18
19 26 19
20 27 20
21 27 20
22 28 21
23 29 22
24 30 23
25 30 24
26 31 25
27 32 26
28 33 27
29 34 28
30 35 29

Table: Universal Monster Abilities

Ability Base Cost (AP) Prerequisites Benefits
Ability Damage 1 none Attack or ability that reduces a target’s ability score.
All-Around Vision 1 none Become immune to flanking.
Amorphous 2 none Become immune to critical hits and sneak attack.
Amphibious 0 aquatic subtype Survive indefinitely on land.
Attach 2 none Automatically grapple struck foe without counting as being grappled.
Bleed 2 none Cause bleeding wounds with attacks.
Blindsense 1 none Sense location of concealed or invisible creatures.
Blindsight 2 none Pinpoint creatures and ignore concealment or invisibility.
Blood Drain 2 none Deal Constitution damage during grapples.
Blood Rage 1 none Gain bonuses and penalties in combat from rage.
Bonus Feat 2 none Gain one bonus feat.
Breath Weapon 1 none Deal elemental damage over an area.
Burn 3 none All attacks add 1d6 acid, cold, electricity, or fire damage.
Burrow Speed 1 none Gain a burrow speed.
Camouflage 3 none The creature can always hide in natural terrain.
Capsize 3 Huge size or larger Capsize ships with ramming attacks.
Change Shape 1 none Alter appearance but not statistics.
Class Ability varies none Gain class equivalent abilities.
Climb Speed 1 none Gain a climb speed.
Compression 0 none Squeeze into small spaces easier.
Constrict 1 grab Deal damage when grappling.
Crush 5 Huge size or larger Use bulk to pin and harm smaller creatures.
Curse 1 none Inflict penalties on targets.
Damage Reduction 1 none Ignore damage that isn’t from certain sources.
Darkvision 1 none See in the dark.
Death Throes 2 none Explode when killed.
Disease 1 none Infect creatures with a disease.
Distraction 2 none Nauseate damaged creatures.
Earth Glide 2 earth subtype, burrow speed Burrow through stone, but not metal.
Energy Drain 2 none
Engulf 2 none Automatically pin creatures that are moved over.
Entrap 2 none Entangle or render foes helpless.
Evasion 4 none Evade area effects completely with successful Reflex save.
Fast Healing 1 none Regain lost hit points.
Fear 1 none Affect targets with fear spell effect.
Ferocity 2 none Continue fighting until dead.
Flight 1 none Gain a fly speed.
Freeze 1 none Feign being an inanimate object.
Frightful Presence 2 none Give creatures the shaken condition.
Gaze varies none Affect onlookers with various effects.
Grab 1 none Automatically attempt grapple with successful attack.
Hatred 1 none Gain attack bonuses against hated creature subtypes.
Hold Breath 0 none Hold breath for extended duration.
Immunity 5 none Gain immunity to one source.
Improved Ability Score 2 none Increase base ability scores.
Improved Tracking 1 none Ignore Survival check penalties for moving.
Incorporeal 0 incorporeal subtype Gain immunity or resistance to most types of damage, but have greater difficulty interacting with physical reality.
Jet 1 swim speed Rapidly move through the water as a full-round action.
Lifesense 2 none Blindsight for living creatures.
Low-Light Vision 1 none See twice as far with available light.
Multiweapon Mastery 1 none Never take penalties on attack rolls with multiple weapons.
Natural Attacks 0 none Gain a natural attack.
Natural Invisibility 5 none Creature always counts as being affected by greater invisibility.
Negative Energy Affinity 0 none Affected by negative and positive energy as an undead creature.
Paralysis 4 none Give creatures the paralyzed condition.
Poison 2 none Deal ability score damage with a poison.
Pounce 4 none Make a full attack with a charge.
Powerful Charge 1 none Deal extra damage on a charge.
Pull 1 none Pull creatures closer.
Push 1 none Push creatures further away.
Quadruped 0 none Possess 4 (or more) legs.
Racial Save DC 1 none Increase an ability saving throw difficulty check.
Racial Skill Modifier 1 none Gain racial skill bonuses.
Rake 3 quadruped Gain extra natural attacks against grappled opponents.
Reach 2 none Gain additional reach with one attack type.
Regeneration 3 none Regain lost hit points or regrow limbs.
Rend 5 two or more natural attacks Deal extra damage when hitting with two or more natural attacks in a round.
Resistance 1 none Gain resistance to energy damage.
Rock Catching 1 Large size or larger, rock throwing Catch up to Large-sized projectiles.
Rock Throwing 3 Large size or larger Throw projectiles for slam damage.
Scent 1 none Detect enemies or track using smell.
Serpentine 1 none Gain immunity to trip attacks.
Sound Mimicry 1 none Perfectly imitate sounds or voices.
Speed 0 none Improve base speed.
Spell-like Abilities varies none Gain abilities that mimic spells.
Spellcasting varies Spellcaster Focus Gain spells like various spellcasting classes.
Spell Resistance 3 none Gain resistance to spells and spell-like abilities.
Split 7 none Turn into identical copies when exposed to certain types of damage.
Stench 3 none Cause creatures to become sickened.
Strangle 1 none Prevent grappled opponents from speaking.
Stun 5 none Deliver powerful stunning blows.
Swallow Whole 2 grab Eat a grappled creature.
Swim Speed 1 none Gain a swim speed.
Telepathy 1 none Communicate with thought.
Terrain Stride 1 none Ignore difficult terrain.
Timeless 2 none Do not age, and lose need for sleep, eating, and drinking.
Trample 1 none Crush creatures under foot.
Traps 0 none Learn how to create traps.
Tremorsense 1 none Sense creatures in contact with the ground or water.
Trip 1 none Trip opponents as a free action.
Uncanny Dodge 2 none Ignore flat-footed penalties.
Unnatural Aura 1 none Force animals to remain distant or panic.
Water Breathing 0 none Breathe underwater.
Weapon Mastery 1 none Treat weapon as a light weapon for two-weapon fighting.
Web 1 none Entangle creatures in webbing.
Whirlwind 3 none Turn into a miniature tornado.
Wild Empathy 2 none Calm and command animals.

Ability Damage (EX Or SU, 1 AP)

Prerequisite: none; Benefit: Select one attack type or ability (such as a breath weapon or gaze) to cause ability damage, reducing the designated ability score by the listed amount. Ability damage can be healed naturally. The base ability deals 1d4 ability damage to any non-Constitution ability score chosen when the ability is taken. The creature must make a melee attack to deal the ability damage. The victim is allowed a Fortitude saving throw with a DC equal to 10 + ½ the creature’s HD + creature’s Con modifier. If the ability damage is tied to a separate ability that allows a save to negate or for partial effect, then the creature only makes a single save based on the parent ability, and on a successful save the ability damage is negated.

Ability damage must be purchased separately for each attack type or ability that delivers the damage. Some abilities (such as disease or poison) deal ability damage, and are handled differently. Ability damage dealt by creatures with the undead type is usually a negative energy effect.

Enhancements

  • The damage increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, or 2d8 for +5 AP.
  • The attack or special ability deals ability drain instead of damage for an additional +4 AP. Ability drain is permanent and can only be restored through magic.
  • The ability damage affects Constitution instead of any other ability score for an additional +1 AP.
  • The ability damage affects two ability scores instead of one for an additional +2 AP.
  • The attack that delivers the ability damage is a touch attack for an additional +1 AP.
  • The ability damage does not allow a save for an additional +2 AP.
  • Creatures die if inflicted ability damage equals or exceeds their ability score (for non-Constitution ability damage) for an additional +1 AP.

Flaws

  • The ability damage is decreased to 1d3 (1 AP) or 1 (2 AP).
  • A successful save negates the ability damage (1 AP).
  • The creature can only deal ability damage under certain restricted conditions (1 AP).
  • On a successful save, the target is immune to further ability damage from this ability for 24 hours. The ability damage must offer a save (1 AP).

Format: 1d4 Str drain; Location: Special Attacks or individual attacks

All-Around Vision (EX, 1 AP)

Prerequisite: none; Benefit: The creature sees in all directions at once. It cannot be flanked.

Format: all-around vision; Location: Defensive Abilities.

Amorphous (EX, 2 AP)

Prerequisite: none; Benefit: The creature’s body is malleable and shapeless. It is immune to precision damage (like sneak attacks) and critical hits.

Format: amorphous; Location: Defensive Abilities.

Amphibious (EX, 0 AP)

Prerequisite: aquatic subtype; Benefit: Creatures with this special quality can survive indefinitely on land.

Format: amphibious; Location: SQ.

Attach (EX, 2 AP)

Prerequisite: natural attack; Benefit: Select one natural attack type. The creature automatically latches onto its target when it successfully hits with the natural attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attachment with a successful grapple or Escape Artist check. The AP cost is paid separately for each natural attack the ability can be applied to.

Enhancements

  • The creature gains a +2 racial bonus to maintain a grapple initiated with the attach ability for each additional +1 AP spent.

Format: attach; Location: individual attacks.

Bleed (EX, 2 AP)

Prerequisite: none; Benefit: Select one type of attack, which may be a natural or weapon attack. The creature with this ability causes wounds with the selected attack type that continue to bleed, inflicting additional damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The base damage for bleed is 1d4 per round.

Enhancements

  • The bleed damage is increased to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, or 2d8 for +5 AP.
  • The bleed damage is more difficult to stop than normal, raising the Heal check DC to 20 for an additional +1 AP or 25 for +2 AP. The bleed damage can only be stopped by using magical healing for an additional +4 AP.
  • While the creature is suffering bleed damage, any attempt to magically heal the creature must succeed on a caster level check (DC 11 + creature’s CR) or the spell does not function for an additional +4 AP.

Flaws

  • The bleed damage is decreased to 2 (1 AP) or 1 (2 AP).

Format: bleed (2d6); Location: Special Attacks and individual attacks.

Blindsense (EX, 1 AP)

Prerequisite: none; Benefit: Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see up to a range of 30 feet. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Enhancements

  • The range of the creature’s blindsense is increased to 40 feet for an additional +1 AP, 60 feet for +2 AP, 120 feet for +3 AP, or 300 feet for +4 AP.

Format: blindsense 60 ft.; Location: Senses.

Blindsight (EX, 2 AP)

Prerequisite: none; Benefit: This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object up to a range of 30 feet. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability.

Enhancements

  • The range of the creature’s blindsight is increased by 30 feet for each additional +1 AP spent.

Flaws

  • The creature’s blindsight must be triggered as a free action and it only gains the benefits of blindsight during its turn (1 AP).

Format: blindsight 60 ft.; Location: Senses.

Blood Drain (EX, 2 AP)

Prerequisite: none; Benefit: The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage. The base damage is 1d4 Constitution and the creature receives no save to resist.

Enhancements

  • The damage is increased to 1d6 for an additional +2 AP, 1d8 for +4 AP, 2d4 for +6 AP, 2d6 for +8 AP, or 2d8 for +10 AP.
  • The creature heals 5 hit points per point of Constitution damaged for an additional +2 AP, but cannot gain hit points in excess of the creature’s maximum. Hit points gained in excess of the creature’s maximum become temporary hit points that last for 1 hour for +1 AP (+3 AP total).

Flaws

  • The ability damage is decreased to 1d3 (1 AP).
  • The ability damage is decreased to 1 (2 AP).

Format: blood drain (1d2 Constitution); Location: Special Attacks.

Blood Rage (EX, 1 AP)

Prerequisite: none; Benefit: When the creature takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2 Constitution and +2 Strength, but takes a –2 penalty to its AC. The rage lasts for duration of the battle or 1 minute, whichever is shorter. It cannot end its rage voluntarily. While in blood rage, the creature cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

Enhancements

  • The creature gains +4 Constitution and +4 Strength for an additional +2 AP.
  • The creature does not need to be damaged and can enter blood rage as a free action for an additional +2 AP.
  • The creature can end blood rage as a free action for an additional +1 AP.

Flaws

  • The creature is fatigued for 1 minute after blood rage ends and cannot enter blood rage when fatigued or exhausted (1 AP).

Format: blood rage (+4 Strength and Constitution, free action); Location: Special Attacks.

Bonus Feat (EX, 2 AP)

Prerequisite: none; Benefit: The creature gains a feat as a bonus feat, but it must meet all prerequisites for the feat. This ability may be taken multiple times, and the cost does not stack to determine the maximum AP points a creature may spend per CR.

Enhancements

  • The creature gains a bonus feat and does not have to meet all prerequisites for the feat for an additional +2 AP.

Breath Weapon (SU, 1 AP)

Prerequisite: none; Benefit: Some creatures can exhale a cone, line, cloud of energy, or other magical effects. A base breath weapon deals 2d6 acid, cold, electricity, or fire damage in a 30-foot line, 15-foot cone, or 10- foot cube cloud (chosen when the ability is taken). Breath weapons allow a Reflex save for half damage (DC 10+ 1/2 creature’s racial HD + creature’s Con modifier). A creature is immune to its own breath weapon. Using a breath weapon is a standard action.

While multiple breath weapons may be purchased separately, no breath weapon a creature possesses can be used more than every 1d4 rounds.

Enhancements

  • The damage increases by 2d6 for an additional +1 AP. This enhancement may be taken multiple times.
  • The die type of the damage increases to d8s for +1 AP, d10s for +2 AP, or d12s for +3 AP.
  • The range of the breath weapon (line) is increased by 30-feet for each additional +1 AP spent.
  • The range of the breath weapon (cone) is increased to 30 feet for an additional +1 AP. The range can be further increased by 30-feet for each additional +1 AP spent.
  • The area of the breath weapon (cloud) is increased to a 20-foot cube for an additional +1 AP. The cubic volume can be further increased by an additional 10 feet for each additional +1 AP spent.
  • The breath weapon deals bludgeoning, piercing, or slashing damage for an additional +1 AP, or more extraordinary forms of damage (such as sonic, force, or negative energy) for +2 AP. The breath weapon deals a combination of two energy types for +1 AP.
  • The breath weapon deals no damage but delivers a disease or poisonous gas that persists for 1 round for +2 additional AP. The disease or poison must be purchased as a separate ability. The breath weapon delivers the disease or poison in addition to the damage for an additional +4 AP.
  • The effect of the breath weapon lasts beyond its initial use for an additional +3 AP. Creatures that take damage from the breath weapon or move through the area affected by the breath weapon in the following round take half the breath weapon’s dice of damage the following round (Reflex save for half).
  • The breath weapon requires only a move action to use instead of a standard action for an additional +4 AP, or the breath weapon requires only a free action for +8 AP.
  • The breath weapon does not deal damage, but instead carries a spell effect like sleep or stinking cloud. Caster level equals the creature’s HD and the save DC becomes Charisma-based. The type of save is changed to match the save required for the spell. If the spell does not allow a save, then the breath weapon still allows a Reflex save as normal to halve or negate the effect as appropriate. This ability modifier costs an additional +1 AP per level of the spell effect being duplicated. If the effect being duplicated does not resemble an existing spell, assign it a spell level based off existing spells for the purposes of calculating its cost. For an additional +2 AP (beyond the cost of the uncommon effect), the uncommon effect is in addition to the breath weapon’s damage. Spell effects can be altered with minor or major modifications (enhancement or flaws) similar to spell-like abilities.

Flaws

  • The breath weapon can only be used a number of times per day equal to the creature’s Constitution modifier (1 AP)
  • Using the breath weapon is a full-round action (1 AP).
  • The delay before the breath weapon can be used again is +1 round, for a total of 1d4+1 rounds (1 AP).
  • The creature is not immune to its own breath weapon (0 AP).

Format: breath weapon (60-ft. cone, 8d6 fire damage, Reflex DC 20 for half, usable every 1d4 rounds); Location: Special Attacks; if the breath is more complicated than damage, it also appears under Special Abilities with its own entry.

Burn (EX, 3 AP)

Prerequisite: none; Benefit: A creature with the burn special attack deals 1d6 elemental damage (acid, cold, electricity, or fire) in addition to damage dealt on a successful hit in melee and each round it grapples. Metallic melee weapons wielded by the creature also conduct this damage.

Enhancements

  • The damage is increased to 1d8 for an additional +1 AP, 2d4 for +2 AP, 2d6 for +3 AP, 2d8 for +4 AP, or 2d10 for +5 AP.
  • Creatures that hit a burning creature with natural weapons or unarmed attacks take damage as though hit by the burning creature for an additional +1 AP. The damage affects any creature attacking in melee with a non-reach weapon for an additional +2 AP.
  • The damage type of the burn ability is something more uncommon than elemental damage (such as sonic, force, or negative energy) for an additional +1 AP.
  • Creatures affected by the burn ability must also succeed on a Reflex save or take continuing damage for an additional +1 AP. The creature continues taking damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 creature’s racial HD + creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground (or some other specific action) grants a +4 bonus on this save.
  • The creature does not deal burn damage in melee but is surrounded by an elemental aura that deals 1d6 damage to any creature within 10 feet (Reflex save for half, DC 10 + ½ the creature’s HD + creature’s Con modifier) for an additional +1 AP, or deals burn damage in melee in addition to having an aura for an additional +2 AP. The area affected by the aura can be increased by 10 feet for each additional +1 AP spent. The base damage dealt by the aura is equal to the creature’s burn damage, but can be increased by +1d6 for each additional +1 AP spent.
  • The burn damage harms any melee weapon striking the creature for an additional +2 AP. If the burn damage bypasses the weapon’s hardness, the weapon gains the broken condition. Ammunition that strikes the creature is automatically destroyed.
  • Anyone grappling or grappled by the creature takes an additional +1d6 damage for each additional +1 AP spent.

Flaws

  • The damage is decreased to 1d4 (1 AP) or 1 (2 AP).
  • Creatures (or weapons) receive a Reflex save with a DC equal to 10 + ½ the creature’s HD + the creature’s Constitution modifier for half damage (1 AP).

Format: burn (2d6, DC 15); Location: Special Attacks and individual attacks.
Format: burn (20 ft., 4d6 fire, DC 25); Location: Aura.

Burrow Speed (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability gains a burrow speed equal to ½ the creature’s base speed. It can use this speed to move through dirt, clay, sand, and earth. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to burrow for as long as the antimagic effect persists. If a creature reduces its base speed from the normal base speed for a creature of its size, use the creature’s original base speed for calculating burrow speed. Tunnels are not created when burrowing, and the earth fills in immediately behind the creature.

Enhancements

  • The creature’s burrow speed is increased to its base speed for an additional +1 AP, base speed x1.5 for +2 AP, base speed x2 +3 AP, base speed x4 for +4 AP, and base speed x6 for +5 AP.
  • The creature leaves behind holes or tunnels when burrowing for an additional +2 AP.

Format: burrow 30 ft.; Location: Speed.

Camouflage (EX, 3 AP)

Prerequisites: none; Benefit: The creature can use Stealth to hide in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Format: camouflage; Location: SQ

Capsize (EX, 3 AP)

Prerequisite: Huge size or larger; Benefit: A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check.

Format: capsize; Location: special attacks.

Change Shape (SU, 1 AP)

Prerequisite: none; Benefit: A creature with this special quality has the ability to assume the appearance of a specific humanoid subtype (chosen when the ability is taken). The creature retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form, but may alter any other details of the creature’s appearance as they choose. This ability functions as an alter self spell, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Use of this ability grants a +10 circumstance bonus on all Disguise skill checks.

Enhancements

  • The creature’s physical ability scores (Strength, Dexterity, and Constitution) are adjusted when using change shape for an additional +1 AP.
  • The creature can use change shape to transform into any humanoid subtype for an additional +1 AP.
  • The creature can use change shape to assume the appearance of specific individuals for an additional +1 AP.
  • The creature can assume any form allowable by either the alter self or beast shape I spells for an additional +2 AP (select one per purchase). Physical ability scores are adjusted as normal for the spell.
  • The creature can assume any form allowable by either the beast shape II or elemental body I spells for an additional +3 AP (select one per purchase). Physical ability scores are adjusted as normal for the spell.
  • The creature can assume any form allowable by either the beast shape III, elemental body II, plant shape I, or polymorph spells for an additional +4 AP (select one per purchase). Physical ability scores are adjusted as normal for the spell.
  • The creature can assume any form allowable by either the beast shape IV, elemental body III, form of the dragon I, or plant shape II spells for an additional +5AP (select one per purchase). Physical ability scores are adjusted as normal for the spell.
  • The creature can assume any form allowable by the elemental body IV, form of the dragon II, giant form I, plant shape III, or the greater polymorph spell for +7 AP (select one per purchase). Physical ability scores are adjusted as normal for the spell.
  • The creature can assume any form allowable by either the form of the dragon III or giant form II spells for an additional +8 AP (select one per purchase). Physical ability scores are adjusted as normal for the spell.
  • The creature can assume any form allowable by the shapechange spell for +10 AP. Physical ability scores are adjusted as normal for the spell.

Flaws

  • The creature can only transform into forms with a specific creature type and subtype (if not humanoid) (1 AP).
  • The creature can only transform into two specific forms, chosen when this ability is taken (2 AP).
  • The creature can only transform into one specific form, chosen when this ability is taken (3 AP).
  • The creature’s ability to change shape is situational or requires some material component (1 AP).

Format: change shape (wolf, beast form I); Location: SQ, and in special abilities for creatures with a unique listing.

Class Ability (EX, VARIES)

Prerequisite: none; Benefit: The creature with this ability gains a single character class ability with a maximum equivalent level equal to the creature’s CR. The creature counts as a having the equivalent level in the class for the purposes of the class ability, but does not gain any other benefits of the class. This ability costs ½ the equivalent level taken, in AP (round up). The available class abilities are bardic performance (bard), channel energy (cleric), smite evil (paladin), smite good (antipaladin), or sneak attack (rogue).

Format: bardic performance (20 rounds/day); Location: Special Attacks.

Climb Speed (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability gains a climb speed equal to the 1/2 creature’s base speed and a +8 racial bonus on Climb checks. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to swim for as long as the antimagic effect persists.

Enhancements

  • The creature’s climb speed is increased to its base speed for an additional +1 AP.

Format: climb 30 ft.; Location: Speed.

Compression (EX, 0 AP)

Prerequisite: none; Benefit: The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Format: compression; Location: Special Qualities.

Constrict (EX, 1 AP)

Prerequisite: grab; Benefit: A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is equal to the amount of damage caused by the creature’s melee attack used to grab.

Enhancements

  • The creature adds 1.5 times their Strength modifier on constrict damage for an additional +1 AP, or double their Strength modifier for an additional +2 AP. If the creature’s Strength modifier is already multiplied by 1.5 to determine damage, then they deal double their Strength modifier on constrict damage for +1 AP.
  • The creature adds an additional die of damage (that is the same type as the base damage) for an additional +1 AP.
  • A creature that takes damage from constrict must succeed at on a Fortitude save (DC 10 + ½ the creature’s HD + creature’s Str modifier) or lose consciousness for 1 round for an additional +4 AP, 1d4 rounds for +8 AP, or 1d8 rounds for +12 AP.

Format: constrict (1d8+6); Location: Special Attacks.

Crush (EX, 5 AP)

Prerequisites: Huge size or larger; Benefit: When flying, or jumping, the creature can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller. A crush attack affects as many targets as fit in the creature’s space. Targets in the affected area must succeed on a Reflex save (DC 10 + ½ creature’s HD + creature’s Con modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the creature moves off them. If the crushing creature chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals slam damage for the creature’s size plus 1-1/2 times the creature’s Strength bonus.

Enhancements

  • The creature may crush targets that are two size categories smaller for an additional +2 AP or one size category smaller for an additional +4 AP.

Format: crush; Location: Special Attacks

Curse (SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability bestows a curse upon its enemies. A base curse inflicts a –2 penalty to AC, ability checks, attack rolls, saving throws, or skill checks (chosen when the ability is taken) to a foe within 30 feet that the creature possesses line of sight to. The curse allows a Will save (DC 10 + 1/2 cursing creature’s racial HD + creature’s Cha modifier), lasts for 1 minute, and can be removed through remove curse and similar effects. A curse that duplicates a witch hex (see below) has a save DC equal to 10 + ½ the creature’s HD + the creature’s Int modifier.

Enhancements

  • The curse affects two statistics (AC, ability checks, attack rolls, saving throws, or skill checks) for an additional +2 AP, three statistics for +4 AP, four statistics for +6 AP, or all listed statistics for +8 AP.
  • The curse inflicts a –4 penalty for an additional +2 AP.
  • The effects of the curse are permanent until removed by a remove curse spell or similar effect for an additional +3 AP.
  • Instead of the normal effects, the curse instead mimics the effects of the blight, misfortune, or slumber witch hexes for an additional +2 AP. Multiple hex effect curses must be purchased separately.
  • Instead of the normal effects, the curse instead mimics the effects of the agony, nightmares, retribution, or waxen image witch major hexes for an additional +6 AP. Multiple hex effect curses must be purchased separately.
  • Instead of the normal effects, the curse instead mimics the effects of the death curse or eternal slumber witch grand hexes for an additional +12 AP. Multiple hex effect curses must be purchased separately.

Format: curse name; Location: Special Attacks.

Damage Reduction (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities.

A certain kind of weapon can sometimes damage the creature normally, as noted below. Some monsters are vulnerable to magic weapons (any weapon with at least a +1 enhancement bonus), different types of damage (piercing, bludgeoning, or slashing), certain materials (adamantine, alchemical silver, or cold-forged iron), epic weapons (mythic weapons, weapons with at least a +6 enhancement bonus, or artifacts), or weapons aligned to certain alignments (good, evil, chaotic, or law). Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced. When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction.

Base damage reduction is 5/(bludgeoning, magic, piercing, or slashing), 2/(adamantine, silver, or cold iron), 2/(good, evil, chaotic, or law), 1/epic, or 1/—, chosen when the ability is taken.

Enhancements

  • The creature’s damage reduction improves by one step on the following progression for an additional +2 AP: 1, 2, 5, 10, 15, and 20 for all base types but 1/—. Improving a base DR of 1/— costs an additional +3 AP per step. This enhancement may be taken multiple times.
  • The creature’s damage reduction can only be penetrated by a weapon that combines the base type and either bludgeoning, magic, piercing, or slashing for an additional +2 AP.
  • The creature’s damage reduction can only be penetrated by a weapon that combines the base type and either adamantine, silver, cold iron, good, evil, chaotic, or law for an additional +4 AP.

Flaws

  • Add a weapon type that can also penetrate the creature’s damage reduction (1 AP).

Format: DR 5/silver; Location: Defensive Abilities.

Darkvision (EX Or SU, 1 AP)

Prerequisite: none; Benefit: Darkvision is the ability to see with no light source at all, out to a range of 60 feet. Darkvision is black and white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise — invisible objects are still invisible and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Enhancements

  • The range of the creature’s darkvision increases to 90 feet for an additional +1 AP or 120 feet for +2 AP.
  • The creature can see perfectly in darkness of any kind, including darkness created by the deeper darkness spell for an additional +2 AP. This is noted as “see in darkness” in the creature’s senses.

Format: darkvision 60 ft., see in darkness; Location: Senses.

Death Throes (SU, 2 AP)

Prerequisites: none; Benefit: When the creature is slain, its body explodes damaging anything around it. Anything within a 10-foot radius burst takes 1d6 points of physical (bludgeoning, slashing, piercing) or elemental (acid, cold, electricity, fire) damage per CR of the creature. A Reflex or Fortitude save (DC 10 + ½ the creature’s HD + creature’s Con modifier) halves the damage. The type of damage and save is chosen when the ability is purchased.

Enhancements

  • The die type of damage is increased to 1d8 for an additional +2 AP, 1d10 for +4 AP, or 1d12 for +6 AP.
  • The range of the burst area increases to 30 feet for an additional +1 AP, 60 feet for +2 AP, or 100 feet for +3 AP.
  • The creature deals hit point damage (not dice of damage) equal to the creature’s CR x2 for an additional +1 AP, CR x3 for +2 AP, CR x4 for +3 AP, or CR x5 for +4 AP.
  • The damage dealt can be some combination of basic damage types at no additional cost. The damage type can be or include a more uncommon form of damage (such as sonic or negative energy) for an additional +1 AP.
  • On a failed save, creatures are blinded for 1 round for an additional +1 AP or 1d6 rounds for +2 AP. Creatures with the light blindness flaw are automatically blinded with no save.
  • The creature’s death throes deal no damage, but instead carry some additional ability, spell effect, or curse. The additional cost for a spell effect in AP is equal to the level of the spell. The save DC is equal to 10 + ½ the creature’s HD + the creature’s Cha modifier with the save type determined by the spell. If the spell does not normally offer a save, the curse effect allows a Reflex or Fortitude save. This effect can be removed by any normal means for removing the effect or curse. For an additional +4 AP, this effect is in addition to the normal damage for death throes. Spell effects can be altered with minor or major modifications (enhancement or flaws) similar to spell-like abilities.

Flaws

  • The death throes affect only the creature that strikes the death blow (1 AP).

Format: death throes; Location: Special Attacks

Disease (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability spreads diseases to other creatures. A disease may infect through contact, inhalation, injury, or may be inherited (chosen when the ability is taken). The disease deals 1d4 ability damage to any non-Constitution ability score (chosen when the ability is taken), has an onset time of 1 day, a frequency of 1/day, and requires one successful save to cure. The Fortitude saving throw to resist or cure infection is DC 10 + ½ infecting creature’s racial HD + the creature’s Con modifier. Diseases can be removed through remove disease and similar effects.

Enhancements

  • The damage increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, or 2d8 for +5 AP.
  • The disease deals ability drain instead of damage for an additional +2 AP. Ability drain is permanent and can only be restored through magic.
  • The disease deals Constitution damage for an additional +1 AP.
  • The disease affects two ability scores instead of one for an additional +1 AP.
  • The disease is spread by one additional method of contagion (contact, inhalation, injury, or inherited) for an additional +1 AP or all methods of contagion for +3 AP.
  • The disease frequency is reduced to 8-hours for an additional +2 AP, 1-hour for +4 AP, 1-minute for +6 AP, or 1-round for +8 AP.
  • The disease onset is decreased to 1-hour for an additional +1 AP, 1-minute for +2 AP, or immediate for +3 AP.
  • The disease requires two consecutive saves to cure for an additional +2 AP, three consecutive saves for +3 AP, cannot be cured except through the remove disease spell for +4 AP, or can only be cured by a remove disease spell following a remove curse spell for +5 AP.
  • Creatures infected with the disease can transmit the disease to others for an additional +2 AP. The disease is spread by the same method(s) of contagion.

Flaws

  • The ability damage is decreased to 1d3 (1 AP) or 1 (2 AP).
  • The disease frequency is increased to 1d4 or 3 days (1 AP), 1-week, 1-month, or 1-year (2 AP).
  • The disease onset time is increased to 1d6 days (1 AP) or 1d3 weeks or 1d3 months (2 AP).

Format: Disease Name (Ex) Bite—injury; save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 consecutive saves; Location: Special Attacks and individual attacks.

Distraction (EX, 2 AP)

Prerequisite: none; Benefit: A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.

Format: distraction (DC 14); Location: Special Attacks.

Earth Glide (EX, 2 AP)

Prerequisite: earth subtype, burrow speed; Benefit: When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing the burrowing creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Enhancements

  • The creature can burrow through stone, dirt, crystal, or metal for an additional +1 AP.

Format: earth glide; Location: Speed.

Energy Drain (SU, 2 AP)

Prerequisite: none; Benefit: This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one negative level. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration.

If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + creature’s Cha modifier). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.

Enhancement

  • The creature bestows 2 negative levels with a successful attack for an additional +3 AP, 3 negative levels for +6 AP, or 4 negative levels for +9 AP.

Flaw

  • The creature does not gain temporary hit points from energy drain (1 AP).
  • The victim must be grappled before the creature can inflict a negative level (1 AP).

Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks.

Engulf (EX, 2 AP)

Prerequisite: none; Benefit: The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 + ½ the engulfing creature’s HD + creature’s Str modifier) to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature.

Format: engulf (DC 12, 1d6 acid and paralysis); Location: Special Attacks.

Entrap (EX Or SU, 2 AP)

Prerequisite: none; Benefit: The creature has a ranged touch attack that restricts another creature’s movement, usually with a physical effect such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save (DC 10 + ½ entrapping creature’s HD + entrapping creature’s Constitution modifier) or become entangled for 1 minute. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for 1 minute. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 greater than the base saving throw DC. Entrap attacks have a base range of 30 feet.

Destroying the entrapping material frees the creature. A base entrapping material has hardness 5 and 10 hit points.

Enhancements

  • The duration of the entrapment is 10-minutes for an additional +1 AP, 1-hour for +2 AP, or permanent for +3 AP.
  • The hardness of the entrapping material increases to 10 for an additional +2 AP.
  • The hit points of the entrapping material increases by 10 for an additional +1 AP. This enhancement may be taken multiple times.
  • The range of the entrap attack is increased by 30 feet for every +1 AP spent.

Flaws

  • The entrapping material has no hardness (1 AP).
  • The entrap ability can only be used as part of a melee touch attack (1 AP) or melee attack (2 AP).

Format: entrap (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special attacks and individual attacks.

Evasion (EX, 4 AP)

Prerequisite: none; Benefit: The creature has evasion, as the rogue ability of the same name.

Enhancements

  • The creature gains improved evasion, as the advanced rogue talent of the same name for an additional +4 AP.

Format: evasion; Location: Defensive Abilities.

Fast Healing (EX, 1 AP)

Prerequisite: none; Benefit: A creature with the fast healing special quality regains 1 hit point per round. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. It does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Enhancements

  • The creature’s fast healing improves by one step on the following progression for an additional +1 AP: 1, 2, 3, 5, 10, 15, 20, 25, and 30. This enhancement may be taken multiple times.
  • The creature can reattach lost body parts for an additional +2 AP or regrow lost body parts for an additional +4 AP.

Flaws

  • The creature’s fast healing only operates under certain conditions, such as when the creature is submerged in water or within 30 feet of a creature suffering from a fear effect (1 AP).

Format: fast healing 5; Location: hp.

Fear (SU Or SP, 1 AP)

Prerequisite: none; Benefit: A creature with the fear ability possesses a fear attack, fear cone, or fear ray (chosen when the ability is taken). Fear causes creatures affected to make a Will save (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha modifier) or become shaken for 1 round.

A fear attack affects any creature hit with the attack type. A fear cone affects all creatures in a 30-foot-cone. A fear ray affects a creature hit with a ranged touch attack. A fear cone or ray requires a standard action to use. This is a mind-affecting fear effect.

Enhancements

  • The range of the fear effect (cone or ray) is increased to 50-feet for an additional +1 AP or 100-feet for +2 AP.
  • The duration of the fear effect increases to 1-minute for an additional +1 AP or 1-hour for +2 AP.
  • Creatures who fail their save become frightened instead of shaken for an additional +2 AP, or creatures become frightened on a failed save and shaken on a successful save for an additional +6 AP.
  • Creatures that fail their save against the fear effect are paralyzed for the duration for an additional +6 AP.
  • The fear effect is a 20-foot-radius aura instead of an attack, cone, or ray for an additional +1 AP. The range of the fear effect (aura) is increased to 30-feet for +2 AP, 50-feet for +3 AP, or 100-feet for +4 AP.

Format: fear aura (30 ft., DC 17); Location: Aura.
Format: fear cone (50 ft., DC 19); Location: Special Attacks.
Format: fear; Location: Individual Attacks.

Ferocity (EX, 2 AP)

Prerequisite: none; Benefit: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. Creatures that do not possess a Constitution score may not possess the ferocity ability.

Enhancements

  • The creature automatically stabilizes when reduced to below 0 hit points for an additional +1 AP.
  • The creature is not staggered when reduced to negative hit points for an additional +2 AP.
  • The creature remains alive and can continue to act for 1 round after any effect or damage results in its death for an additional +2 AP. It is not staggered for this final round of action.

Format: ferocity; Location: Defensive Abilities.

Flight (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists. A creature has a base fly speed equal to its base speed and average maneuverability. A creature with a fly speed gains the Fly skill as a class skill.

Enhancements

  • The creature’s fly speed is increased to its base speed x 1.5 for an additional +1 AP, base speed x2 for +2 AP, base speed x4 for +3 AP, or base speed x6 for +4 AP.
  • The creature’s maneuverability is improved to good for an additional +1 AP or perfect for +2 AP.

Flaws

  • The creature has poor maneuverability (1 AP) or clumsy maneuverability (2 AP).

Format: fly 30 ft. (average); Location: Speed.

Freeze (EX, 1 AP)

Prerequisite: none; Benefit: The creature can hold itself so still it appears to be inanimate and unthreatening (a statue, patch of fungus, etc.). The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object. Appropriate skill checks (such as Knowledge [nature] or Survival) may be optionally used to notice the creature.

Format: freeze (Knowledge [nature]); Location: Special Qualities.

Frightful Presence (EX, 2)

Prerequisite: none; Benefit: This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become shaken. The base range is 30-feet, and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + creature’s Cha modifier). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. On a failed save, the opponent is shaken, or panicked if they have 4 HD or fewer. Frightful presence is a mind-affecting fear effect.

Enhancements

  • The range of the frightening presence is increased to 60-feet for an additional +1 AP, 100-feet for +2 AP, 200-feet for +3 AP, or 300-feet for +4 AP.

Format: frightful presence (60 ft., DC 21); Location: Aura.

Gaze (SU, VARIES)

Prerequisite: none; Benefit: A gaze special attack takes effect when foes look at the creature. The effects of the gaze must mirror some non-beneficial targeted spell effect such as charm person or flesh to stone, and has a caster level equal to the creature’s HD. The gaze attack costs a number of APs equal to the equivalent spell-level of the effect. If the proposed gaze attack does not mimic an existing spell-effect, then assign it an equivalent spell-level for the purposes of AP cost.

The effect operates out to a range of 30-feet and creatures are allowed a save per the spell description (DC 10 + 1/2 gazing creature’s racial HD + creature’s Cha modifier). If the spell does not normally allow a saving throw, the targets are allowed a Fortitude save. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.

Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.

Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent. A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.

Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil or cover itself, thus negating its gaze ability, but the gaze ability is otherwise always active.

Enhancements

  • The gaze can be suppressed and resumed as a free action for an additional +1 AP.

Flaws

  • The creature is not immune to its own gaze attack or the gaze attack of creatures of its kind. If it looks upon itself in a reflection, it is subject to its own gaze attack, but always counts as averting its eyes (2 AP).
  • The negative effects of the creature’s gaze can be removed by exposing the affected creature to some specific, but relatively common curative. The curative sometimes incorporates portions of the gazing creature’s body (1 AP).

Format: gaze; Location: Special Attacks.

Grab (EX, 1 AP)

Prerequisite: natural attack; Benefit: Select one natural attack type. If a creature with this special attack hits with the indicated attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets of a size equal to or smaller than the creature with this ability. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Enhancements

  • The creature may attempt to grab creatures that are one size category larger for an additional +1 AP, or any size for +2 AP.
  • The creature does not gain the grapple condition when it grapples a foe at no penalty for an additional +5 AP.

Format: grab; Location: individual attacks.

Hatred (EX, 1 AP)

Prerequisites: none; Benefit: The creature receives a +1 bonus on attack rolls against two creature subtypes, chosen when the ability is taken.

Enhancements

  • The creature gains their hatred bonus to damage for an additional +1 AP.
  • The bonuses from hatred increase by +1 for each additional +1 AP spent.
  • The bonus from hatred applies to a single creature type and all subtypes for an additional +2 AP, or two creature types for +3 AP.

Flaws

  • The creature only gains the hatred bonus against a single creature subtype (1 AP).

Format: hatred; Location: Special Attacks

Hold Breath (EX, 0 AP)

Prerequisite: none; Benefit: The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Format: hold breath; Location: Special Qualities.

Immunity (EX Or SU, 5 AP)

Prerequisite: none; Benefit: A creature with immunities takes no damage from listed sources. The base cost of immunity assumes broad or reaching scope such as elemental damage (acid, cold, electricity, or fire), effects that allow a Fortitude save, any mind-affecting effect, or a school of magic. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. Each time the immunity ability is taken, it applies to a separate source.

Enhancements

  • The creature is immune to all spells and spelllike abilities that allow spell resistance for an additional +3 AP. Some specific spells may bypass this ability. Every harmful spell that does so reduces the cost by 1 AP. Every beneficial spell or effect that does so raises the cost by an additional +1 AP.

Flaws

  • The immunity is rarely encountered, such as (but not limited to) a school of magic, poison, sonic damage, or force affects (2 AP).
  • The immunity is extremely rare or from a relatively unthreatening effect, such as (but not limited to) a single spell or subschool of magic, disease, fear, or sleep effects (4 AP).

Format: Immune acid, fire, paralysis; Location: Defensive Abilities.

Improved Ability Score (EX, 2 AP)

Prerequisite: none; Benefit: Some creatures have higher ability scores than their role might suggest. Increase any one of the creature’s ability scores by +2. This increase has no modifier type and simply modifies the base ability score of the creature. This ability may be taken multiple times, but each time applies to a different ability score.

When designing creatures with the Talented Bestiary, try to avoid the temptation to alter statistics unless it is necessary. Gross adjustments could cause the monster to have disproportional statistics for a given CR.

Enhancements

  • Combat or skilled focus creatures may increase Strength, Dexterity, or Constitution by a further +2 for an additional +4 AP, or Intelligence, Wisdom, or Charisma by a further +2 for +2 AP.
  • Spellcaster focus creatures may increase Strength, Dexterity, or Constitution by a further +2 for an additional +2 AP, or Intelligence, Wisdom, or Charisma by a further +2 for +4 AP.

Improved Tracking (EX, 1 AP)

Prerequisites: none; Benefit: The creature takes no penalty to Survival checks when tracking and moving at any speed.

Format: improved tracking; Location: SQ.

Incorporeal (EX, 0 AP)

Prerequisite: incorporeal subtype; Benefit: A creature with the incorporeal subtype automatically gains the incorporeal ability, a fly speed equal to its base speed, and loses its base speed. The fly speed begins with good maneuverability, and enhancements/flaws can be applied to it as normal. An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spelllike abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks; nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Format: incorporeal; Location: Defensive Abilities.

Jet (EX, 1 AP)

Prerequisite: swim speed; Benefit: The creature can swim as a full-round action at its base swim speed plus 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.

Format: jet 200 ft.; Location: Speed.

Lifesense (SU, 2 AP)

Prerequisite: none; Benefit: The creature notices and locates living creatures within 60-feet, just as if it possessed the blindsight ability.

Enhancements

  • The range of the creature’s lifesense is increased to 120 feet for an additional +1 AP, or 300 feet for +2 AP.

Format: lifesense; Location: Senses.

Low-Light Vision (EX, 1 AP)

Prerequisite: none; Benefit: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.

Format: low-light vision; Location: Senses.

Multiweapon Mastery (EX, 1 AP)

Prerequisite: none; Benefit: The creature never takes penalties on its attack rolls when fighting with multiple weapons.

Enhancements

  • The creature can use a natural attack it possesses as a primary attack in addition to making a full attack with multiple weapons for +1 AP.

Format: multiweapon mastery; Location: Special Attacks.

Natural Attacks (0 AP)

Prerequisite: none; Benefit: Most creatures possess one or more natural attacks (attacks made without a weapon). These attacks fall into one of two categories, primary and secondary attacks. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls.

Secondary attacks are made using the creature’s base attack bonus –5 and add only 1/2 the creature’s Strength bonus on damage rolls. If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 the creature’s Strength bonus on damage rolls. This increase does not apply if the creature has multiple attacks but only takes one. If a creature has only one type of attack, but has multiple attacks per round, that attack is treated as a primary attack, regardless of its type. Table: Natural Attack Base Damage by Size lists some of the most common types of natural attacks and their classifications.

Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all their natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

The Damage Type column refers to the sort of damage that the natural attack typically deals: bludgeoning (B), slashing (S), or piercing (P). Some attacks deal damage of more than one type, depending on the creature. In such cases, all the damage is considered to be of all listed types for the purpose of overcoming damage reduction.

Some fey, humanoids, monstrous humanoids, and outsiders do not possess natural attacks. These creatures can make unarmed strikes, but treat them as weapons for the purpose of determining attack bonuses, and they must use the two-weapon fighting rules when making attacks with both hands. See Table: Natural Attack Base Damage by Size for typical damage values for natural attacks by creature size.

Note a creature may take any number of attacks with the same attack type, which should be limited by CR and average damage output. Different attack types (primary or secondary) must be purchased separately. It is generally considered more appropriate for a creature to take an even number of attacks of a single attack type beyond the first (so a bite and 2 claws instead of 3 bites or claws). However, exceptions exist for creatures with an odd number of appendages (such as the xorn).

Table: Natural Attack Base Damage by Size
Attack Fine Dim. Tiny Sm. Med. Lg. Huge Garg. Col. Damage Type Attack Type
Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B/S/P Primary
Claw 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B/S Primary
Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 P Primary
Hoof, Tentacle, Wing 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary
Pincers, Tail Slap 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B Secondary
Slam 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Primary
Sting 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 P Primary
Talons 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 S Primary
Other 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B/S/P Secondary

Enhancements

  • The creature gains an additional primary natural attack type for an additional +1 AP. This enhancement may be taken multiple times, each time the creature gains a new type of primary natural attack. A creature that takes multiple attacks with a single attack type does not need to pay any additional AP.
  • The creature gains an additional secondary natural attack type for no additional cost. This enhancement may be taken multiple times, each time the creature gains a new type of secondary natural attack.
  • The creature’s effective size increases by one category for the purposes of natural attack damage for an additional +2 AP, or by two size categories for +5 AP.
  • The creature applies x1.5 its Strength modifier to damage with a primary natural attack (or x2 if it only takes a single attack) or its Strength modifier to damage with a secondary natural attack for an additional +1 AP. The creature applies twice its Strength modifier to a primary natural attack for +2 AP. The creature cannot apply more than twice its Strength to attacks.
  • The creature either increases its critical threat rating by 1 (typically to 19-20) or increases an attack’s critical multiplier by 1 (typically to x3) for an additional +2 AP. This does not stack with any other ability that increases critical threat range or multipliers, such as the Improved Critical feat. This ability may be taken multiple times.
  • The natural attacks of the creature bypass damage reduction as if they were magic for an additional +1 AP, or any single type of material or alignment-based damage reduction for +2 AP. This ability can be taken multiple times, each time it allows the creature to bypass an additional type of damage reduction with natural attacks. Attacks that penetrate adamantine damage reduction also ignore object hardness.

Flaws

  • If the creature is Large size or larger, one of the creature’s natural attack types has at least 5 feet less reach than normal for a creature of its size (1 AP).
  • The creature’s primary attack is treated as a secondary attack (1 AP).
  • The creature’s attack type does damage as a creature of one or more size categories smaller (1 AP).

Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged.

Natural Invisibility (EX Or SU, 5 AP)

Prerequisite: none; Benefit: This ability is constant — the creature remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the creature gains a +20 bonus on Stealth checks when moving, or +40 when standing still.

Format: natural invisibility; Location: Defensive Abilities.

Negative Energy Affinity (EX, 0 AP):

Prerequisite: none; Benefit: The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature.

Format: negative energy affinity; Location: Defensive Abilities

Paralysis (EX Or SU, 4 AP)

Prerequisite: natural attack; Benefit: One of the creature’s natural attacks can render creature’s hit immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it with a Fortitude saving throw (DC 10 + 1/2 paralyzing creature’s racial HD + creature’s Con modifier). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is can’t swim and may drown. The base duration of the paralysis is 1 round.

Enhancements

  • The duration of the paralysis is increased to 1d4+1 rounds for an additional +2 AP, 1d4+1 minutes for +4 AP, 1-hour for +6 AP, or permanent for +8 AP.
  • Paralysis is a touch attack for an additional +2 AP.

Flaws

  • Elves and other creatures immune to sleep are immune to the creature’s paralysis (1 AP).
  • Creatures affected by the paralysis may attempt a new save each round to end the effect (1 AP).
  • Paralyzation requires the creature to be grappled (1 AP).

Format: paralysis (1d4+1 rounds, DC 18); Location: Special Attacks and individual attacks.

Note on Discretion

Certain monster abilities can be exceedingly dangerous, especially at low levels or in combination with other abilities. It always falls to the Game Master’s discretion on whether their party can handle a specific monster… whether it is crafted with this system or a published creature from the Pathfinder Roleplaying Game: Bestiary.

Paralysis is an excellent case example on how this system can be used to create creatures tailor-made to murder an entire party. The cost for the paralysis ability takes into account the prevalence of the power, even among low-CR monsters. However, when combined with the coup de grace rules and a group of monsters, this can be a recipe for total party kill. Just because the Talented Bestiary rules allow a GM to build a CR 1 monster with a dozen paralyzing secondary natural attacks, doesn’t mean it’s an excuse to do so. Consider carefully before employing certain monster powers, and consider player character abilities. A ghoul is a deadly adversary, and a group of ghouls is terrifying. However, a few elves or clerics can make one significantly easier to manage.

Poison (EX Or SU, 2 AP)

Prerequisite: none; Benefit: A creature with this ability can poison those it attacks. A poison can affect creatures through injury and deals 1d4 ability damage to any non-Constitution ability score (chosen when the ability is taken), has an immediate onset, a frequency of 1/round for 2 rounds, and requires 1 save to cure. The saving throw to resist the poison is a Fortitude save (DC 10 + 1/2 poisoning creature’s racial HD + creature’s Con modifier).

Poisons can be removed through neutralize poison and similar effects. The creature may possess multiple methods for delivering a poison (such as purchasing it as both an inhaled for a breath weapon and injury for a bite) for no additional cost.

Enhancements

  • The damage increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, or 2d8 for +5 AP.
  • The poison deals ability drain instead of damage for an additional +2 AP. Ability drain is permanent and can only be restored through magic.
  • The poison deals Constitution damage for an additional +1 AP.
  • The poison affects two ability scores instead of one for an additional +2 AP.
  • The poison frequency is increased to 1/round for 4 rounds for +2 AP, 1/round for 6 rounds for +3 AP, or 1/round for 10 rounds for +4 AP.
  • The poison requires two consecutive saves to cure for an additional +1 AP, three consecutive saves for +2 AP, or cannot be cured except through the neutralize poison spell for +3 AP.
  • The poison is an inhaled poison and anyone within the creature’s reach is automatically exposed for an additional +3 AP. See the breath weapon ability for delivering poison as a breath weapon.
  • The poison is a contact poison that can be delivered with touch attacks or any physical contact, but has a base onset time of 1-minute for an additional +1 AP or immediate onset for +2 AP.
  • Each time the creature fails a save against the poison, they take 2d6 acid, cold, electricity, or fire damage for an additional +2 AP. The elemental damage may be increased by 2d6 for each additional +1 AP spent.
  • The poison deals no ability score damage but renders the target unconscious as the sleep spell for 1-minute on a failed save for an additional +1 AP, 1d3 hours for +2 AP, or 2d4 hours for +3 AP. This effect in addition to the ability damage inflicted by the poison for an additional +3 AP.

Flaws

  • The ability damage is decreased to 1d3 (1 AP), 1d2 (2 AP), or 1 (3 AP).
  • The poison must be ingested to be effective. All onset and frequency times are changed from rounds to minutes (2 AP).
  • An injury poison’s frequency is increased from rounds to minutes (1 AP).
  • The poison’s frequency is 1 round (1 AP).

Format: Poison Name (Ex) Sting—injury; save Fort DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves; Location: Special Attacks and individual attacks.

Pounce (EX, 4 AP)

Prerequisite: none; Benefit: When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).

Format: pounce; Location: Special Attacks.

Powerful Charge (EX, 1 AP)

Prerequisite: none; Benefit: Select one of the creature’s natural attacks. Whenever the creature charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.

Enhancement

  • The creature deals twice its Strength bonus in damage when using powerful charge for an additional +1 AP.

Format: powerful charge (gore, 4d8+24); Location: Special Attacks.

Pull (EX, 1 AP)

Prerequisite: none; Benefit: A creature with this ability can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature 5 feet plus 5 feet for every 5 that the creature exceeds the target’s CMD. This ability only works on creatures of a size equal to or smaller than the pulling creature. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature. This ability must be tied to one of the creature’s natural attacks or abilities that require an attack roll.

Enhancements

  • The creature can pull creatures of any size for an additional +1 AP.
  • The creature pulls targets 10 feet plus 10 feet for every 5 the creature exceeds the target’s CMD for an additional +2 AP.

Format: pull (tentacle, 10 ft.); Location: Special Attacks and individual attacks.

Push (EX, 1 AP)

Prerequisite: none; Benefit: A creature with the push ability can choose to make a free combat maneuver check with a successful attack (often a slam attack). If successful, this check pushes a creature directly away 5 feet plus 5 feet for every 5 that the creature exceeds the target’s CMD, as with a bull rush. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

Enhancements

  • The creature can push creatures of any size for an additional +1 AP.
  • The creature can push targets 10 feet plus 10 feet for every 5 that the creature exceeds the target’s CMD for an additional +2 AP.

Format: push (slam, 10 feet); Location: Special Attacks and individual attacks.

Quadruped (EX, 0 AP)

Prerequisite: none; Benefit: The creature has four legs. This gives it a +4 bonus to CMD to resist trip attacks and increases its base speed (see Speed universal monster ability). However, creature’s larger than Medium size have their reach decreased by 5 feet for a creature of their size (a Colossal-sized creature’s reach is decreased by 10 feet).

Enhancements

  • The creature possesses six (or more) legs and the bonus to resist trip attacks increases by +2 for each additional +1 AP spent.
  • The creature’s reach is not decreased for an additional +1 AP.

Format: 10 (14 vs. trip); Location: CMD

Racial Save DC (EX, 1 AP)

Prerequisites: none; Benefit: One of the creature’s abilities that offers a saving throw gains a +1 racial bonus to the save DC. This ability can be taken multiple times, each time it adds an additional +1 bonus to one saving throw DC. When designing creatures with the Talented Bestiary, try to avoid the temptation to alter save DCs unless it is necessary. Gross adjustments could cause the monster to have disproportional statistics for a given CR.

Racial Skill Modifier (EX, 1 AP)

Prerequisite: none; Benefit: The creature receives a +2 racial bonus to any one skill. If this ability is taken so that the skill bonus only applies in conditional situations, then the bonus improves to +4. Craft, Knowledge, and Profession are purchased for specific type and grant a +4 bonus. This ability may be taken multiple times. The AP limit by CR applies for each individual skill bonus, not for the total of all racial skill modifiers. Creatures with the skilled focus pay ½ cost for racial skill modifiers (minimum 1 AP).

Enhancements

  • The creature applies a different ability score modifier to the skill than normal in certain situations for an additional +1 AP. For example, applying Strength modifiers to Acrobatics checks made to jump. For an additional +2 AP the alternative ability score applies to all ability checks with the skill.

Format: +16 Acrobatics when jumping; Location: Racial Modifiers

Rake (EX, 3 AP)

Prerequisite: quadruped; Benefit: A creature with this special attack gains extra natural attacks when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free natural attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks are normal for a creature of its size. A monster with the rake ability must begin its turn already grappling to use its rake — it can’t begin a grapple and rake in the same turn.

Enhancements

  • The creature gains four natural attacks when raking for an additional +3 AP or six natural attacks for +6 AP.

Flaws

  • The additional attack damage is for a creature of one size category smaller (1 AP) or two size categories smaller (2 AP).
  • The additional attacks are treated as secondary attacks regardless of the form they take (1 AP).

Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.

Reach (EX, 2 AP)

Prerequisite: none; Benefit: One of the creature’s natural attacks is capable of extending or reaching further than normal for a creature of its size. The natural attack has its reach extended by 5 feet per 2 AP spent. If the creature is Colossal in size, it can increase both space and reach by 5 feet for every 2 AP spent, or just space for every 1 AP spent.

Format: 0 ft. (5 ft. with tail); Location: Reach

Regeneration (EX, 3 AP)

Prerequisite: none; Benefit: A creature with this ability is difficult to kill. Creatures with regeneration heal 1 hit point of damage per round, as with fast healing, but they cannot die so long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Fire and acid cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally.

Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability.

Enhancements

  • The creature’s regeneration improves by one step on the following progression for an additional +1 AP: 1, 2, 3, 5, 10, 15, 20, 30, and 40. This enhancement may be taken multiple times.
  • The creature loses one weakness that nullifies regeneration for an additional +2 AP. The creature’s regeneration has no method to bypass it for an additional +5 AP.
  • Trade fire or acid for one of the following methods to bypass the regeneration for no additional AP cost: adamantine, cold, cold iron, electricity, or silver. Trade fire or acid for one of the following methods to bypass the regeneration for an additional +1 AP (weapons and spells): chaos, evil, good, or law. Trade fire or acid for a more unusual effect (such as necromancy spells) for an additional +3 AP.

Flaws

  • The creature gains an additional weakness that nullifies regeneration (1 AP).

Format: regeneration 5 (fire, acid); Location: hp.

Rend (EX, 5 AP)

Prerequisite: two or more natural attacks; Benefit: If the creature hits with two or more natural attacks in 1 round, the creature can deal additional damage, but no more than once per round. The additional damage is equal to the damage caused by one of the attacks plus 1-1/2 the creature’s Strength bonus.

Format: rend (2 claws, 1d8+9); Location: Special Attacks.

Resistance (EX, 1 AP)

Prerequisite: none; Benefit: A creature with this special quality ignores 5 points of damage of the indicated type each time it takes damage of that kind (acid, cold, electricity, or fire).

Enhancements

  • The creature’s resistance increases to 10 for an additional +1 AP, 15 for +2 AP, 20 for +3 AP, or 30 for +4 AP.

Flaws

  • The creature’s resistance is an energy type that is more rarely encountered, such as sonic or negative energy (1 AP).

Format: Resist acid 10; Location: Defensive Abilities.

Rock Catching (EX, 1 AP)

Prerequisite: Large size or larger, rock throwing; Benefit: The creature can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack to make a rock catching attempt.

Enhancements

  • The creature gains a +4 racial bonus on its Reflex save when catching a rock with rock catching for an additional +1 AP.

Format: rock catching; Location: Defensive Abilities.

Rock Throwing (EX, 3 AP)

Prerequisite: slam attack; Benefit: This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is twice the creature’s base slam damage plus 1-1/2 its Strength bonus. The base range of a thrown rock is 30 feet for a Medium-sized or smaller creature or 100 feet for a Large-sized or larger creature.

Enhancements

  • The range of the thrown rock is increased by 40 feet per +1 AP spent.

Format: rock throwing (140 ft.); Location: Special Attacks (damage is listed in Ranged attack).

Scent (EX, 1 AP)

Prerequisite: none; Benefit: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed — only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Enhancements

  • The creature’s scent is effective out to a range of 90-feet for an additional +1 AP, 180-feet for +2 AP, or up to a mile for +4 AP.

Flaws

  • The creature’s scent is only effective against a single type of source, such as metal or blood (2 AP).

Format: scent; Location: Senses.

Serpentine (EX, 1 AP)

Prerequisite: none; Benefit: The creature has a snake-like body and method of locomotion, or otherwise moves without requiring legs. This reduces the creature’s base speed by 10 feet, but makes it immune to trip attacks. Creature’s larger than Medium size have their reach decreased by 5 feet for a creature of their size (a Colossal-sized creature’s reach is decreased by 10 feet).

Enhancements

  • The creature’s reach is not decreased for an additional +1 AP.

Format: 10 (can’t be tripped); Location: CMD

Sound Mimicry (EX, 1 AP)

Prerequisite: none; Benefit: The creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.

Format: sound mimicry (voices); Location: Special Qualities.

Speed (EX, 0 AP)

Prerequisite: none; Benefit: A Medium sized or larger biped has a base speed of 30 feet. A Medium sized or larger quadruped has a base speed of 40 feet. Small-sized and smaller creatures have a base speed of 20 feet, or 30 feet for quadrupeds.

Enhancements

  • The creature’s base speed increases by 10 feet for an additional +1 AP. This enhancement can be taken multiple times.

Flaws

  • The creature’s base speed is reduced by 10 feet, minimum 0 feet (1 AP). Points gained from this flaw may be spent on alternate movement types (burrow, climb, or flight). Use the creature’s unreduced base speed to calculate alternate movement type speeds. This flaw may be taken multiple times.

Spell-Like Abilities (SP, VARIES)

Prerequisite: none; Benefit: Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They are suppressed in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.

Spell-like abilities can be purchased for 1 AP per spell-level (0-level spells cost 0 AP before enhancements). The base limit on how often the spell-like ability can be used is 3/day. Using the spell-like ability is a standard action and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spelllike abilities cannot be used to counterspell, nor can they be counterspelled.

A constant spell-like ability, or one that can be used at will, has no use limit. Reactivating a constant spell-like ability is a swift action. If a constant spell-like ability requires concentration, the creature is treated as having always concentrated for the maximum duration.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has. Sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. The base caster level is equal to the creature’s HD. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier.

Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, ranger, or any other spellcasting class, in that order. This order also determines the spell level of the spell-like ability for the purposes of AP cost.

A creature’s maximum AP per ability per CR applies to each individual spell-like ability and not the sum of all spell-like abilities (before adjustments due to focus). Spell-like abilities cost ½ the normal AP cost (round up) for creatures with a spellcaster focus. Spell-like abilities cost ⅔ the normal AP cost (round up) for creatures with the skilled focus. These reductions apply to each spell-like ability to determine the maximum AP that can be spent on the individual spell-like ability. Apply the discount to the sum of all the creature’s spell-like abilities.

Enhancements

  • If the spell-like ability is an abjuration or divination spell, it can be made constant for an additional +2 AP. Any non-instantaneous spell can be made constant for an additional +6 AP.
  • The spell-like ability can be used more than 3 times per day for an additional +1 AP, or at will for +2 AP.
  • The spell’s effects are improved in some minor but notable manner for an additional +1 AP. If the spell’s effects are improved in a considerable manner, it costs an additional +3 AP.
  • The caster level of a spell-like ability is increased to some level higher than the creature’s HD (maximum 20th) for an additional +1 AP, or all the creature’s spell-like abilities are increased for +3 AP.

Flaws

  • The spell-like ability is usable 1/day (1 AP), 1/ week (2 AP), or 1/year (3 AP).
  • The spell-like ability requires a full-round action to activate (1 AP).
  • The creature’s caster level for all spell-like abilities is lower than its Hit Dice (1 AP) or less than half its Hit Dice (2 AP).
  • The spell’s effects are decreased or limited in some notable manner (1 AP).
  • The spell-like ability is only available when two or more (2 AP) or three or more (4 AP) creatures with the spell-like ability with this restriction are within 10 feet of each other and contribute an action to the spellcasting. If a suite of spelllike abilities is purchased with this flaw, the discount is applied to each. Use the minimum caster level and ability score modifier to cast any of the spell-like abilities included, or the highest caster level and ability score modifier of the creatures contributing.
  • The spell-like ability can only be used if certain conditions are met, such as (but not limited to) being used only at the request of another creature or when the caster has access to fuel sources (or material components) (1 AP).

Format: At will—burning hands (DC 13); Location: Spell-Like Abilities.

Hag Covens

Hag covens are one of the more complex examples of monster spell-like abilities. A hag coven functions when three or more hags are within 10 feet of each other and spend a full round action spellcasting. They can then cast any of the following spell-like abilities: animate dead, baleful polymorph, blight, bestow curse, clairaudience/ clairvoyance, charm monster, commune, control weather, dream, forcecage, mind blank, mirage arcana, reincarnate, speak with dead, veil, and vision. Each of these spell-like abilities would be purchased separately for each hag. Every spell-like ability purchased receives a discount of 1 AP for requiring a full round action and 4 AP for requiring three or more creatures for it to function. This comes to a total of 37 AP (25 AP for the skilled focus or 19 AP for the spellcaster focus). Extremely powerful hags might possess less (or even no) restrictions on these spell-like abilities. Perhaps a particularly ruthless hag learns a dark ritual to gain power through sacrificing the rest of her coven, or ancient hags simply possess superior powers. The suite of coven spell-like abilities costs 83 AP (55 AP for the skilled focus or 42 AP for spellcaster focus) if only two hags are required. A single incredibly powerful hag could cast all the spell-like abilities without requiring a coven for 115 AP (77 AP for the skilled focus or 58 AP for the spellcaster focus).

Spellcasting (SP, VARIES)

Prerequisites: spellcaster focus (arcane or divine); Benefit: The spellcaster gains a number of known spells and spells per day as a spellcasting character class with a maximum level equal to the creature’s CR. The creature gains no other benefits of the spellcasting class unless a class feature is necessary for spellcasting (such as a witch’s familiar or a wizard’s spellbook). The creature uses whatever casting ability is appropriate for the spellcasting class as their casting ability (for the purposes of maximum spell-level that can be cast and spell DCs). The spellcasting classes available for this ability are alchemist, bard, cleric, druid, inquisitor, magus, oracle, paladin, ranger, sorcerer, summoner, witch, and wizard, but a creature must have the spellcasting (arcane) focus to cast spells as an arcane spellcasting class or the spellcasting (divine) focus to cast spells as a divine spellcasting class.

Spellcasting costs ½ the level of the equivalent spellcasting character class in AP (after any enhancements or flaws). The spellcasting ability may not be taken multiple times.

Wiki Note: If using Spheres of Power, purchasing spellcasting may instead grant magical talents and a spell pool as if using the appropriate sphere archetype for the chosen spellcasting class. Creatures that gain spherecasting this way may choose to use either the arcane or divine focus.

Enhancements

  • The creature adds the spell-list of one other spellcasting class available to their spell-list for an additional +4 AP or any spell-list for +8 AP.

Flaws

  • The creature only gains spellcasting from one of the following classes: paladin or ranger (2 AP). The creature must have a divine spellcasting focus.
  • The creature only gains spellcasting from one of the following classes: alchemist (extracts), bard, inquisitor, magus, or summoner (1 AP)

Format: 1st—bless (2); Location: Spells Prepared or Spells Known

Note On Spells

There are a lot of spells available for a monster to cast, but many of them are not a good idea. Some involve significant increases to armor class or other combat-pertinent traits that are meant for PCs. When a PC wizard casts mage armor and shield, they need those boosts to survive. However, when a monster casts mage armor and shield it is usually on top of an armor class already appropriate for its challenge rating. A further +8 AC might get them well out of the reasonable range for a party to defeat. There are many other spell-like abilities that might make a monster an unfair challenge. Just because you can give a monster quickened heal 3/day, divine power, and righteous might… doesn’t mean that you should. It is incredibly easy to make a monster an overwhelming threat with a few choice spells. It is recommended that such spells be avoided when crafting a monster, even if they are cheap to take. You are the GM, and often the greatest challenge in being a GM is not killing the PCs.

Spell Resistance (EX, 3 AP)

Prerequisite: none; Benefit: A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. A creature’s spell resistance is equal to 11 + the creature’s CR. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.

Enhancements

  • The creature’s spell resistance is equal to 16 + the creature’s CR for an additional +2 AP.

Flaws

  • The creature’s spell resistance is equal to 6+ the creature’s CR (2 AP).

Format: SR 18; Location: Defensive Abilities.

Split (EX, 7 AP)

Prerequisite: none; Benefit: The creature splits into two identical copies of itself if subject to one of the following attacks or effects: bludgeoning damage, elemental damage (acid, cold, electricity, or fire), piercing damage, or slashing damage. The creature is immune to the damage type. Each copy has half the original’s current hit points (rounded down). A creature reduced below 10 hit points cannot be further split and can be killed normally.

Enhancements

  • The creature has two attacks or effects that cause it to split for an additional +3 AP or three attacks or effects for an additional +6 AP.

Flaws

  • The creature must sustain damage from a single attack or effect of the appropriate type equal to at least ¼ its maximum hit points (1 AP) or ½ its maximum hit points (2 AP) in order to split.

Format: split (piercing and slashing); Location: Defensive Abilities.

Stench (EX, 3 AP)

Prerequisite: none; Benefit: A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC 10 + 1/2 stench creature’s racial HD + creature’s Con modifier) or be sickened for 1 round.

Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Enhancements

  • The duration of the stench is increased to 10 rounds for an additional +1 AP, or 10 minutes for an additional +2 AP.
  • The stench causes creatures to become nauseated instead of sickened for an additional +5 AP, or the stench causes creatures to become nauseated on a failed save and sickened on a successful save for an additional +8 AP.

Format: stench (DC 15, 10 rounds); Location: Aura.

Strangle (EX, 1 AP)

Prerequisite: none; Benefit: An opponent grappled by the creature cannot speak or cast spells with verbal components.

Format: strangle; Location: Special Attacks.

Stun (EX Or SU, 5 AP)

Prerequisites: none; Benefit: The creature can deliver powerful stunning blows. A creature struck by the selected attack must make a Fortitude save (DC 10 + ½ the creature’s HD + creature’s Strength modifier) or be stunned for 1 round.

Enhancements

  • The duration of the stun effect is increased to 1d4 rounds for an additional +3 AP or 1d6 rounds for +6 AP.

Flaws

  • The creature is only dazed on a failed save (2 AP).
  • The creature must be struck twice in one round to save versus the stun effect.

Swallow Whole (EX Or SU, 2 AP)

Prerequisite: grab; Benefit: If a creature with this special attack begins its turn with an opponent grappled (see grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes damage equal to the grab attack type. The opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take 1d6 acid damage each round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Enhancements

  • The creature’s stomach deals additional bludgeoning damage equal to its bite damage with 1.5 times its Strength modifier, but no acid damage for an additional +2 AP. Additional acid damage may be purchased separately.
  • The creature’s stomach deals cold, electricity, fire, or bludgeoning damage instead of acid damage for no additional AP cost. It may also alternately deal some combination of two types of damage for no additional cost. The stomach can deal more exotic forms of damage, such as negative energy or force for an additional +1 AP.
  • The creature’s stomach damage increases by +2d6 for an additional +1 AP. This enhancement may be taken multiple times.
  • The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn for an additional +4 AP.
  • The creature’s stomach has an AC equal to 10 + its natural armor bonus and twice the normal number of hit points for an additional +2 AP.
  • The creature’s stomach possesses any damage reduction the creature possesses for an additional +2 AP.
  • The creature can swallow opponents up to its own size for an additional +1 AP, or creatures of any size for an additional +2 AP.

Flaws

  • The creature can only swallow opponents at least two size categories smaller than itself (1 AP).
  • The creature’s stomach deals no acid damage (1 AP).
  • Swallowed creatures do not keep the grappled condition (1 AP).

Format: fast swallow, swallow whole (5d6 acid damage, AC 15, 18 hp); Location: Special Attacks.

Swim Speed (EX Or SU, 1 AP)

Prerequisite: none; Benefit: A creature with this ability gains a swim speed equal to ½ the creature’s base speed and a +8 racial bonus on Swim checks. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to swim for as long as the antimagic effect persists. If a creature reduces its base speed from the normal base speed for a creature of its size, use the creature’s original base speed for calculating swim speed.

Enhancements

  • The creature’s swim speed is increased to its base speed for an additional +1 AP, base speed x1.5 for +2 AP, base speed x2 +3 AP, base speed x4 for +4 AP, and base speed x6 for +5 AP.

Format: swim 30 ft.; Location: Speed.

Telepathy (SU, 1 AP)

Prerequisite: none; Benefit: The creature can mentally communicate with any other creature within 60 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Enhancements

  • The range of the creature’s telepathy increases to 100 feet for +1 AP or 300 feet for +2 AP.

Format: telepathy 100 ft.; Location: Languages.

Terrain Stride (EX, 1 AP)

Prerequisites: none; Benefit: The creature can move through one type of natural difficult terrain (cold, desert, forest, jungle, mountain, plains, swamp, underground, urban, or water) at its normal speed. Magically altered terrain affects the creature normally. This ability can be taken multiple times, each time it applies to a new type of terrain.

Enhancements

  • The creature does not leave a trail in its chosen terrain and cannot be tracked for an additional +1 AP. The creature can leave a trail, if it so desires.

Format: swamp stride; Location: SQ

Timeless (EX, 2 AP)

Prerequisites: none; Benefit: The creature does not age, or need to drink, eat, breathe, or sleep. It may drink, eat, breathe, or sleep if it chooses to do so.

Flaws

  • The creature either doesn’t age, drink, eat, breathe, or sleep, select one (1 AP).
  • The creature may not drink, eat, breathe, or sleep (1 AP).

Format: timeless; Location: Special Qualities.

Trample (EX, 1 AP)

Prerequisite: natural attack; Benefit: As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to one of the creature’s natural attacks + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage.

The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier. A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Format: trample (2d6+9, DC 20); Location: Special Attacks.

Traps (EX, 0 AP)

Prerequisites: none; Benefit: The creature is adept at creating traps. Craft (trapmaking) becomes a class skill.

Enhancements

  • The creature can use Disable Device to disarm magic traps as if it had the rogue’s trapfinding class feature for an additional +2 AP.
  • The creature does not require gold to build traps, merely time, for an additional +4 AP.

Tremorsense (Ex, 1 AP)

Prerequisite: none; Benefit: A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground within 30 feet. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.

Enhancements

  • The range of the creature’s tremorsense is increased to 60 feet for an additional +1 AP, 120 feet for +2 AP, and 300 feet for +3 AP.

Format: tremorsense 60 ft.; Location: Senses.

Trip (EX, 1 AP)

Prerequisite: none; Benefit: Select one of the creature’s natural or weapon attacks. A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.

Format: trip (bite); Location: individual attacks.

Uncanny Dodge (EX, 2 AP)

Prerequisites: none; Benefit: This ability functions identically to the rogue ability. If the creature gains uncanny dodge from a class level, it instead gains improved uncanny dodge.

Enhancement

  • The creature gains improved uncanny dodge for an additional +4 AP.

Format: uncanny dodge; Location: Defensive Abilities

Unnatural Aura (SU, 1 AP)

Prerequisite: none; Benefit: Animals, whether wild or domesticated, can sense the unnatural presence of the creature at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check. A panicked animal remains so long as it’s within 30 feet of the creature.

Format: unnatural aura (30 ft.); Location: Aura.

Water Breathing (EX, 0 AP)

Prerequisite: none; Benefit: A creature with this special ability can breathe underwater indefinitely. It can freely use any breath weapon, spells, or other abilities while submerged.

Format: water breathing; Location: SQ.

Weapon Mastery (EX, 1 AP)

Prerequisites: none; Benefit: The creature treats any single weapon as a light weapon for the purposes of two-weapon fighting, and may freely deal lethal or non-lethal damage with the weapon regardless of its type. This ability may be taken multiple times, each time it applies to a different weapon.

Format: whip mastery; Location: SQ

Web (EX, 1 AP)

Prerequisite: none; Benefit: Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature’s HD + creature’s Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Webs have a number of hit points equal to the Hit Dice of the creature that created it.

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.

Whirlwind (SU, 3 AP)

Prerequisite: none; Benefit: Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind created has a base height of 10-20 feet and counts as Small-sized. Larger sized creatures can increase the size of the whirlwind by purchasing the increased size modifier (see below).

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Str modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Enhancements

  • The creature increases the size of the whirlwind by one category (which cannot exceed the size of the creature) to Medium (10-30 feet high) for an additional +2 AP, Large (10-40 feet high) for +3 AP, Huge (10-50 feet high) for +4 AP, Gargantuan (10-60 feet high) for +5 AP, or Colossal (10-70 feet high) for +6 AP.

Flaws

  • The creature can only use whirlwind when under water (2 AP).

Format: whirlwind (3 rounds/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks.

Wild Empathy (SU, 2 AP)

Prerequisites: none; Benefit: This works like the druid’s wild empathy class feature. The creature’s effective druid level is equal to its HD for determining the total modifier to the check.

Enhancements

  • The creature gains a +2 racial bonus on wild empathy checks for an additional +1 AP. This ability may be taken multiple times.
  • The creature’s wild empathy works on vermin instead of animals for no additional cost, or both animals and vermin for an additional +1 AP.

Flaws

  • The creature’s wild empathy only functions on a specific type of creature (1 AP).

Format: wild empathy; Location: SQ


Weaknesses

Every monster of any creature type has the option of taking weaknesses to gain bonus ability points. Some weaknesses possess prerequisites that must be taken before the weakness can be applied. In general, a monster should not have more than one or two weaknesses.

Table: Weaknesses

Weakness Bonus AP Prerequisites Effects
Ability Score +1 none Lower ability scores.
Armored +1 none Replace natural armor with worn armor bonus.
Berserk +2 construct, magic immunity The construct sometimes goes on a rampage.
Dependent +3 none Creature must bond to an object, creature, or place.
Immobile +1 none Creature has no movement types.
Lethargy +2 immune (acid, cold, electricity, or fire) Exposure to element causes slowness.
Light Blindness +2 none Bright light causes blindness.
Light Sensitivity +1 none Bright light causes weakness.
Mindless +0 none Creature does not possess an Intelligence score.
Shielded +1 none Replace natural armor with wielded shield bonus.
Sunlight Powerlessness +3 none Creature cannot attack in bright light.
Undersized Weapons +1 none Creature can only use smaller weapons.
Vulnerability +4 none Creature takes +50% damage or suffers other effects from source.

Ability Score (EX, +1 AP)

Prerequisite: none; Weakness: The creature gains +1 additional AP for every 2 points a physical ability score (Strength, Dexterity, or Constitution) is reduced or every 4 points a mental ability score (Intelligence, Wisdom, or Charisma) is reduced. No ability score may be reduced to 0 or less in this manner. When designing creatures with the Talented Bestiary, try to avoid the temptation to alter statistics unless it is necessary. Gross adjustments could cause the monster to have disproportional statistics for a given CR.

Format: Str 8; Location: Ability Scores.

Armored (EX, +1 AP)

The creature wears armor or something that functions as the equivalent of armor instead of possessing a body with natural protection. The creature may swap any natural armor bonus to AC it possesses for an equivalent armor bonus to AC. The armor worn by the creature can be the target of attacks or abilities as normal for armor of the type worn (or its equivalent). If the armored and shielded weaknesses are both selected, the creature on gains 1 bonus AP (not 2). The creature sometimes suffers speed reduction and armor check penalties due to the armor worn.

Format: AC 12 (+2 armor); Location: AC

Berserk (EX, +2 AP)

Prerequisite: construct, immunity to magic; Weakness: When the golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check.

It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%. If control cannot be reestablished, then this weakness grants +3 AP.

Format: berserk; Location: Special Attacks.

Dependent (SU, +3 AP)

Prerequisite: none; Weakness: The creature is bonded to a single object, location, or creature and must never stray more than 300 yards from it. If the creature moves 300 yards away from the bonded object, location, or creature immediately becomes sickened. Every hour thereafter, they must make a DC 15 Fortitude save to resist becoming nauseated for an hour. If the creature is out of range of the bonded object, location, or creature for 24 hours, then they take 1d6 points of Constitution damage (or Charisma damage if they have no Constitution score) every day that follows. When their Constitution (or Charisma) reaches 0, the creature dies or is destroyed. If the creature can establish a new dependent creature, location, or object then this weakness grants only +2 AP. This requires a ritual taking no less than 24-hours and potentially other appropriate steps.

Format: dependent; Location: Weaknesses.

Immobile (EX, +1 AP)

Prerequisite: none; Weakness: The creature possesses a slower base speed than normal (at least ½ normal base speed). If the creature is completely immobile (base speed 0 feet) then this weakness grants +2 AP. A creature with this weakness may not have any alternative movement types (burrow, climb, or flight).

Format: Speed 0 ft.; Location: Weaknesses.

Lethargy (EX, +1 AP)

Prerequisite: immunity (acid, cold, electricity, or fire); Weakness: Although the creature is immune to a type of elemental damage, when it is exposed to the elemental effect it becomes slowed (as the slow spell) for 1 round. During this time, it loses access to all other special abilities. If the duration of the slow effect is increased to 1d4 rounds, this weakness grants +2 AP.

Format: lethargy; Location: Weaknesses.

Light Blindness (EX, +2 AP)

Prerequisite: none; Weakness: Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled so long as they remain in areas of bright light.

Format: light blindness; Location: Weaknesses.

Light Sensitivity (EX, +1 AP)

Prerequisite: none; Weakness: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Format: light sensitivity; Location: Weaknesses.

Mindless (EX, +0 AP)

Prerequisite: none; Weakness: The creature has an Intelligence score of — and a Charisma score of 1. They are incapable of communication, planning, critical thinking, or proactive action. At best, they can follow orders robotically or act purely on instinct. The creature is immune to all mindaffecting effects (charms, compulsions, phantasms, patterns, and morale effects). If the creature is already immune to mind-affecting effects from some other source, then this flaw grants +4 AP.

Format: Immune mind-affecting effects; Location: Immunities.

Shielded (EX, +1 AP)

The creature uses a shield or something that functions as the equivalent of a shield instead of possessing a body with natural protection. The creature may swap any natural armor bonus to AC it possesses for an equivalent shield bonus to AC. The shield used by the creature can be the target of attacks or abilities as normal for a shield of the type worn (or its equivalent). If the armored and shielded weaknesses are both selected, the creature only gains +1 bonus AP (not +2).

Format: AC 12 (+2 shield); Location: AC

Staggered (EX, +1 AP)

The creature has poor reflexes and can only perform a single move or standard action each round. The creature can move up to its speed and attack in the same round as a charge action.

Sunlight Powerlessness (EX, +3 AP)

Prerequisite: none; Weakness: The creature is utterly powerless in bright light or natural sunlight and flees from it. A creature with sunlight powerlessness caught in such light cannot attack and can take only a single move or standard action.

Format: sunlight powerlessness; Location: Weaknesses.

Undersized Weapons (EX, +1 AP)

Prerequisite: none; Weakness: The creature uses manufactured weapons as if it were one size category smaller than the creature’s actual size. Creatures that do not use manufactured weapons may not take this weakness.

Format: undersized weapons; Location: Special Qualities.

Vulnerability (EX Or SU, +4 AP)

Prerequisite: none; Weakness: A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Other options for vulnerabilities can include certain specific spells or effects instantly causing the creature’s destruction or the creature being affected as a summoned creature for the purposes of certain spells or effects. The specific effects and potential for vulnerabilities is endless, but typically the more common the effect, the weaker the impact. The more difficult to arrange or use, the more severe the effect on the creature.

Format: vulnerability to fire; Location: Weaknesses.


Unique Creature Abilities

Unique creature abilities are abilities that should generally only be purchased by monsters of a given creature type or subtype. Each unique creature ability is otherwise subject to the same rules and restrictions as universal creature ability. Flaws cannot reduce the cost of an ability below 1 AP.

Bending Rules

Some rules are made to be broken. The following abilities are grouped by creature type because creatures of the given type are the most likely to have those abilities. It should be rare that a giant has dragon senses or an undead creature displays the psychic powers of aberrations — unless the creature’s concept says otherwise. There are always monsters that blur the lines between creature types. Maybe the giant in question is a worshipper of dragons, gifted with her master’s sight, or the undead was created from aberration corpses. Maybe you just want the monster to have some ability they don’t meet the prerequisites for.

You should take the prerequisites as only a suggestion. Like most rules in the Talented Bestiary, they are simply guides to aid you in constructing monsters, not unquestionable dictums. If you grant a creature a power from a creature type (or other prerequisite) it doesn’t have, the best approach is to pay double the normal total AP cost. This increased cost is not compared to the monster’s maximum ability points per CR, and only the base (undoubled) cost should be compared to the monster’s maximum AP per CR limitations.

Table: Aberration Abilities

Ability Base Cost (AP) Prerequisites Benefits
Adhesive 7 aberration Exude sticky slime.
Body Thief 3 aberration Kill creature and take over their body.
Cacophony 2 aberration or ooze Emit insanity causing sounds.
Ground Manipulation 2 aberration or earth subtype Turn stone and earth into difficult terrain.
Guarded Thoughts 1 aberration Gain immunity to mind reading.
Mimic Object 1 aberration or shapechanger subtype Transform into seemingly inanimate objects.
Mind Thrust 2 aberration Blast creatures with mental energy.
Moan 2 aberration Cause variety of effects with disturbing howls.
Mucus Cloud 2 aberration and aquatic subtype Force creatures to become water-breathers.
Paralysis 2 aberration Reduced cost universal ability.
Psychic Crush 6 aberration Completely crush a creature’s mind.
Quickness 4 aberration or vermin Gain an extra move action each round
Rust 5 aberration Erode metal with a touch attack.
Slime 4 aberration or aquatic subtype Turn foe’s flesh into a slimy membrane.
Spit 3 aberration Spit poison as ranged touch attack.
Strands 4 aberration Drain Strength with long fragile tentacles.
Trace Teleport 1 aberration Gain awareness of teleporting creature’s destination.

Table: Animal Abilities

Ability Base Cost (AP) Prerequisites Benefits
Allergic Reaction 2 animal or magical beast Exude irritating dander.
Death Roll 2 animal or magical beast Grapple and knock creatures prone.
Electricity 3 animal or magical beast Stun creatures with shocking jolts.
Ink Cloud 2 animal or magical beast Shoot clouds of ink when underwater.
Intimidating Charge 1 animal or magical beast Scare charged creatures.
Sprint 1 animal or magical beast Move faster for brief periods.
Stampede 1 animal or magical beast, trample Trample more effectively in groups.
Tongue 2 animal or magical beast Grab creatures with a tongue.

Table: Construct Abilities

Ability Base Cost (AP) Prerequisites Benefits
Burst 4 construct Cause damage in an area.
Cursed Wound 4 construct Damage dealt doesn’t heal naturally and resists natural healing.
Elemental Rays 2 construct Gain a variety of ranged touch attacks.
Find Master 1 construct Gain knowledge of creator’s location.
Find Target 2 construct Unerringly find creatures.
Guard 3 construct Guard creator when ordered.
Haste 2 construct Gain the ability to act hastened temporarily.
Immunity to Magic 3 construct Gain near invulnerability to spells and spell-effects.
Poison Reservoir 1 construct Gain a the ability to store and use poison.
Relentless varies construct Gain the benefits of a constant spell.
Shield Other 2 construct Protect creator from harm.
Slow 4 construct Gain a slow effect in an area.
Spell Storing 4 construct Store and cast spells on command.
Telepathic Link 1 construct Communicate telepathically with creator.

Table: Dragon Abilities

Ability Base Cost (AP) Prerequisites Benefits
Acid Pool 5 dragon or earth subtype, breath weapon (acid) Use breath weapon to create lingering pools of acid.
Awaken Treants 8 dragon or fey Temporarily animate trees as treants
Blizzard 7 dragon or cold subtype, breath weapon (cold) Create snow storms.
Cloudwalking 1 dragon or air subtype Treat clouds like solid ground.
Corrupt Water 1 dragon or evil subtype Ruin water or potions.
Dragon Senses 2 dragon Gain darkvision, blindsense, and improved low-light vision.
Fog Vision 1 dragon or air subtype See through clouds and fog.
Freezing Fog 5 dragon or cold subtype, breath weapon (cold) Create cold acid fog and grease over area.
Icewalking 1 dragon or cold subtype As spider climb, on ice.
Ice Shape 3 dragon or cold subtype Shape snow and ice at will.
Incinerate 6 dragon or fire subtype, breath weapon (fire) Destroy creatures utterly with fiery breath.
Luck 1 dragon or fey Enchant gem to grant a temporary luck bonus to saving throws.
Manipulate Flames 6 dragon or fire subtype Control any fire spell.
Mass Laughter 4 dragon or fey Force creatures in area to laugh.
Melt Stone 9 dragon or fire subtype, breath weapon (fire) Turn the ground into lava with breath weapon.
Miasma 5 dragon or earth subtype, breath weapon (acid) Create clinging cloud of acid.
Mirage 4 dragon or fey Create illusory twin.
Reflective Scales 8 dragon, spell resistance Reflect spells that do not penetrate SR.
Sandstorm 7 dragon or earth subtype Create powerful sandstorms.
Slow Aura 7 dragon Creatures near to the dragon can become slowed.
Smoke Vision 1 dragon or fire subtype See through smoky conditions.
Snow Vision 1 dragon or cold subtype See through snowy conditions
Storm Breath 7 dragon or air subtype, breath weapon (electricity) Create a lightning storm.
Tail Sweep 6 dragon, Gargantuan size or larger Gain an area affect attack with tail.
Thirst 3 dragon or water subtype Create or destroy water.
Tidal Wave 6 dragon or water subtype Cause the sea to rise up in waves to crush enemies.
Vortex 3 dragon or water subtype Create whirlwinds in water.
Wave Mastery 2 dragon or water subtype Increase speed of creatures or ships on water.
Wind 2 dragon or air subtype Call up blinding gusts of wind.

Table: Fey Abilities

Ability Base Cost (AP) Prerequisites Benefits
Inspiration 4 fey Grant bonuses to favored creature.
Musical Manipulation 1 fey Use spell-like abilities through music.
Special Arrows 5 fey Gain arrows with a variety of different effects.
Stunning Glance 5 fey Stun creatures with a glance.
Tree Meld 2 fey or plant Move into and remain within trees.
Unearthly Grace 2 fey Gain Charisma bonus to saves and AC.
Woodcraft 1 fey Gain bonuses on crafting wooden items.

Table: Humanoid Abilities

Ability Base Cost (AP) Prerequisites Benefits
Bonus Feat 1 humanoid Gain bonus feat.
Flash of Insight 6 humanoid or monstrous humanoid See briefly into the future.
Madness 1 aberration or humanoid Use Charisma instead of Wisdom for Will saves and gain immunity to insanity.
Poison Use 1 humanoid or monstrous humanoid Use poisons without risk.
Skilled 1 humanoid or monstrous humanoid Gain skill bonuses and class skills.
Sticky Tongue 1 humanoid or monstrous humanoid Gain tongue attack that hampers opponents.
Superior Two-Weapon Fighting 5 humanoid Take no penalties for fighting with two weapons.
Terrifying Sound 1 humanoid or monstrous humanoid Scare creatures with horrifying sound.

Table: Magical Beast Abilities

Ability Base Cost (AP) Prerequisites Benefits
Acidic Spit 5 magical beast, bite attack Bite attack deals acid damage or can be sacrificed to spit a line of acid.
Carapace 13 magical beast Gain a percentage chance to deflect cones, lines, rays, and magic missile spells.
Elemental Sense 1 magical beast or elemental subtype Sense acid, cold, electricity, or fire.
Elusive 2 magical beast Magically evade notice and detection.
Ethereal Ambush 4 magical beast or outsider, ethereal jaunt Ambush creatures by moving from the Ethereal Plane.
Ethereal Jaunt 6 magical beast or outsider Shift between Material and Ethereal Planes.
Leap 3 magical beast Perform jumping pounce attacks.
Petrification 5 magical beast or earth subtype Slowly turn creatures to stone with attacks.
Rend Ship 6 magical beast or aquatic subtype, grab, Gargantuan size or larger Tear seafaring vessels apart.
Self-Resurrection 12 magical beast Automatically return from death.
Shock 2 magical beast Harm creatures with electricity, especially groups.
Spikes 3 magical beast Launch spikes as a ranged attack.

Table: Monstrous Humanoids Abilities

Ability Base Cost (AP) Prerequisites Benefits
Captivating Song 3 monstrous humanoid Draw creatures closer with song.
Expert Climber 2 monstrous humanoid Cling to walls as spider climb spell.
Evil Eye 5 monstrous humanoid Curse creatures with terrible fear.
Jump Attack 1 monstrous humanoid Make an attack while jumping.
Horrific Appearance 5 monstrous humanoid Disgust creatures into weakness.
Mimicry 3 monstrous humanoid Gain proficiencies and the ability to activate spell trigger or completion items.
Natural Cunning 3 monstrous humanoid Gain innate logical ability.
Speak with Animals 2 monstrous humanoid or fey Communicate telepathically with animals.
Swarming 2 monstrous humanoid Occupy the same square with more creatures.

Table: Ooze Abilities

Ability Base Cost (AP) Prerequisites Benefits
Acid 4 ooze Deal additional acid damage to creatures and objects.
Engulf 1 ooze As universal monster ability.
Paralysis 2 ooze As universal monster ability.
Split 2 ooze As universal monster ability.
Suction 2 ooze Cling to surfaces.
Transparent 1 ooze Become difficult to discern when motionless.

Table: Outsider Abilities

Ability Base Cost (AP) Prerequisites Benefits
Barbed Defense 4 outsider Harm attackers with piercing damage.
Bay 5 outsider (evil) Panic creatures in a large area.
Dance of Ruin 8 outsider Deal electricity damage in large area.
Dancing Chains 5 outsider (kyton) Control or attack with chains.
Death-Stealing Gaze 5 outsider (evil) Deal negative levels and transform creatures killed into ghouls.
Devil Shaping 5 outsider (devil) Transform lemures into more powerful devils.
Dismantle Armor 6 outsider Peel away creature’s armor with successful attacks.
Drench 1 outsider (water) or aquatic subtype Extinguish fires.
Elemental Endurance 1 outsider (native) Survive temporarily on Elemental Planes unharmed.
Elemental Mastery 0 air, earth, fire, or water subtype Gain bonuses when in contact with chosen element and penalties when apart from it.
Entangle 3 outsider Entangle creatures with ropes, whips, or some equivalent.
Feed 5 outsider (evil) Gain power through devouring nonevil humanoid corpses.
Gestalt 4 outsider, size Small or smaller Join with other creatures to become a Large elemental.
Heartstone 8 outsider (evil) Gain power from bonding with a special gemstone.
Kiss 5 outsider (evil) Infect creatures with a mutating disease that transforms them into evil outsiders.
Light Form 5 outsider (good) Shift between solid body and an incorporeal form made of light.
Light Ray 4 outsider (good) Fire beams of damaging light as ranged touch attacks.
Metalmorph 5 outsider (earth) Transform metals.
Nausea 8 outsider (evil) or aberration Cause grappled creatures to become nauseated.
Numb 3 outsider Slow creatures with attacks.
Profane Gift 5 outsider (evil) Grant ability score bonuses to willing humanoids.

Table: Plant Abilities

Ability Base Cost (AP) Prerequisites Benefits
Animate Plant 6 plant Animate plants or trees to fight.
Create Plant Zombie 5 plant Damage Intelligence of helpless creatures until they become zombies.
Damage Objects 2 plant Deal double damage against objects or structures with a full attack.
Fortitude 3 plant, immunity (acid, cold, electricity, or fire) Gain temporary Constitution from electricity damage.
Hallucination Cloud 6 plant Release mind-altering spores.
Pollen Spray 5 plant Entrance creatures with pollen at range.

Table: Undead Abilities

Ability Base Cost (AP) Prerequisites Benefits
Channel Resistance 1 undead or negative energy affinity Resist channeled positive energy.
Children of the Night 4 undead Summon rats, bats, or wolves.
Corrupting Touch 4 undead, incorporeal Gain a damaging touch attack.
Create Spawn 2 undead or evil subtype Creatures killed arise as undead.
Devour Soul 8 undead Kill with a touch and absorb the creature’s soul.
Possession 6 undead or outsider (evil), incorporeal Merge with a creature on the Material Plane to control their body.
Rejuvenation 6 undead Return to existence after destruction.
Telekinesis 5 undead or outsider (evil), incorporeal Use telekinesis to affect the Material Plane.

Table: Vermin Abilities

Ability Base Cost (AP) Prerequisites Benefits
Cling 4 vermin (swarm) Portions of the swarm continue dealing damage even after creatures leave its area.
Consume 5 vermin (swarm) Rapidly consume any creature swarmed over.
Filament 1 vermin or magical beast Shoot sticky thread that pulls creatures closer.
Luminescence 0 vermin, animal, or magical beast Shine with glowing light.
Lunge 3 vermin, animal, or magical beast Reach further and more accurately with attacks.
Malleable 1 vermin Squeeze more easily or into areas that would otherwise be impossible.
Sudden Strike 5 vermin Take full actions in the surprise round.

Acid (EX, 4 AP)

Prerequisites: ooze; Benefit: The ooze deals an additional 1d6 acid damage with slam and constrict attacks. Armor or clothing worn by a creature grappled by the ooze takes the same amount of acid damage unless the wearer succeeds on a Reflex save (DC 10 +1/2 the ooze’s HD + ooze’s Con modifier). Weapons that strike the ooze take 1d6 acid damage unless the weapon’s wielder succeeds on a Reflex save. The ooze’s touch deals 12 points of damage to objects per round, but the ooze must remain in contact with the material for 1 full round to deal this damage.

Enhancements

  • The acid damage increases to 2d6 (21 points to objects) for an additional +1 AP or 3d6 (30 to objects) for +2 AP.
  • An opponent that is being constricted by the ooze suffers a –4 penalty on Reflex saves made to resist acid damage applying to clothing and armor for an additional +1 AP.

Flaws

  • The acid does not harm one type of material, including (but not limited to) bone, metal, or stone (1 AP). This flaw may be taken multiple times.
  • The acid only harms one type of material, such as (but not limited to) flesh, metal, or stone (2 AP).
  • Damage decreases to 1d4 acid and 8 to objects (1 AP), 1d2 acid and 5 to objects (2 AP), or 1 acid and no damage to objects (3 AP).

Format: slam +2 (1d6 plus 1d6 acid); Location: Melee

Acid Pool (SU, 5 AP)

Prerequisites: dragon or earth subtype, breath weapon (acid); Benefit: The dragon can use its breath weapon to create an acid pool as a standard action. When an acid pool is created, anyone inside its area takes an amount of damage equal to the dragon’s breath weapon. Creatures affected may make a Reflex save for half (DC 10 + ½ the dragon’s HD + dragon’s Con modifier). Any creature that starts its turn touching this pool takes damage, but can make a Reflex save for half. Each round, the total damage dice of the pool is halved until the result would be less than 1d6. The acid pool floats on water, and deals damage to anything on the surface.

Enhancements

  • The total damage dice of the acid pool is halved every other round for an additional +1 AP, every minute for +2 AP, every hour for +3 AP, or the acid pool is permanent for +4 AP.
  • The radius of the acid pool increases by 5 feet for each additional +1 AP spent.

Format: acid pool; Location: Special Attacks

Acidic Spit (EX, 5 AP)

Prerequisites: magical beast, bite attack; Benefit: The monster’s gains a bite attack appropriate for its size that deals an additional 1d4 acid damage. Once every 6 hours, the magical beast can spit a 30-foot line of acid. Creatures struck by this acid take the magical beast’s CR+1 in d4s of acid damage with a Reflex save (DC 10 +1/2 the magical beast’s HD + magical beast’s Con modifier) for half damage. After spitting acid, the magical beast’s bite attack does not deal acid any additional acid damage for 6 hours.

Enhancements

  • The magical beast can spit acid every hour for an additional +1 AP, every minute for +2 AP, or every round for +3 AP.
  • The acid damage of the bite attack improves by one step on the following progression for each additional +1 AP spent: 1d4, 1d6, 2d4, 2d6, 2d8.
  • The acid damage dealt by the creature’s spit increases by one die type on the following progression for each +1 AP spent: d4, d6, d8, d10, or d12.

Format: acidic spit; Location: Special Attacks

Adhesive (EX, 7 AP)

Prerequisites: aberration; Benefit: The aberration exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered aberration automatically grapples any creature it hits with a natural attack. Opponents so grappled cannot get free while the aberration is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated aberration is stuck fast unless the wielder succeeds on a Reflex save (DC 10+ ½ the aberration’s HD + aberration’s Con modifier). A successful CMB check at the same DC is needed to pry off a stuck weapon. An aberration can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. Adhesive countsas the grab ability for the purposes of prerequisites.

Flaws

  • Strong alcohol or universal solvent dissolves the adhesive, but the aberration can still grapple normally (2 AP)

Format: slam +10 (1d8+6 plus adhesive); Location: Melee

Allergic Reaction (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: The animal’s dander is highly irritating to all creatures save those with a specific creature subtype chosen when this ability is taken. Any other creature damaged by the animal’s bite, who deals damage to the animal with a natural weapon or unarmed attack, or who otherwise comes into contact with the animals (including attempts to grapple or ride the creature) must make a Fortitude save (DC 10 +1/2 the animal’s HD + animal’s Con modifier) or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect.

Enhancements

  • The penalty to Dexterity and Charisma increases to -4 for an additional +3 AP or -6 for an additional +6 AP.
  • The duration of the allergic reaction is increased to 1d4 days for an additional +1 AP, or 2d6 days for +2 AP.
  • Allergic reaction does not affect a specific creature type instead of subtype for an additional +1 AP. It does not affect any number of specific creature types and subtypes (or only affects a specific creature type or subtype) for an additional +2 AP.

Format: bite +2 (1d6+3 plus allergic reaction); Location: Melee

Animate Plant (SP, 6 AP)

Prerequisites: plant; Benefit: The plant can animate any plants or trees within 180 feet at will, controlling up to two plants at a time. It takes 1 full round for a plant to uproot itself, after which it moves at a speed of 10 feet. It fights with the same base statistics as the animating plant, but no other abilities. The animated plant only ever possesses one attack and gains a vulnerability to fire. If the plant that animated it terminates the animation, moves out of range, or is incapacitated, the animated plant immediately takes root wherever it is and returns to its normal state.

Enhancements

  • The plant deals double damage against an object or structure when it makes a full attack for an additional +1 AP.

Format: animate plant; Location: SQ

Awaken Treants (SU, 8 AP)

Prerequisites: dragon or fey; Benefit: The dragon can animate a number of trees as treants to protect it. The treants can be called from any Huge or larger living tree. The dragon can create a single treant as a standard action 3/day. These treants remain animated for up to 1 hour, at which time they revert to being ordinary trees.

Enhancements

  • The number of treants that can be animated each day is increased by one for an additional +2 AP. This enhancement may be taken multiple times.
  • The treants remain animated for 24-hours for an additional +2 AP, or are permanently animated for +4 AP.

Format: awaken treants; Location: SQ

Barbed Defense (SU, 4 AP)

Prerequisites: outsider; Benefit: A creature that strikes the outsider with a melee weapon, an unarmed strike, or a natural weapon takes appropriate damage for a gore natural attack for a creature of the outsider’s size from barbed spikes. Melee weapons with reach do not endanger a user in this way. The outsider can add any natural attack enhancements to this ability.

Format: barbed defense; Location: Defensive Abilities

Bay (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: When the outsider howls, all creatures except other evil outsiders within a 300-foot spread must succeed on a Will save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same outsider’s bay for 24 hours.

Format: bay; Location: Special Attacks

Blizzard (SU, 7 AP)

Prerequisites: dragon or cold subtype, breath weapon (cold); Benefit: The dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does.

Enhancements

  • The radius of the blizzard is increased to 100 feet for an additional +1 AP, 200 feet for +2 AP, or 300 feet for +3 AP.

Format: blizzard; Location: Special Attacks

Body Thief (SU, 3 AP)

Prerequisites: aberration; Benefit: As a full-round action that provokes an attack of opportunity, the aberration can burrow into the skull and brain of a helpless or dead creature that is at least one size category larger.

This is a coup de grace attack that deals damage as an automatic critical hit with one of the aberration’s natural attacks. If the victim is slain (or already dead), the aberration usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The aberration has full access to all the host’s defensive and offensive abilities save for spellcasting and spell-like abilities (although the aberration can still use its own spelllike abilities, if any). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the aberration occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim’s identity and personality, yet has none of the victim’s specific memories or knowledge. Damage done to a host body does not harm the aberration, and if the host body is slain, the aberration emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

Enhancements

  • The host body can be dead for any length of time, and does not decay it to uselessness for an additional +2 AP.
  • The aberration gains the victim’s specific memories or knowledge for an additional +2 AP.
  • The aberration gains access to the victim’s spellcasting and spell-like abilities for an additional +6 AP.
  • Use of body thief becomes a standard action that does not provoke an attack of opportunity for an additional +4 AP.
  • The creature the aberration can control can be of the same size category for an additional +1 AP, or any size category for an additional +2 AP.

Flaws

  • The aberration gains no access to hosts defensive and offensive abilities, and treats the host as a zombie or skeleton reanimated through the animate dead spell (2 AP).

Format: body thief; Location: Special Attacks

Bonus Feat (EX, 1 AP)

Prerequisites: humanoid; Benefit: As the universal monster ability, except at the reduced cost as shown.

Format: Improved InitiativeB; Location: Feats

Burst (SU, 4 AP)

Prerequisites: construct; Benefit: As a free action once every 1d4 +1 rounds, the construct can launch a barrage from its body in a 20-foot radius burst. All creatures caught in this area take 1d6 damage per CR of the construct. Any creature is allowed a Reflex save (DC 10 +1/2 the construct’s HD + construct’s Con modifier) for half damage. The damage type is chosen when the ability is taken and may be any of the following: acid, bludgeoning, cold, electricity, fire, piercing, or slashing.

Enhancements

  • The damage dealt is an unusual or uncommon type, such as (but not limited to) force, negative energy, or sonic for an additional +2 AP.
  • The damage for burst increases to 1d8 per CR for an additional +2 AP or 1d10 per CR for +4 AP.
  • The construct can use burst at will, but it requires a standard action for an additional +2 AP. It can burst at will as a free action for +6 AP.

Format: burst; Location: Special Attacks

Cacophony (SU, 2 AP)

Prerequisites: aberration or ooze; Benefit: As a free action, the aberration can emit a cacophony of maddening sound. All creatures without this ability within 60 feet must succeed on a Will save (DC 10 + ½ the aberration’s HD + aberration’s Cha modifier) or be confused for 1 round (as the confusion spell). This is a sonic mind-affecting compulsion insanity effect. A creature that saves cannot be affected by the same aberration’s cacophony for 24 hours.

Enhancements

  • The duration of the confusion increases to 1d4 rounds for an additional +2 AP or 1d6 rounds for +3 AP.
  • Affected creatures take 1 point of Wisdom damage for an additional +2 AP, 1d4 Wisdom damage for +4 AP, or 1d6 Wisdom damage for +6 AP.

Format: cacophony; Location: special attacks

Captivating Song (SU, 3 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid can draw creatures to its side through song as a standard action. All creatures within a 100-foot spread that do not possess this ability must succeed on a Will save (DC 10 + ½ the monstrous humanoid’s HD + monstrous humanoid’s Cha modifier) or become captivated. A creature that successfully saves is not subject to the same monstrous humanoid’s song for 24 hours.

A victim under the effects of the captivating song moves toward the monstrous humanoid using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the monstrous humanoid simply stands and offers no resistance to the monstrous humanoid’s attacks. This effect continues for as long as the monstrous humanoid sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.

Enhancements

  • The range of captivating song extends to 200 feet for an additional +1 AP, 300 feet for +2 AP, or 400 feet for +3 AP.
  • The creature receives no second saving throw for danger for an additional +4 AP.
  • The effect persists for an additional round for every additional +1 AP spent.

Format: captivating song; Location: Special Attacks

Carapace (SU, 13 AP)

Prerequisites: magical beast; Benefit: The magical beast’s body deflects cones, lines, rays, and magic missile spells, rendering the magical beast immune to such effects.

Enhancements

  • The magical beast deflects effects back in full force at the caster 30% of the time for an additional +2 AP, 60% of the time for +4 AP, or 100% of the time for +6 AP.

Format: carapace; Location: SQ

Channel Resistance (EX, 1 AP)

Prerequisite: undead or negative energy affinity; Benefit: A creature with this special quality is less easily affected by the channel ability of clerics or paladins. A creature with channel resistance adds a +2 bonus to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).

Enhancements

  • The creature’s channel resistance bonus increases to +4 for an additional +1 AP and +6 for an additional +2 AP.

Format: channel resistance +4; Location: Defensive Abilities.

Children of the Night (SU, 4 AP)

Prerequisites: undead; Benefit: Once per day, the undead can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the undead for up to 1 hour.

Enhancements

  • Children of the night is usable 3/day for an additional +1 AP, or at will for +2 AP.
  • The creatures arrive within 1d6 rounds for an additional +1 AP, or are summoned immediately for +2 AP.
  • The creatures serve 24 hours for an additional +1 AP.

Format: children of the night; Location: Special Attacks

Cling (EX, 4 AP)

Prerequisites: vermin (swarm); Benefit: If a creature leaves a vermin swarm’s square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers. A creature with the members of the swarm clinging to him takes the swarm’s damage at the end of his turn each round. As a full-round action, he can remove the clinging swarm with a Reflex save (DC 10 +½ the vermin swarm’s HD + swarm’s Dex modifier). High wind or any amount of damage from an area effect destroys all clinging swarm vermin.

Format: cling; Location: Special Attacks

Cloudwalking (SU, 1 AP)

Prerequisites: dragon or air subtype; Benefit: The dragon can tread on clouds or fog as though on solid ground.

Format: cloudwalking; Location: Speed

Consume (EX, 5 AP)

Prerequisites: vermin (swarm); Benefit: The vermin swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, the vermin swarm deals double its normal damage.

Format: consume; Location: Special Attacks

Corrupt Water (SP, 1 AP)

Prerequisites: dragon or evil subtype; Benefit: Once per day the dragon can stagnate 10 cubic feet of still water, making it foul and unable to support water-breathing life. The ability spoils liquids containing water. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 10 + ½ the dragon’s HD + dragon’s Cha modifier) or become ruined. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence or 30 feet, whichever is higher.

Format: corrupt water; Location: Special Attacks

Corrupting Touch (SU, 4 AP)

Prerequisites: undead, incorporeal subtype; Benefit: The undead gains an incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the undead inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save (DC 10 + ½ the undead’s HD + undead’s Cha modifier) halves the damage inflicted.

Format: corrupting touch +6 (7d6, Fort. DC 18 half); Location: Melee

Create Plant Zombie (SU, 5 AP)

Prerequisites: plant; Benefit: As a full-round action, the plant can bore tendrils or roots into the brain of a helpless creature within reach. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates with the zombie template, except that the zombie possesses the plant creature type instead of the undead type and are treated as plants for the resolution of magical effects and spells.

Enhancements

  • The duration of the time required for the plant zombie to animate is reduced to 1 minute for an additional +1 AP, or immediately for +2 AP.
  • The Intelligence damage becomes drain for an additional +2 AP.
  • The Intelligence damage dealt increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, or 2d8 for +5 AP.

Format: create plant zombie; Location: Special Attacks

Create Spawn (SU, 2 AP)

Prerequisites: undead or evil subtype; Benefit: Creatures killed by the undead arise as creatures of the same type and CR as the undead, provided that the creature is within one size category of the undead. Spawn created in this manner are under the absolute command of the undead that created them. The spawn created arise in 1d4 days.

Enhancements

  • The creation of spawn heals the undead of 1d6 hit points per HD possessed by the slain creature and hastes (as the haste spell) the undead for the round following the spawn’s creation for an additional +2 AP.
  • The duration of the time required for the spawn to arise is decreased to 1 day or 1d6 hours for an additional +1 AP, 1 hour or 1d6 minutes for +2 AP, 1 minute or 1d4 rounds for +3 AP, or immediately for +4 AP.

Flaws

  • The undead can only creature spawn from creatures of a certain type (1 AP).
  • The create spawn ability is tied to a disease that the creature inflicts and creatures killed by the disease are subject to the create spawn ability (2 AP). The disease must be purchased separately.
  • Spawn created by the undead are less powerful than itself and are built as undead with a CR of ½ the CR of the undead that created them or less (2 AP).
  • The undead may have Hit Dice of enslaved spawn totaling no more than twice its own HD; any spawn it creates that exceed this limit become free-willed. The undead may free an enslaved spawn in order to enslave a new spawn, but once freed the spawn cannot be enslaved again (1 AP).
  • The undead has no control over spawn it creates (2 AP).

Format: create spawn; Location: Special Attacks

Cursed Wound (EX, 4 AP)

Prerequisites: construct; Benefit: The damage the construct deals with a single natural attack type doesn’t heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by the construct must succeed on a caster level check (DC 10 + construct’s HD), or the healing has no effect on the injured creature.

Enhancements

  • The caster level check is equal to 10 + the construct’s HD x 2 for an additional +8 AP.

Flaws

  • The subject’s wounds heal naturally, and only resist magical healing (1 AP).

Format: 2 slams +19 (2d10+7 plus cursed wound); Location: Melee

Damage Objects (EX, 2 AP)

Prerequisites: plant; Benefit: The plant deals double damage against an object or structure when it makes a full attack.

Format: damage objects; Location: SQ

Dance of Ruin (SU, 8 AP)

Prerequisites: outsider; Benefit: The outsider can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the outsider, dealing 1d6 + ½ the outsider’s CR points of electricity damage to all creatures within 100 feet. A Reflex save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) halves this damage. For each additional outsider with this ability that joins the dance, the damage is additive and the DC to avoid the effect increases by +1 to the highest DC of any outsiders with this ability (to a maximum of 20d6). The dance immediately ends and must start anew if any of the participating outsiders are slain, stunned, or otherwise prevented from dancing.

Format: dance of ruin; Location: Special Attacks

Dancing Chains (SU, 5 AP)

Prerequisites: outsider (kyton); Benefit: The kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, the kyton can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature’s possession, the creature can attempt a Will save (DC 10 + ½ the HD of the kyton + kyton’s Cha modifier) to break the kyton’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. A kyton can climb chains it controls at its normal speed without making Climb checks.

Format: dancing chains; Location: Special Attacks

Death Roll (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: When grappling a foe of its size or smaller, the animal can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The animal inflicts its bite damage with Strength x1.5 and knocks the creature prone. If successful, the animal maintains its grapple.

Enhancements

  • The animal can perform a death roll on creatures of any size for an additional +2 AP.

Format: death roll (1d8+6 plus trip); Location: Special Attacks

Death-Stealing Gaze (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: As a free action once per day, the outsider can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Cha modifier) or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the outsider’s control. The outsider’s gaze can only create one ghoul per round—if multiple humans perish from the gaze in a round, the outsider picks which human becomes a ghoul.

Enhancements

  • The outsider gains an additional use of death-stealing gaze for every additional +1 AP spent.
  • The outsider can create any number of ghouls per round for an additional +2 AP.
  • When an outsider creates a ghoul with death-stealing gaze, it gains a growth point for an additional +7 AP. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, its caster level for spell-like abilities increases by 1, and it gains an additional use of death-stealing gaze. For every 2 growth points, its natural armor bonus, SR (if any), and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check—success indicates it matures. It loses all growth points and its statistics improve by +1 CR within its focus. The outsider can have a maximum of 20 growth points—it automatically matures if it has not done so already when it reaches 20 growth points. It may repeat this process to continually grow in power.

Format: death-stealing gaze; Location: Special Attacks

Devil Shaping (SU, 5 AP)

Prerequisites: outsider (devil); Benefit: Three times per day, the devil can spend a minute to transform nearby lemures into other lesser devils. The devil can transform one lemure for every Hit Die the devil possesses. It can then reshape these lemures into a number of Hit Dice’s worth of lesser devils equal to the number of lemures affected. Lemures to be reshaped must be within 50 feet of the devil, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil (with a CR no higher than the devil with devil shaping) ready to follow the orders of the devil.

Format: devil shaping; Location: Special Attacks

Devour Soul (SU, 8 AP)

Prerequisites: undead; Benefit: By making a touch attack as a standard action, the undead can deliver a slay living spell (caster level of the undead’s HD, Fortitude save DC 15 + undead’s Cha modifier). The soul of a creature slain by this attack becomes trapped with the undead. The creature cannot be brought back to life until the undead’s destruction. The undead may only hold one soul in this manner. This is equal to a 5th-level spell.

Enhancements

  • The undead can hold any number of souls for an additional +2 AP.
  • The undead can divert incoming spells to devoured souls for an additional +3 AP. If any of the following spells are cast at the undead and overcome its spell resistance (if any), they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a caster level check (DC 11 + undead’s HD) when a spell is deflected—success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

Flaws

  • Bonus AP gained from this flaw may only be spent on spell-like abilities and do not reduce the cost of the devour soul ability. The undead requires trapped souls to cast any spell-like abilities it possesses (8 AP). The soul provides 5 essence points for each Hit Die. The undead must expend essence points when it uses a spell-like ability equal to the spell’s level. The trapped essence gains one permanent negative level for every 5 points of essence drained — these negative levels remain if the creature is brought back to life (but do not stack with any negative levels imparted by being raised). A soul that is completely consumed may only be restored to life by a miracle or wish.

Format: devour soul; Location: Special Attacks

Dismantle Armor (EX, 6 AP)

Prerequisites: outsider; Benefit: If the outsider hits a foe with two attacks, it can attempt to peel away the target’s armor and shield as a free action by making a CMB check. If the outsider is successful, the target’s armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a Reflex save (DC 10 + ½ the outsider’s HD + outsider’s Str modifier).

Format: dismantle armor; Location: Special Attacks

Dragon Senses (EX, 2 AP)

Prerequisites: dragon; Benefit: The dragon gains darkvision 120 feet and blindsense 60 feet. It sees four times as well as a human in dim light and twice as well in normal light.

Format: Senses darkvision 120 ft.; blindsense 60 ft.; Location: Senses

Drench (EX, 1 AP)

Prerequisites: outsider (water) or aquatic subtype, Benefit: The outsider’s touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals the outsider’s HD).

Format: drench; Location: Special Attacks

Electricity (EX, 3 AP)

Prerequisites: animal, magical beast, or air subtype; Benefit: The animal can produce a powerful jolt of 1d6 electricity damage, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a Fortitude save (10 +1/2 the animal’s HD + animal’s Con modifier) or be stunned for 1 round.

Enhancements

  • The duration of the stun effect is increased to 1d4 rounds for an additional +1 AP or 1d6 rounds for +2 AP.
  • Targets must save against the stun effect on any successful hit for an additional +4 AP.
  • The electricity damage is increased to 2d6 for an additional +1 AP, 3d6 for +2 AP, 4d6 for +3 AP, or 5d6 for +4 AP.

Format: tail -2 touch (1d6 electricity); Location: Melee

Elemental Endurance (EX, 1 AP)

Prerequisites: outsider (native); Benefit: The outsider can remain on the Planes of Air, Earth, Fire, or Water unharmed by the nature of the plane for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes the outsider to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Enhancements

  • The outsider may remain on a plane indefinitely for an additional +1 AP.
  • The outsider can ignore the negative effects of any plane (such as the Negative or Positive Energy Planes) for an additional +1 AP.

Format: elemental endurance; Location: SQ

Elemental Mastery (EX, 0 AP)

Prerequisites: air, earth, fire, or water subtype; Benefit: Either the creature gains a +1 bonus on attack and damage rolls or other creatures suffer a -1 penalty to attack and damage rolls when both creatures are primarily in contact with the chosen element (flying, on the ground, within fire, or swimming, respectively for air, earth, fire, or water). If the outsider is disconnected from the element attuned to its planar affinity, it takes a -4 penalty on attack and damage rolls.

Enhancements

  • The outsider does not suffer penalties for being disconnected from the element for an additional +2 AP.

Format: water mastery; Location: Special Attacks

Elemental Rays (SU, 2 AP)

Prerequisites: construct; Benefit: The construct can produce magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A specific ray is usable only once every 4 rounds. The construct can fire an elemental ray in the same round that it makes physical attacks- firing an elemental ray does not provoke attacks of opportunity. The save DCs are equal to 10 + ½ the construct’s HD + construct’s Con modifier. This ability may be purchased multiple times, each time it adds an additional ray.

  • Acid: Deals 1d6 acid damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Cold: 1d6 cold damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Electricity: 1d6 electricity damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Fire: Deals 1d6 fire damage plus an additional 1d6 damage per CR of the construct (Reflex half).
  • Petrification: Target must succeed on a Fortitude save or turn to stone permanently.

Format: rays (+16 ranged touch); Location: Special Attacks

Elemental Sense (EX, 1 AP)

Prerequisites: magical beast or elemental subtype; Benefit: The magical beast automatically senses any single elemental effect (acid, cold, electricity, or fire) within 100 feet (select one).

Format: Senses fire; Location: Senses

Elusive (SU, 2 AP)

Prerequisites: magical beast; Benefit: As a full-round action the magical beast can move up to its run speed without leaving any trace of its passing (identical in effect to a pass without trace spell). This spell effect has a caster level of 20 and cannot be dispelled. The magical beast gains a +10 circumstance bonus to its Stealth checks while moving.

Enhancements

  • The bonus to Stealth checks increases to +20 for an additional +1 AP, +30 for +2 AP, or +40 for +3 AP.
  • Except when in combat, the magical beast is considered to be under the effects of a nondetection spell for an additional +4 AP. This spell effect has a caster level of 20 and cannot be dispelled.

Format: elusive; Location: Defensive Abilities

Engulf (EX, 1 AP)

Prerequisites: ooze; Benefit: As the universal monster ability, but at the reduced base cost.

Format: engulf; Location: Special Attacks

Entangle (EX, 3 AP)

Prerequisites: outsider; Benefit: The outsider may use ropes, whips, or some equivalent to entangle creatures that are at least one size category smaller. If the outsider successfully hits, it can immediately attempt a grapple check without provoking an attack of opportunity. If the outsider wins the check, it draws the foe into an adjacent square.

Format: +1 whip +10 (1d4+3 and entangle); Location: Melee

Ethereal Ambush (EX, 4 AP)

Prerequisites: magical beast, ethereal jaunt; Benefit: A magical beast that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.

Format: ethereal ambush; Location: Special Attacks

Ethereal Jaunt (SU, 6 AP)

Prerequisites: magical beast or outsider; Benefit: The magical beast can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Enhancements

  • The creature can take a single willing or helpless creature with it when it switches planes for +1 AP.

Flaw

  • Shifting from the Ethereal Plane to the Material Plane is a move action and shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions (2 AP). While shifting from the Material to the Ethereal Plane, the magical beast becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second.

Format: ethereal jaunt; Location: Defensive Abilities

Expert Climber (EX, 2 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid can cling to walls and even ceilings as long as the surface has hand- and footholds. In effect, the monstrous humanoid is treated as constantly being under a nonmagical version of the spider climb spell, save it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Format: expert climber; Location: SQ

Evil Eye (SU, 5 AP)

Prerequisites: monstrous humanoid; Benefit: Three times per day, the monstrous humanoid can cast a dire gaze upon any single creature within 30 feet. The target must succeed on a Will save (DC 10+ ½ the monstrous humanoid’s HD + monstrous humanoid’s Cha modifier) or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If the monstrous humanoid uses the evil eye on someone already afflicted by this curse, the victim must make a Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a Fortitude save or perish. The evil eye is a mind-affecting fear effect.

Enhancements

  • Evil eye becomes usable at will for an additional +2 AP.
  • The range of evil eye increases by 30 feet for each additional +1 AP spent.

Format: evil eye; Location: Special Attacks

Feed (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: Once per month, the outsider can devour a nonevil humanoid’s corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, the outsider’s caster level for its spell-like abilities and its CR increase by +1. When the outsider reaches 4 growth points, it loses all growth points and permanently improves by +1 CR according to its focus. The creature gains AP to spend on new abilities once its CR permanently increases, and can even change abilities it already possesses to afford new ones. It may repeat this process to continually grow in power.

Format: feed; Location: Special Attacks

Filament (EX, 1 AP)

Prerequisites: vermin or magical beast; Benefit: The vermin can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by the vermin’s filament becomes attached to the sticky thread and can be pulled towards the vermin (see the pull universal monster ability) 10 feet plus 10 feet for every 5 that the vermin exceeds the target’s CMD. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. The vermin can have only one filament active at a time.

Format: pull (filament, 10 feet); Location: Special Attacks

Find Master (SU, 1 AP)

Prerequisites: construct; Benefit: So long as the construct and its creator are on the same plane, the construct can locate its creator.

Format: find master; Location: SQ

Find Target (SU, 2 AP)

Prerequisites: construct; Benefit: Once per day the construct’s creator can order it to find and kill a specific creature within 1 mile, which it locates as if guided by discern location. The creator must have seen or be holding an item from the specific creature for this order to function.

Format: find target; Location: SQ

Flash of Insight (SU, 6 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: Once per day as an immediate action, the humanoid can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the humanoid only, and cannot be applied to the rolls of others.

Enhancements

  • The humanoid gains an additional use of flash of insight for each additional +3 AP spent.

Format: flash of insight; Location: SQ

Fog Vision (EX, 1 AP)

Prerequisites: dragon or air subtype; Benefit: The dragon can see perfectly well in fog and clouds.

Format: fog vision; Location: Senses

Fortitude (EX, 3 AP)

Prerequisites: plant, immunity (acid, cold, electricity, and fire); Benefit: Any elemental attack used against the plant that the plant possesses an immunity to temporarily increases its Constitution score by 1d4 points. The plant loses these temporary points at the rate of 1 per hour. Temporary Constitution gained through fortitude does not stack.

Enhancements

  • The temporary increase to Constitution becomes 1d6 points for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, or 2d6 for +4 AP.

Format: electric fortitude; Location: SQ

Freezing Fog (SP, 5 AP)

Prerequisites: dragon or cold subtype, breath weapon (cold); Benefit: The dragon can use this ability three times per day. It is similar to an acid fog spell but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. This ability is the equivalent of a 6th-level spell.

Format: freezing fog; Location: Special Attacks

Gestalt (SU, 4 AP)

Prerequisites: outsider, size Small or smaller; Benefit: As a full-round action, nine outsiders with this ability can fuse together to create a much larger and more powerful creature. The outsiders become a single creature of Large sized and gain all of the powers and abilities of any single type of Large elemental (as the elemental body III spell). The outsiders retain all the abilities of the base creature. The outsiders can remain in this form for 2d4 rounds. When the gestalt separates back into individual outsiders, its remaining hit points are divided evenly among them. If it had less than 9 hit points, some of the component outsiders die when the gestalt ends. The type of elemental created by the gestalt must be chosen when this ability is taken.

Enhancements

  • The gestalt produces a Huge elemental for an additional +1 AP, greater elemental for +2 AP, or elder elemental for +3 AP.

Format: gestalt; Location: SQ

Ground Manipulation (SU, 2 AP)

Prerequisites: aberration or earth subtype; Benefit: At will as a standard action, the aberration can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the aberration moves off the location. An aberration can move through these areas with ease, but other creatures treat them as difficult terrain.

Format: ground manipulation; Location: Special Attacks

Guarded Thoughts (EX, 1 AP)

Prerequisites: aberration; Benefit: The aberration is immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Format: guarded thoughts; Location: Defensive Abilities

Guard (EX, 3 AP)

Prerequisites: construct; Benefit: If ordered to do so, the construct moves to defend its creator. All attacks against the creator take a –2 penalty when the construct is adjacent to its master.

Format: guard; Location: SQ

Hallucination Cloud (EX, 6 AP)

Prerequisites: plant; Benefit: As a standard action once per minute, the plant can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a Fortitude save (DC 10 +½ the plant’s HD + plant’s Con modifier) or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing—a strong wind causes it to disperse immediately. To determine what hallucination is suffered each round, roll 1d6 and consult the following table.

d6 Hallucination
1 You’re sinking in quicksand! Fall prone and spend 1 round flailing your arms and legs as if trying to swim.
2 Attacked by a swarm of spiders! Spend a full round action to attack the floor near you with your weapon.
3 An item you hold has turned into a viper! Drop it and flee from the item at top speed for 1 round.
4 You’re suffocating! Stand in place, hold your breath, and clutch at your throat for 1 round.
5 You’ve shrunk to 1/10th your normal size! Take no actions for 1 round and monsters won’t see you.
6 You’re melting! Grasp hold of yourself in an attempt to hold yourself together, and take no actions for 1 round.

Enhancements

  • The radius of the spores is increased by 20 feet for each additional +1 AP spent.
  • The hallucination cloud persists for an additional 2 rounds for each additional +1 AP spent.

Format: hallucination cloud; Location: Special Attacks

Haste (SU, 2 AP)

Prerequisites: construct; Benefit: After it has engaged in at least 1 round of combat, the construct can haste itself (as the spell) once per day as a free action. The effect lasts 1 round.

Enhancements

  • The benefits of haste persist for 3 rounds for an additional +2 AP, or the full duration of the spell (CL equal to the construct’s HD) for +4 AP.
  • The construct can use the haste ability 3/day for an additional +1 AP, or at will for +2 AP.

Format: haste; Location: Special Attacks

Heartstone (SU, 8 AP)

Prerequisites: outsider (evil); Benefit: The outsider possesses a heartstone—a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone’s magic is fueled by the outsider’s spirit and proximity—once separated from its owner (or upon the outsider’s death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws and grants the etherealness and soul bind spells as spell-like abilities usable at will. An outsider that loses this charm loses these abilities until it finds an appropriate replacement.

Enhancements

  • The resistance bonus provided by the hearstone increases to +3 for an additional +1 AP, +4 for +2 AP, or +5 for +3 AP.
  • The outsider can visit the dreams of chaotic or evil targets by using its heartstone to become ethereal, then hovering over the creature for an additional +2 AP. Once it does so, it rides on the victim’s back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the outsider.

Flaws

  • The heartstone only provides a +1 resistance bonus to saves (1 AP).

Format: heartstone; Location: SQ

Horrific Appearance (SU, 5 AP)

Prerequisites: monstrous humanoid; Benefit: The sight of the monstrous humanoid is so revolting that anyone within 60 feet (other than another monstrous humanoid with this ability) who sets eyes upon one must succeed on Fortitude save (DC 10 + ½ the monstrous humanoid’s HD + monstrous humanoid’s Cha modifier) or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same monstrous humanoid’s horrific appearance for 24 hours. This is a mind-affecting effect.

Enhancements

  • The Strength damage is increased to 1d8 for an additional +2 AP, 2d4 for +4 AP, 2d6 for +6 AP, or 2d8 for +8 AP.

Flaws

  • The Strength damage is decreased to 1d4 (1 AP), 2 (2 AP), or 1 (3 AP).

Format: horrific appearance (60 ft.); Location: Aura

Icewalking (EX, 1 AP)

Prerequisites: dragon or cold subtype; Benefit: This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Format: icewalking; Location: Speed

Ice Shape (SU, 3 AP)

Prerequisites: dragon or cold subtype; Benefit: The dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A dragon’s caster level for this effect is equal to its Hit Dice.

Format: ice shape; Location: SQ

Immunity to Magic (EX, 3 AP)

Prerequisites: construct; Benefit: The construct is immune to any spell or spell-like ability that allows spell resistance. Constructs with this ability are typically created by binding an elemental spirit into the construct and are known as golems.

Enhancements

  • The construct is healed by one type of elemental damage (acid, cold, electricity, or fire) for an additional +2 AP. A magical attack that deals elemental damage of that type breaks any slow effect on the construct and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the construct to exceed its full normal hit points, it gains any excess as temporary hit points. The construct gets no saving throws against elemental effects of the chosen type
  • A single selected spell completely heals the construct of all lost hit points when it is the target for an additional +5 AP.

Flaws

  • The construct is damaged by spells with one elemental descriptor (acid, cold, electricity, or fire) normally (2 AP).
  • A single spell (with negative effects) affects the construct normally or the construct is negatively affected in some unique fashion when it is the target of the spell (1 AP)
  • The construct is slowed (as the slow spell) by one type of elemental damage (acid, cold, electricity, or fire) or one spell for 1 round (1 AP), 1d6 rounds (2 AP), or 2d6 rounds (3 AP). This flaw may be taken multiple times, each time it applies to a different elemental damage type.

Format: Immune magic; Location: Immune

Incinerate (SU, 6 AP)

Prerequisites: dragon or fire subtype, breath weapon (fire); Benefit: The dragon can incinerate creatures with fire. A creature reduced to fewer than 0 hit points by its breath weapon must make a Fortitude save (using the breath weapon’s DC). Failure indicates that the creature is reduced to ash. Creatures destroyed in this way can only be restored to life through true resurrection or similar magic.

Format: incinerate; Location: Special Attacks

Ink Cloud (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: The animal can emit a 5-footradius sphere of ink while in water once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.

Enhancements

  • The area of the ink increases to a 10-foot-radius for an additional +1 AP, 20-foot radius for +2 AP, 40-foot-radius for +3 AP, or 80-foot-radius for +4 AP.
  • The ink can be used every 1d4 rounds for an additional +2 AP.
  • The ink cloud carries a contact poison that affects any creature caught within it for an additional +1 AP. The poison must be purchased separately.

Format: ink cloud; Location: Special Attacks

Inspiration (SU, 4 AP)

Prerequisites: fey; Benefit: The fey can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection. As long as the fey retains her favor for this creature, and as long as the creature carries the fey’s token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has the fey for a muse in this way can use his bardic performance for an additional number of rounds per day equal to the fey’s Charisma modifier. The fey retains a link to her token and its carrier as if she had cast a status spell on the carrier. The fey can end this effect at any time as a free action. A single fey may only inspire one creature at a time in this manner.

Enhancements

  • The bonuses provided by inspiration increase by +2 for each additional +1 AP spent.
  • The fey can inspire an additional creature for each additional +3 AP spent.

Format: inspiration; Location: SQ

Intimidating Charge (EX, 1 AP)

Prerequisites: animal or magical beast; Benefit: When the animal charges, its base speed is increased by 20 feet. In addition to the normal effects of a charge, the creature charged must make a Will save (DC 10+ ½ the animal’s HD + animal’s Cha modifier) or be shaken for 1 rounds. This is a fear effect.

Enhancements

  • That animal’s base speed is increased by 40 feet for an additional +1 AP, 60 feet for +2 AP, or 80 feet for +3 AP.
  • The duration of the fear effect increases to 1d4 rounds for an additional +1 AP, or 1d6 rounds for +2 AP.
  • The creature charged is frightened on a failed save for an additional +2 AP, or panicked for +4 AP

Format: intimidating charge; Location: Special Attacks

Jump Attack (EX, 1 AP)

Prerequisites: monstrous humanoid; Benefit: As a standard action, the monstrous humanoid may make a single attack during a jump. It can make this attack at any point along the course of the jump- at the start, the end, or while in mid-air. While jumping, the monstrous humanoid does not provoke attacks of opportunity for leaving a threatened square.

Enhancements

  • The monstrous humanoid may make a full attack during a leap attack as a full round action for an additional +3 AP.

Format: jump attack; Location: Special Attacks

Kiss (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: The outsider can kiss a target with a successful melee touch attack that provokes an attack of opportunity. The kissed opponent must succeed on a Fortitude save (DC 10 +½ the outsider’s HD + outsider’s Con modifier) or begin a terrible transformation. After 1d6 hours, all the victim’s hair falls out. After another 1d6 hours, the ears grow into leathery wings, tentacles sprout on their chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation completes 1d6 hours thereafter, when the victim’s head breaks free of the body (which promptly dies) and is remade as a Combat (barbaric) Focus outsider (evil) with this ability and a CR equal to the creature with this ability -2 (minimum 1). The creature loses all other racial and class abilities. Stopping the transformation requires remove disease or a similar effect. The transformation is a disease effect.

Enhancements

  • Kiss does not provoke an attack of opportunity for an additional +2 AP.
  • The transformation and damage times are altered from 1d6 hours to 1d6 minutes for an additional +4 AP, or 1d6 rounds for +8 AP. The transformation process completes when the victim’s Intelligence and Charisma are reduced to 3 or less.

Flaws

  • Kiss is a standard melee attack and not a touch attack (1 AP).
  • The target must be helpless (2 AP).
  • The transformation’s progress is paused by sunlight or any light spell of 3rd level or higher (1 AP).

Format: kiss; Location: Special Attacks

Leap (EX, 3 AP)

Prerequisites: magical beast; Benefit: The magical beast can perform a special kind of pounce attack by jumping into combat. When the magical beast charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can attack with any natural attacks.

Flaws

  • One of the creature’s natural attack types does not function when leaping (1 AP).

Format: leap; Location: Special Attacks

Light Form (SU, 5 AP)

Prerequisites: outsider (good); Benefit: The outsider can shift between its solid body and one made of light as a standard action. In light form, it gains a fly speed equal to three times its base speed (perfect maneuverability) and the incorporeal quality. This ability otherwise functions similar to the wind form ability. The outsider can use spell-like abilities or abilities that do not require physical contact, but can’t make physical attacks or cast spells.

Format: light form; Location: SQ

Light Ray (EX, 4 AP)

Prerequisites: outsider (good); Benefit: The outsider can fire two beams of light to deal 1d6 damage foes as a full-attack action or one ray as a standard-attack action. These light rays have a maximum range of 30 feet and overcome damage reduction of any type.

Enhancements

  • The damage increases to 1d12 for an additional +1 AP or 2d12 for +2 AP.
  • The maximum range of the light rays increases to 100 feet for an additional +1 AP or 300 feet for +2 AP.

Format: 2 light rays +14 ranged touch (2d12); Location: Ranged

Luck (SP, 1 AP)

Prerequisites: dragon or fey; Benefit: Once per day the dragon can touch a gem and enspell it to bring good luck. So long as the dragon carries the gem, it and every creature that shares at least one aspect of its alignment (chaotic, evil, good, lawful, or neutral) within a 10-foot radius receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours. This ability is the equivalent of a 2nd-level spell.

Enhancements

  • The luck bonus increases by +1 for each additional +2 AP spent.
  • The radius affected increases by 10 feet for each additional +1 AP spent.
  • The effect lasts 24 hours for an additional +2 AP.

Format: luck; Location: SQ

Luminescence (EX, 0 AP)

Prerequisites: vermin, animal, or magical beasts; Benefit: The vermin possesses glowing glands that provide light in a 10-foot radius. A vermin’s luminescent glands continue to glow for 1d6 days after its death.

Format: luminescence; Location: SQ

Lunge (EX, 3 AP)

Prerequisites: vermin, animal, or magical beast; Benefit: The vermin’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack at double its normal reach. When the vermin attacks in this manner, it gains a +4 bonus on its attack roll. The vermin cannot make attacks of opportunity with its lunge.

Format: lunge; Location: Special Attacks

Madness (EX, 1 AP)

Prerequisites: aberration or humanoid; Benefit: The humanoid uses their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove the madness. If this occurs, the humanoid gains 6 points of Wisdom and loses 6 points of Charisma.

Format: madness; Location: SQ

Malleable (EX, 1 AP)

Prerequisites: vermin; Benefit: The vermin’s body is very malleable, allowing it to fit into narrow areas with ease. The vermin takes no penalty to its speed or checks when squeezing in an area that is one size category smaller than its actual size. The vermin can squeeze normally through an area two size categories smaller than its actual size.

Format: malleable; Location: SQ

Manipulate Flames (SU, 6 AP)

Prerequisites: dragon or fire subtype; Benefit: The dragon can control any fire spell within 10 feet as a standard action. This ability allows it to move any fire effect in the area, as if it were the caster. This ability also allows it to reposition a stationary fire effect, although the new placement must be one allowed by the spell. Finally, for 1 round following the use of this ability, the dragon can control any new fire spell cast within its area of control, as if it were the caster. It can make all decisions allowed to the caster, including canceling the spell if it so desires.

Enhancements

  • The radius affected increases by 10 feet for each additional +1 AP spent.

Format: manipulate flames; Location: SQ

Mass Laughter (SP, 4 AP)

Prerequisites: dragon or fey; Benefit: The dragon can tell a fantastic joke once per day as a standard action. All creatures within 10 feet must make a Will save or laugh for 1 round, as if affected by hideous laughter. The save DC is Charisma-based. This ability is the equivalent of a 6th-level spell.

Enhancements

  • The radius affected increases by 10 feet for each additional +1 AP spent.
  • The duration of the effect lasts for 1d6 rounds for an additional +1 AP, or a number of rounds equal to the dragon’s HD for +2 AP.

Format: mass laughter; Location: Special Attacks

Melt Stone (SU, 9 AP)

Prerequisites: dragon or fire subtype, breath weapon (fire); Benefit: The dragon can use its breath weapon to melt rock or similar material at the breath weapon’s range, affecting a 10-foot-radius area. The area becomes lava to a depth of 1 foot. Any creature in contact with the lava takes 20d6 points of fire damage on the first round, 10d6 on the second, and none thereafter as the lava hardens and cools. If used on a wall or ceiling, treat this ability as an avalanche that deals fire damage.

Enhancements

  • The radius affected increases by 10 feet for each additional +1 AP spent.

Format: melt stone; Location: Special Attacks

Metalmorph (SU, 5 AP)

Prerequisites: outsider (earth); Benefit: As a standard action, the outsider may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Enhancements

  • The metal object may weigh up to 100 pounds for an additional +1 AP, or 1,000 pounds for +2 AP.

Format: metalmorph; Location: Special Attacks

Miasma (SU, 5 AP)

Prerequisites: dragon or earth subtype, breath weapon (acid); Benefit: The dragon can use its breath weapon to create a cloud of acid as a standard action that deals damage to any creature inside it. The cloud moves with the dragon and has a radius of 20 feet. When it’s created, anyone inside this area takes an amount of damage equal to half the dragon’s breath weapon, with a Reflex save for half damage. The number of damage dice rolled is halved each round until the result would be less than 1d6. Any creature that starts its turn inside the cloud takes damage, but can make a Reflex save for half. A strong wind, such as that created by a gust of wind, disperses the cloud in 1 round.

Format: miasma; Location: Special Attacks

Mimic Object (EX, 1 AP)

Prerequisites: aberration or shapechanger subtype; Benefit: The aberration can assume the general shape of any object that is roughly the same equivalent size. The aberration’s body is hard and has a rough texture, no matter what appearance it might present. The aberration gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for an aberration with this ability.

Enhancements

  • The object can be one size category large or smaller for +1 AP, two size categories larger or smaller for +2 AP, or any size category for +4 AP.

Format: mimic object; Location: SQ

Mimicry (EX, 3 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid is proficient in all weapons, armor, and shields. In addition, the monstrous humanoid can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is equal to its racial Hit Dice.

Format: mimicry; Location: SQ

Mind Thrust (SU, 2 AP)

Prerequisites: aberration; Benefit: As a standard action, up to once a day, the aberration can deliver a massive blast of mental energy at any one target within 30 feet, inflicting 1d6 points of damage per CR. A successful DC Will save (DC 10 +1/2 the aberration’s HD + aberration’s Charisma modifier) negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect.

Enhancements

  • The damage is increased to 1d8 points per CR for an additional +2 AP, or 1d10 per CR for +4 AP.
  • Mind thrust is usable 3/day for an additional +2 AP or at will for +4 AP.
  • The range increases to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.
  • Mind thrust affects all targets in a cone for +3 AP.

Format: mind thrust; Location: special attacks

Mirage (SU, 4 AP)

Prerequisites: dragon or fey; Benefit: The dragon can make itself appear to be in two places at once as a free action for a number of rounds per day equal to its Hit Dice. This ability functions as project image but the dragon can use any breath weapon it possesses through the mirage.

Format: mirage; Location: Defensive Abilities

Moan (EX, 2 AP)

Prerequisites: aberration; Benefit: The aberration can emit an infrasonic moan as a standard action, with one of four effects (chosen when the ability is taken). The save DCs are equal to 10 + ½ the aberration’s HD + aberration’s Cha modifier. This ability may be taken multiple times (maximum 4), each time adding a new effect that can be caused by the moan.

  • Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds.
  • Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds.
  • Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates).
  • Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops.

The aberration is immune to these sonic, mindaffecting attacks. A creature that successfully saves against the aberration’s fear, nausea, or unnerve moans cannot be affected by that same moan effect from that aberration for 24 hours.

Format: moan; Location: special attacks

Mucus Cloud (EX, 2 AP)

Prerequisites: aberration and aquatic subtype; Benefit: While underwater, the aberration exudes a cloud of transparent slime. All creatures adjacent to the aberration must succeed on a Fortitude save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with the aberration’s mucus cloud and failing another save extends the effect for another 3 hours.

Enhancements

  • The duration increases to 8 hours for an additional +1 AP or 24 hours for +2 AP.

Flaws

  • The effects of mucus cloud can be removed by either the remove curse or neutralize poison spells (1 AP).

Format: mucus cloud (5 feet); Location: Aura

Musical Manipulation (SU, 1 AP)

Prerequisites: fey; Benefit: When the fey plays music, all creatures within a 30-foot radius must make a Will save (DC 10 + ½ the fey’s HD + fey’s Cha modifier) or be affected by a single enchantment spell-like ability possessed by the fey (chosen when this ability is taken). A creature that successfully saves against any of the music’s effects cannot be affected by the same fey’s musical manipulation for 24 hours, but can still be affected by the fey’s normal spell-like abilities as normal. Use of this ability does not count against the fey’s daily usage of any spell-like abilities. The save DC is Charisma-based.

Enhancements

  • The creature adds an additional enchantment spell-like ability usable with musical manipulation for an additional +1 AP per spell added.
  • The range affected by musical manipulation increases to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.

Format: musical manipulation; Location: Special Attacks

Natural Cunning (EX, 3 AP)

Prerequisites: monstrous humanoid; Benefit: The monstrous humanoid possesses innate cunning and logical ability. The monstrous humanoid can never be caught flat-footed, and is immune to maze spells.

Format: natural cunning; Location: Defensive Abilities

Nausea (EX, 8 AP)

Prerequisites: aberration or outsider (evil); Benefit: The noxious vapors and foul fluids that constantly weep and seethe from the outsider’s body are particularly heinous to those the creature grapples. Each round a creature grappled by the outsider must make a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Con modifier) or become nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a Fortitude save, or until a minute has passed during which he is not grappled by the outsider, whichever condition comes first.

Format: nausea; Location: Special Attacks

Numb (SU, 3 AP)

Prerequisites: outsider; Benefit: A hit from the outsider causes the target to become numb due to cold or some other effect. The opponent must succeed on a Fortitude save (DC 10 +½ the outsider’s HD +outsiders Con modifier) or be affected as though by a slow spell for 1 round. This effect can be transferred through weapons wielded by the outsider.

Enhancements

  • The slow effect persists for 1d4 rounds for an additional +1 AP, or 1d6 rounds for +2 AP.

Format: +1 spear +11 (2d6+4 plus numb); Location: Melee

Paralysis (EX, 2 AP)

Prerequisites: aberration or ooze; Benefit: as the universal monster ability, except at the reduced cost as shown.

Format: paralysis (1d4+1 rounds, DC 18); Location: Special Attacks and individual attacks.

Petrification (SU, 5 AP)

Prerequisites: magical beast or earth subtype; Benefit: One of the magical beast’s natural attacks can cause living creatures to fossilize into stone. Each time the creature is damaged by the magical beast’s attack, it must succeed on a Fortitude save (DC 10 + ½ the magical beast’s HD + magical beast’s Con modifier) or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden (this does not alter the creature’s natural armor). A creature reduced to 0 Dexterity immediately turns completely to stone as if petrified by a flesh to stone. Every day, a creature petrified in this manner can attempt a new Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to fill Dexterity by natural healing or magic as normal), but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by this ability removed, but not any existing Dexterity damage from other sources. The magical beast is immune to this ability, but other petrification attacks affect it normally.

Enhancements

  • Petrification deals ability drain instead of damage for an additional +2 AP.
  • The damage increases to 1d6 for an additional +1 AP, 1d8 for +2 AP, 2d4 for +3 AP, 2d6 for +4 AP, and 2d8 for +5 AP.
  • The attack that deals Dexterity damage is a touch attack for an additional +2 AP.

Format: bite +9 (1d4-2 plus petrification); Location: Melee

Poison Reservoir (EX, 1 AP)

Prerequisites: construct; Benefit: The construct has a poison injector that can be filled by its creator manually. The reservoir holds enough poison for 3 successful attacks, after which the attack is no longer poisoned until it can be refilled. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury based poison, though acid, alchemical substances, and even stranger liquids can be used. Any poison added to the creature must be purchased separately.

Enhancements

  • The construct naturally produces poison and the reservoir does not need to be refilled for an additional +1 AP.

Format: bite +3 (1d6+1 plus poison); Location: Melee

Poison Use (EX, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: The humanoid is skilled in the use of poison and never risks accidentally poisoning themselves. Any poisons possessed by the humanoid must be purchased separately.

Format: poison use; Location: SQ

Pollen Spray (EX, 5 AP)

Prerequisites: plant; Benefit: As a standard action, the plant can spray a cloud of pollen at a single creature within 30 feet. It must make a ranged touch attack to strike the target, who must then succeed on a Will save (DC 10 + ½ the plant’s HD + plant’s Con modifier) or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the plant’s reach, at which point an entranced creature remains motionless and counts as helpless.

Enhancements

  • The range of pollen spray increases by 30 feet for each additional +1 AP spent.

Format: pollen spray; Location: Special attacks

Possession (SU, 6 AP)

Prerequisites: undead or outsider (evil) and incorporeal subtype; Benefit: The undead can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the undead’s Hit Dice, whichever is higher), except it does not require a receptacle. To use this ability, the undead must be adjacent to the target. The target can resist the attack with a successful Will save. A creature that successfully saves is immune to that same undead’s possession for 24 hours.

Format: possession; Location: Special Attacks

Profane Gift (SU, 5 AP)

Prerequisites: outsider (evil); Benefit: Once per day as a full-round action, the outsider may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from an outsider at a time. So long as the profane gift persists, the outsider can communicate telepathically with the target across any distance (and may use any mind-affecting spells or spell-like abilities through the connection). A profane gift is removed by dispel evil. The outsider can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Enhancements

  • The profane bonus to an ability score is increased to +4 for an additional +2 AP, or +6 for an additional +4 AP.

Flaws

  • Select another spell that can remove the profane gift such as dispel chaos or dispel law (1 AP).

Format: profane gift; Location: Special Attacks

Psychic Crush (SU, 6 AP)

Prerequisites: aberration; Benefit: As a standard action once per day, the aberration can attempt to crush the mind of a single creature within 30 feet. The target must make a Will save (DC 10 +1/2 the aberration’s HD + aberration’s Cha modifier) or collapse, becoming unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 1d6 points of damage for every 3 HD the aberration possesses and is sickened for 1 round. This is a mind-affecting effect.

Enhancements

  • The damage is increased to 1d8 points per CR for an additional +1 AP, or 1d10 per CR for +2 AP.
  • Mind thrust is usable 3/day for an additional +2 AP, or at will for +4 AP.
  • The range increases to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.
  • Psychic crush affects all targets in a cone for +6 AP.

Format: psychic crush; Location: Special Attacks

Quickness (SU, 4 AP)

Prerequisites: aberration or vermin; Benefit: The aberration is extremely quick. It can take an extra move action during its turn each round.

Format: quickness; Location: SQ

Reflective Scales (SU, 8 AP)

Prerequisites: dragon, spell resistance; Benefit: Any spell that fails to penetrate the dragon’s spell resistance might be reflected. If the caster level check to penetrate the dragon’s spell resistance is failed by 5 or more, the spell is reflected. If the check fails by 4 or less, the spell is merely wasted. This otherwise functions as spell turning.

Format: reflective scales; Location: Defensive Abilities

Rejuvenation (SU, 6 AP)

Prerequisites: undead; Benefit: When the undead is destroyed, its body or form immediately begins to rebuild. The process takes 2d4 or 1d10 days (chosen when the ability is taken). If the undead is corporeal, it must be tied to a physical object and reforms near to the physical object. If the object is destroyed, or otherwise unavailable, the undead cannot reform. If the reforming undead’s body is destroyed before it can fully rejuvenate, it immediately starts the process anew. After the full time has passed, the undead wakens fully healed (albeit without any gear left behind on the destroyed form). An incorporeal undead can typically only be permanently killed by specific circumstances as determined by the GM.

Format: rejuvenation; Location: Defensive Abilities

Relentless (SU, VARIES)

Prerequisites: construct; Benefit: The construct is constantly under the effects of a single personal or touch range spell. The ability cannot be dispelled. The ability costs 1 AP per level of the spell. This ability may be taken multiple times.

Format: relentless; Location: SQ

Rend Ship (EX, 6 AP)

Prerequisites: magical beast or aquatic subtype, grab, Gargantuan size or larger; Benefit: As a full-round action, the magical beast can attempt to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship’s captain’s Profession (sailor) check, but the magical beast gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the magical beast grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship, but can only attack foes on deck. Each round it maintains its hold on the ship, it automatically inflicts constrict damage on the ship’s hull.

Format: rend ship; Location: Special Attacks

Rot (SU, 5 AP)

Prerequisites: outsider (evil), plant, or undead; Benefit: One of the creature’s attacks causes a horrible withering and rotting of flesh. It begins on the round the victim is injured and continues for another round thereafter (2 rounds total). Each round the rot persists, the target must succeed on a Fortitude save (DC 10+ ½ the creature’s HD + creature’s Con modifier) or take 2 points of Constitution damage. If the target makes two consecutive saves in a row, the effect is cured. Heal can also halt the rot effect.

Enhancements

  • The rot persists for 3 rounds for an additional +1 AP, 5 rounds for +2 AP, or 10 rounds for +4 AP.
  • The rot deals Constitution and Strength damage for +2 AP.
  • The damage is drain for an additional +2 AP.
  • The Constitution damage is increased to 4 points for an additional +3 AP, or 6 points for +6 AP.

Flaws

  • The rot counts as a poison effect (1 AP).

Format: bite +19 (2d6+9 plus rot); Location: Melee

Rust (SU, 5 AP)

Prerequisites: aberration; Benefit: The aberration gains a primary touch attack that causes any metal object touched to swiftly rust and corrode. The object touched takes half its maximum hit points in damage and gains the broken condition—a second hit destroys the item. The aberration never provokes attacks of opportunity by attempting to strike a weapon with this touch attack. Against creatures made of metal, the aberration deals 1d6 damage per CR, plus the aberration’s HD. An attended object, any magic object, or a metal creature can attempt a Reflex save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) to negate this effect.

Enhancements

  • Only one successful attack is necessary to destroy the item for an additional +5 AP.
  • Rust affects any non-living object (not only metal) for an additional +2 AP.

Flaws

  • Rust requires an attack against the creature’s full AC, and not a touch attack (2 AP).
  • Rust provokes an attack of opportunity (2 AP).

Format: antennae +6 touch (rust); Location: Melee

Sandstorm (SU, 7 AP)

Prerequisites: dragon or earth subtype; Benefit: The dragon can create a powerful dust or sandstorm once per day as a full-round action. This storm has a radius of 1 mile and lasts for 1 minute. This functions as a sandstorm (Pathfinder Roleplaying Game Core Rulebook), except that it is also accompanied by windstorm-level winds.

Enhancements

  • The duration of the sandstorm increases by 1 minute for each additional +1 AP spent.

Format: sandstorm; Location: Special Attacks

Self-Resurrection (SU, 12 AP)

Prerequisites: magical beast; Benefit: The magical beast only remains dead for 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, it will become fully healed and alive 1d4 rounds after death, as if brought back to life via resurrection. The magical beast gains 1 permanent negative level when this occurs. The magical beast brought back to life through other means never gains negative levels as a result.

Enhancements

  • The creature does not gain a negative level when resurrecting for an additional +2 AP.
  • The creature resurrects even if disintegrated or slain by a death effect for an additional +2 AP.

Flaws

  • Only usable 1/year (2 AP).
  • The effect is suppressed within the area of a consecrate (for evil- or neutral-aligned magical beasts) or desecrate (for good- or neutralaligned magical beasts). When the consecrate or desecrate effect ends, the magical beast immediately resurrects (2 AP).
  • The magical beast remains dead for 1d4 minutes (1 AP), 1d4 hours (2 AP), or 1d4 days (3 AP).
  • The negative level gained from self-resurrection can never be restored or removed (2 AP).

Format: self-resurrection; Location: Defensive Abilities

Shadow Blend (SU, 4 AP)

Prerequisites: outsider or undead; Benefit: During any condition, other than bright light, the outsider can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.

Flaws

  • Any artificial illumination or any spell with the light descriptor negates the ability (1 AP).

Format: shadow blend; Location: Special Attacks

Shield Other (SP, 2 AP)

Prerequisites: construct; Benefit: The creator of the construct can activate this defensive ability as a standard action if within 100 feet of the construct. Just as the spell of the same name, this ability transfers to the construct half the damage that would be dealt to the creator (note that the ability does not provide the spell’s AC or save bonuses). Damage transferred in this manner bypasses any defensive abilities (such as immunity or damage reduction) the construct possesses.

Format: shield other; Location: SQ

Shock (EX Or SU, 2 AP)

Prerequisites: magical beast; Benefit: The magical beast can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents with a Reflex save for half. If two or more magical beasts with this ability are within 20 feet of each other, they can create a lethal shock once every 1d4 rounds with a radius of 20 feet, centered on any one contributing beast. All creatures within the area take 2d8 lethal electricity damage for each animal contributing, to a maximum of 12d8. A Reflex (DC 10 + number of animal contributing) save halves the damage.

Format: shock; Location: Special Attacks

Shriek (SU, 4 AP)

Prerequisites: outsider; Benefit: The outsider can shriek as a standard action. Creatures without this ability within 30 feet must succeed on a Fortitude save (DC 10 + ½ the outsider’s HD + outsider’s Con modifier) or be stunned for 1 round. A creature that successfully saves cannot be affected again by the same outsider’s shriek for 24 hours.

Enhancements

  • The duration of the stun effect increases to 1d4 rounds for an additional +1 AP, 1d6 rounds for +2 AP, or 2d4 rounds for +3 AP.
  • The radius affected increases by 30 feet for each additional +1 AP spent.
  • Creatures are paralyzed instead of stunned for an additional +2 AP.
  • Creatures that share the shrieking creature’s type and subtypes are unaffected by shriek for an additional +1 AP.

Flaws

  • The effect ends as soon as the outsider attacks the victim, goes out of range, or leaves their sight (2 AP).

Format: shriek; Location: Special Attacks

Skilled (EX, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: The humanoid gains a +2 racial bonus to any two skills. Whatever skill or skills receive the bonus always count as class skills for the humanoid. This ability may be taken multiple times, and each time either adds to the racial bonus gained or applies to new skills.

Format: +4 Stealth in mountains; Location: Racial Modifiers

Slaying Arrow (SU, 11 AP)

Prerequisites: outsider; Benefit: Bows wielded by the outsider never require ammunition and automatically create a slaying arrow of the outsider’s choice when drawn.

Enhancements

  • Arrows created count as greater slaying arrow for an additional +3 AP.

Format: +5 composite longbow (+9 Str bonus) +31/+26/+21/+16 (2d6+14 plus slaying arrow); Location: Melee

Slime (EX, 4 AP)

Prerequisites: aberration or aquatic subtype; Benefit: A creature hit by one of the aberration’s natural attacks must succeed on a Fortitude save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack.

Enhancements

  • The target’s flesh transforms over the course of 1 round for an additional +2 AP, or immediately for +4 AP.
  • The target’s Constitution score is reduced by 6 for an additional +2 AP.
  • The creature takes damage every 1 minute for an additional +1 AP, or every round for +3 AP.

Format: 4 tentacles +10 (1d6+5 plus slime); Location: Melee

Slow (SU, 4 AP)

Prerequisites: construct; Benefit: The construct can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the construct and a duration of ½ the construct’s HD in rounds, requiring a Will save (DC 10 +1/2 the construct’s HD + construct’s Con modifier) to negate.

Enhancements

  • The slow effect can be used every round for an additional +2 AP.
  • The range of the slow effect is increased by 10 feet for each additional +1 AP spent.

Flaws

  • The slow effect requires a move action (1 AP), or standard action (2 AP) to activate.

Format: slow; Location: Special Attacks

Slow Aura (SU, 7 AP)

Prerequisites: dragon; Benefit: The dragon is surrounded by an aura of slowness. All creatures within 5 feet of the dragon must make a Will save (DC 10 + ½ the dragon’s HD + the dragon’s Con modifier) or be affected as per slow for 1 round. The DC of this save is equal to the dragon’s breath weapon. The dragon can suppress or activate this aura at will as a free action.

Enhancements

  • The radius of the aura is increased by 5 feet for each additional +1 AP spent.
  • The duration of the slow effect is increased to 1d4 rounds for an additional +1 AP.

Format: slow (5 feet); Location: Aura

Smoke (SU, 6 AP)

Prerequisites: outsider; Benefit: The outsider exhales smoke that chokes and blinds in a 15-foot cone each round as a free action. Anyone in the cone must succeed on a Fortitude save (DC 10 +½ the outsider’s HD + outsider’s Con modifier) or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round.

Enhancements

  • The range of the cone increases by 15 feet for each additional +1 AP spent.
  • Creatures become nauseated for 1d6 rounds and then sickened for 1d6 minutes for an additional +4 AP.

Format: smoke; Location: Special Attacks

Smoke Vision (EX, 1 AP)

Prerequisites: dragon or fire subtype; Benefit: The dragon can see perfectly in smoky conditions (such as those created by pyrotechnics).

Format: smoke vision; Location: Senses

Snow Vision (EX, 1 AP)

Prerequisites: dragon or cold subtype; Benefit: The dragon learns to see perfectly well in snowy conditions. The dragon does not suffer any penalties to Perception checks while in snow.

Format: snow vision; Location: Senses

Speak With Animals (SU, 2 AP):

Prerequisites: fey or monstrous humanoid; Benefit: The monstrous humanoid can communicate telepathically with animals up to a distance of 150 feet. This communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”

Enhancements

  • The telepathy can communicate complex concepts for an additional +1 AP.
  • The monstrous humanoid can control animals through the telepathic link (as dominate animal) for an additional +4 AP.

Flaws

  • The monstrous humanoid can only communicate telepathically with a specific type of animal like wolves or sharks (1 AP).

Format: speak with sharks; Location: Languages

Special Arrows (SU, 5 AP)

Prerequisites: fey; Benefit: When the fey fires an arrow from any bow, it can decide to change the arrow’s properties. Doing so is a free action as long as the fey is the one who fires the arrow. The fey can generate a number of magical arrows equal to its Charisma score each day. Providing an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. The fey can choose any one of the following three effects when dusting an arrow. Save DCs are equal to 10 + ½ the fey’s HD + fey’s Cha modifier.

  • Charm: The target must succeed on a Will save or be affected as though by a charm monster spell for 10 minutes.
  • Memory Loss: The target must succeed on a Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory.
  • Sleep: The target must succeed on a Will save or fall asleep for 5 minutes.

Format: special arrows; Location: Special Attacks

Spell Storing (SP, 4 AP)

Prerequisites: construct; Benefit: The construct can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the construct can store another spell (or the same spell again).

Enhancements

  • The construct can store spells of 5th level or lower for an additional +1 AP, 6th level or lower for an additional +3 AP, 7th level or lower for +5 AP, 8th level or lower for +7 AP, or 9th level or lower for +9 AP.
  • The construct can store two spells for an additional +3 AP, three spells for +6 AP, or four spells for +9 AP.

Flaws

  • The construct can only store spells of 3rd level or lower (1 AP), 2nd level or lower (2 AP), or 1st level or lower (3 AP).

Format: spell storing; Location: SQ

Spikes (EX, 3 AP)

Prerequisites: magical beast; Benefit: The magical beast can launch four spikes or spines as a standard action (make an attack roll for each spike). The spikes have a maximum range of 120 feet with no range increments. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period. The damage for the spikes is 1d4 plus the ½ creature’s Strength modifier. Spikes may have any enhancement or flaw added as a natural weapon.

Enhancements

  • The creature gains an additional spike with a single volley for an additional +2 AP or two additional spikes (6 total) for +4 AP.
  • The base damage of the spikes is 1d6 for an additional +1 AP, 1d10 for +2 AP, 2d6 for +3 AP, or 2d10 for +4 AP.
  • The spines add the creature’s Strength modifier to damage for an additional +1 AP.
  • The range of the spikes is increased to 150 feet for +1 AP or 180 feet for +2 AP.
  • The spikes have a range increment equal to their maximum range for an additional +1 AP.
  • The creature has no limitation on the number of spikes that can be fired within a 24-hour period for an additional +1 AP.

Flaws

  • The maximum range of the spikes is 60 feet (1 AP).
  • The magical beast can only fire three spikes (1 AP), two spikes (2 AP), or one spike (3 AP), at a time.
  • Firing the spikes requires a full-round action (1 AP).

Format: 6 spikes +25 (2d10+15); Location: ranged

Spit (EX, 3 AP)

Prerequisites: aberration; Benefit: The aberration can spit contact, inhalation, or injury poison up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Creatures hit by the attack must save against the poison. The poison must be purchased separately.

Enhancements

  • On a successful attack, the target is blinded for 1d4 rounds unless they succeed on a Fortitude save (DC 10 + ½ the aberration’s HD + aberration’s Con modifier) for an additional +1 AP if the spit carries no poison, or +2 AP if the target must save against both the blind effect and a poison.
  • The aberration may spit each round as a move action for an additional +1 AP, or free action for +2 AP.

Format: spit (+6 ranged touch); Location: Special Attacks

Split (EX, 2 AP)

Prerequisites: ooze; Benefit: As the universal monster ability, but at the reduced cost.

Format: split; Location: Defensive Abilities

Spores (EX, 9 AP)

Prerequisites: outsider (evil) or plant; Benefit: The creature can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off sooner. This attack can also be halted by effects that remove or provide immunity to disease.

Enhancements

  • Damage from spores increases to 2d4 initial and 1d6 points in following rounds for an additional +1 AP, or 2d6 initial and 1d8 in following rounds for an additional +2 AP.
  • Spores is usable every 2 rounds for an additional +2 AP, or every round for +4 AP.

Flaws

  • Damage from spores is decreases to 1d4 initial and 1 point in following rounds (2 AP).
  • Spore damage only persists for 5 rounds (1 AP).
  • The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water (1 AP).

Format: spores; Location: Special Attacks

Sprint (EX, 1 AP)

Prerequisites: animal or magical beast; Benefit: The animal chooses one of the following options: once per hour the animal can move at 10 times its normal speed with one movement type when making a charge or once per minute the animal may increase its speed by +20 feet for 1 round. This ability may be purchased multiple times, each time it applies to a different movement type.

Format: Speed 20 ft., swim 30ft.; sprint; Location: Speed

Stampede (EX, 1 AP)

Prerequisites: animal or magical beast, trample; Benefit: A stampede occurs if three or more animals with stampede make a trample attack while remaining adjacent to each other. While stampeding, the animals can trample foes of their size or smaller, and the trample’s save DC increases by +2.

Format: stampede; Location: Special Attacks

Sticky Tongue (EX, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: The humanoid gains a natural tongue attack. Creatures struck by the tongue attack cannot move more than 10 feet away from the humanoid and take a -2 penalty to AC providing the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the humanoid’s actual hit points). The humanoid cannot move more than 10 feet away from the target, but the humanoid can release its tongue as a free action. The humanoid cannot pull targets toward it with its tongue.

Format: tongue -1 touch (sticky tongue); Location: Melee

Stone Curse (SU, 4 AP)

Prerequisites: outsider (earth); Benefit: If the outsider wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a Reflex save (DC 10 +½ the outsider’s HD + outsider’s Str modifier) or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful Fortitude save as a full-round action to exit the stone.

Enhancements

  • The creature cannot escape the barrier, as if the outsider had cast imprisonment for an additional +6 AP.

Format: stone curse; Location: Special Attacks

Strands (EX, 4 AP)

Prerequisites: aberration; Benefit: The aberration can extend thin stick strands from its body, attacking with them with 10 feet of reach. It gains one strand per 2 HD and resolves attacks with strands as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material and must make a Fortitude save (DC 10 +1/2 the aberration’s HD + aberration’s Con modifier) or take 1 point of Strength damage.

Enhancements

  • The Strength damage is increased to 1d2 for an additional +1 AP, 1d4 for +2 AP, 1d6 for +3 AP, 1d8 for +4 AP, or 2d4 for +5 AP.
  • The range of the strands extends to 20 feet for +1 AP, 50 feet for +2 AP, or 80 feet for +3 AP.
  • The strands do not offer a save to negate the Strength damage for +2 AP.

Flaws

  • The creature gains one strand per 4 HD (1 AP) or only a single strand (2 AP).

Format: 6 strands +10 touch (1d6 Strength); Location: Ranged

Storm Breath (SU, 7 AP)

Prerequisites: dragon or air subtype, breath weapon (electricity); Benefit: The dragon can use its breath weapon to create a storm of lightning. This functions as call lightning storm spell, but the damage is equal to the dragon’s breath weapon. The dragon can call down 1 bolt per round as a free action for 1d6 rounds. The save DC is equal to the dragon’s breath weapon DC. Additional uses of this ability extend the duration by an additional 1d6 rounds.

Format: storm breath; Location: Special Attacks

Stunning Glance (SU, 5 AP)

Prerequisites: fey; Benefit: As a standard action, the fey can stun a creature within 30 feet with a look. The target must succeed on a Fortitude save (DC 10 + ½ HD + fey’s Cha modifier) or be stunned for 1 round.

Enhancements

  • The duration of the stunned effect increase to 1d4 rounds for an additional +1 AP, or 2d4 rounds for +2 AP.

Format: stunning glance; Location: Special Attacks

Suction (EX, 2 AP)

Prerequisites: ooze; Benefit: The ooze can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. The ooze can establish or release suction as a swift action, and so long as it is using suction, it moves at half speed. If suction is active, the ooze gains a +10 circumstance bonus to resist bull rush, awesome blow, and other attacks and effects that attempt to physically move it from its location.

Format: suction; Location: SQ

Sudden Strike (EX, 5 AP)

Prerequisites: vermin; Benefit: The vermin is particularly adept at moving quickly when its foes are surprised. During a surprise round, the vermin may act as if it had a full round to act, rather than just one standard action.

Format: sudden strike; Location: Special Attacks

Summon (SP, 4 AP)

Prerequisite: outsider; Benefit: An outsider with the summon ability can summon another creature identical to itself much as though casting a summon monster spell, with a 50% chance of success, 1/day. On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour.

A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. The level of the spell for the purposes of Will saves and concentration checks is equal to ½ the CR of the summoned creature (maximum 9). No experience points are awarded for defeating summoned monsters. The caster level of the summon ability is equal to the summoning creature’s HD.

This ability may be purchased multiple times with varying modifiers in order to provide summoning alternatives as noted below. No matter how many times the ability is purchased, the creature may only attempt to summon 1/day.

Enhancements

  • The percentage chance of a successful summoning increases to 60% for an additional +2 AP, 80% for +4 AP, or 100% for +6 AP.
  • The creature potentially summons 1d2 creatures for an additional +3 AP.
  • The creature can summon any creature sharing the same type and subtype for an additional +6 AP. The creature chooses what creature it wishes to summon when using the ability. The creature summoned must have a CR equal to less than the summoning creature.
  • The creature summons less powerful but more numerous creatures that share all types and subtypes with itself. The summoning creature may summon 1d2 (CR-1 or lower) creatures for an additional +1 AP, 1d3 or 2 (CR-2 or lower) creatures for +2 AP, 1d4 or 3 (CR-3 or lower) creatures for +3 AP, or 6 (CR-4 or lower) creatures for +4 AP.

Flaws

  • The percentage chance of a successful summoning is reduced to 40% (1 AP), 30% (2 AP), or 20% (3 AP).

Format: 1/day—summon (level 4, 1 hezrou 35%); Location: Spell-Like Abilities.

Superior Two-Weapon Fighting (EX, 5 AP)

Prerequisites: humanoid; Benefit: The humanoid fights perfectly with two weapons in each hand. The humanoid does not take a penalty on attack or damage rolls for attacking with two weapons. The humanoid may make a full attack with weapons in each hand.

Format: superior two-weapon fighting; Location: SQ

Swarming (EX, 2 AP)

Prerequisites: monstrous humanoid; Benefit: Twice the normal number of monstrous humanoids with this ability can occupy the same space (so two Medium sized monstrous humanoids in one square) at the same time. If multiple monstrous humanoids with this ability attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Format: swarming; Location: Special Attacks

Tail Sweep (EX, 6 AP)

Prerequisites: dragon, Gargantuan size or larger; Benefit: The dragon can sweep with its tail as a standard action. The sweep affects a halfcircle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals damage tail damage for a creature of the dragon’s size plus 1-1/2 times the dragon’s Strength bonus. Affected creatures can attempt Reflex saves to take half damage (DC 10 + ½ the dragon’s HD + dragon’s Con modifier).

Format: tail sweep; Location: Special Attacks

Talisman (SU, 2 AP)

Prerequisites: outsider; Benefit: The outsider possesses a seemingly ordinary object that can become a weapon as a free action, or the outsider can form a weapon from some materially commonly at hand (such as fire or darkness). The weapon possesses a +1 magical enhancement bonus. The talisman becomes useless when removed from the outsider’s possession. If the talisman is a ranged weapon, it never requires ammunition.

The outsider can use its talisman to release a paralyzing blast for an additional +4 AP (6 AP total). All creatures that do not share the outsider’s subtypes within 30 feet of the blast must succeed on a Fortitude save (DC 10 + ½ outsider’s HD + outsider’s Cha modifier) or be paralyzed for 1 round.

Enhancements

  • The enhancement bonus of the talisman is increased by +1 for each additional +1 AP spent (to a maximum enhancement bonus of +5). Alternately, the talisman may have bonusequivalent weapon enhancements.
  • The area affected by the paralyzing blast increases to 60 feet for +1 AP, 80 feet for +2 AP, 100 feet for +3 AP, or 120 feet for +4 AP.
  • The duration of the paralyzing blast effect is increased to 1d4 rounds for +2 AP.

Format: talisman; Location: Special Attacks

Telekinesis (SU, 5 AP)

Prerequisites: undead, outsider (evil), incorporeal; Benefit: The undead can use telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the undead’s HD, whichever is higher).

Enhancements

  • Telekinesis is usable every round for an additional +1 AP.
  • Using telekinesis is a move action for +2 AP, or a swift action for +4 AP.

Format: telekinesis; Location: Special Attacks

Telepathic Link (SU, 1 AP)

Prerequisites: construct; Benefit: The construct is linked telepathically with its creator. The construct knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Enhancements

  • The construct can communicate and convey information to its master at any range, so long as they are on the same plane, for an additional +2 AP.

Format: telepathic link; Location: Languages

Terrifying Sound (SU, 1 AP)

Prerequisites: humanoid or monstrous humanoid; Benefit: Once per hour, the humanoid can, as a standard action, emit a loud and horrifying sound. Any creature without this ability within 30 feet of the humanoid must make a Will save (DC 10 + ½ the humanoid’s HD + humanoid’s Cha modifier) or become shaken for 1 round. Creatures that succeed at this save cannot be affected again by the same humanoid’s sound for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.

Enhancements

  • The duration of the fear effects lasts for 1d4 rounds for an additional +1 AP, or 1d6 rounds for +2 AP.
  • Creatures become frightened on a failed save for an additional +3 AP. Creatures that are already frightened become panicked.
  • Creatures are affected if within 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.

Format: terrifying sound; Location: Special Attacks

Thirst (SU, 3 AP)

Prerequisites: dragon or water subtype; Benefit: The dragon can cast create water at will (CL equals its HD). It can destroy an equal amount of liquid in a 10-foot burst. Unattended liquids are instantly reduced to sand. Liquid-based magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 10+ ½ the dragon’s HD + dragon’s Cha modifier) or be destroyed.

Format: thirst (DC 21); Location: Special Attacks

Tidal Wave (SU, 6 AP)

Prerequisites: dragon or water subtype; Benefit: The dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length and targets all creatures within 40 feet of the shore—treat the targets as if struck by an avalanche (Pathfinder Roleplaying Game Core Rulebook). Treat all creatures as if they were in the bury zone. The save DC to halve this damage is equal to 10 + ½ the dragon’s HD + dragon’s Con modifier. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits.

Format: tidal wave; Location: Special Attacks

Tongue (EX, 2 AP)

Prerequisites: animal or magical beast; Benefit: The animal’s tongue is a primary attack with reach equal to three times the animal’s normal reach. The animal’s tongue deals no damage on a hit, but can be used to grab. The animal does not gain the grappled condition while using its tongue in this manner.

Format: pull (tongue, 5 feet); Location: Special Attacks

Trace Teleport (EX, 1 AP)

Prerequisites: aberration; Benefit: The aberration telepathically and reflexively learns the mental coordinates of the destination for all creatures that teleport within 30 feet of it, gaining an awareness of the location equivalent to “seen casually.” This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.

Enhancements

  • The knowledge does not fade or is lost for an additional +2 AP.
  • The aberration learns environmental information on the location as if it had scryed upon it (as the scry spell) for an additional +2 AP.
  • The range of trace teleport is increased to 60 feet for an additional +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.

Format: trace teleport 60 ft.; Location: Senses

Transparent (EX, 1 AP)

Prerequisites: ooze; Benefit: The ooze lacks coloration and is difficult to discern. A DC 15 Perception check is required to notice it when motionless. Any creature that fails to notice the ooze and walks into it is automatically engulfed.

Format: transparent; Location: SQ

Tree Meld (SU, 2 AP)

Prerequisites: fey or plant; Benefit: The fey can meld with any tree, similar to how the spell meld with stone functions. She can remain melded with a tree as long as she wishes.

Format: tree meld; Location: SQ

Unearthly Grace (SU, 2 AP)

Prerequisites: fey; Benefit: The fey adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class. Any deflection bonus to AC gained from this ability lowers the fey’s base natural armor by an equivalent amount (to a minimum of 0).

Format: unearthly grace; Location: SQ

Unholy Nimbus (SU, 4 AP)

Prerequisites: aberration or outsider (evil); Benefit: Once per day as a free action the outsider can create a nimbus of sickening writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any creature that does not share all the creature’s types and /or subtypes must succeed on a Will save (DC 10 +½ the outsider’s HD + outsider’s Cha modifier) or be dazed for 1d10 rounds as visions of madness hound it.

Enhancements

  • Unholy nimbus is usable 3/day for +4 AP or at will for an additional +8 AP.

Format: unholy nimbus; Location: Special Attacks

Vorpal Strike (SU, 14 AP)

Prerequisites: outsider; Benefit: Any slashing weapon the outsider wields or a single natural attack gains the vorpal weapon quality. Melee weapons retain this quality for one hour after the demon releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Format: vorpal strike; Location: SQ

Vortex (EX, 3 AP)

Prerequisites: dragon or water subtype; Benefit: Once per day, the dragon can create a vortex (size equal to the dragon’s size) as a standard action. This otherwise works as the whirlwind ability, except it can only function under water. The dragon can maintain this vortex for 1 round.

Enhancements

  • The duration of the vortex lasts for an extra round per additional +1 AP spent.

Format: vortex; Location: Special Attacks

Water’s Fury (SU, 2 AP)

Prerequisites: outsider (water) or aquatic subtype; Benefit: As a standard action, the outsider can release a jet of water in a 60- foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A Reflex save (DC 10 +½ the outsider’s HD + outsider’s Con modifier) reduces the damage by half and negates the blinding effect.

Format: water’s fury; Location: Special Attacks

Wave Mastery (SU, 2 AP)

Prerequisites: dragon or water subtype; Benefit: For 10 minutes the dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.

Enhancements

  • The duration increases by 10 minutes for each additional +1 AP spent.

Format: wave mastery; Location: SQ

Wind (SU, 2 AP)

Prerequisites: dragon or air subtype; Benefit: The dragon can call up the wind to serve him at will. This functions as gust of wind.

Enhancements

  • Any target caught in the path of the wind must make a Fortitude save (DC 10 + ½ the creature’s HD + creature’s Con modifier) or be blinded for 1d4 rounds by sand or dirt.

Format: wind; Location: Special Attacks

Wind Form (SU, 5 AP)

Prerequisites: outsider (air); Benefit: The outsider can shift between its normal body and a body made of wind and mist as a standard action. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. The outsider remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the outsider revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

Enhancements

  • When in wind form, the outsider can attack with a scouring blast of wind for an additional +2 AP. The wind deals 3d6 points of damage in a 20-foot line with a Reflex save (DC 10 + ½ the outsider’s HD + outsider’s Con modifier) for half.

Format: wind form; Location: SQ

Woodcraft (EX, 1 AP)

Prerequisites: fey; Benefit: The fey has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan’s woodworking tools when making such checks.

Format: woodcraft; Location: SQ


Building a Talented Mythic Creature

The process of creating a mythic creature follows the standard Talented Bestiary process. There are two general methods to create a mythic monster. The first is to build an entirely new monster. The second is to take an existing monster, determine the new mythic rank (and corresponding CR increase), and modify the monster accordingly.

Building a Mythic Monster

Creating a mythic monster from scratch functions like making any new monster with the Talented Bestiary system (as detailed in Chapter One) with the following modifications.

Step 1 — Choose Creature Concept

Concepts are essential when creating creatures, and influence every aspect of their creation.

Step 2 — Select Monster Focus. A mythic creature should never possess the weak focus.

Self-explanatory.

Step 3 — Select Creature Size

Also self-explanatory.

Step 4 — Determine its mythic rank (MR)

A mythic monster has a mythic rank between 1 and 10. Do not recalculate the monster’s CR at this time. In general, a mythic monster should not have an MR greater than half of its CR, but exceptions can exist.

Step 5 — Add mythic modifications to base statistics

A mythic creature gains a bonus to natural armor, bonus hit points, mythic feats, and bonuses to ability scores based on its mythic tier.

Natural Armor Bonus: Add the creature’s mythic rank to its natural armor bonus. A creature without natural armor has an effective natural armor bonus of +0.

Bonus Hit Points: A creature with the combat (barbaric) focus gains 12 hit points per mythic rank. A creature with the combat (soldier) focus gains 10 hit points per mythic rank. A creature with the skilled focus or spellcaster (divine) focus gains 8 hit points per mythic rank. A creature with the spellcaster (arcane) focus gains 6 hit points per mythic rank.

Table: Mythic Bonus Hit Points

Mythic Rank Combat (barbaric) Combat (soldier) Skilled Spellcaster (arcane) Spellcaster (divine)
1 +12 +10 +8 +6 +8
2 +24 +20 +16 +12 +16
3 +36 +30 +24 +18 +24
4 +48 +40 +32 +24 +32
5 +60 +50 +40 +30 +40
6 +72 +60 +48 +36 +48
7 +84 +70 +56 +42 +56
8 +96 +80 +64 +48 +64
9 +108 +90 +72 +54 +72
10 +120 +100 +80 +60 +80

Ability Bonus: At 2nd rank and every 2 ranks thereafter, the monster gains a +2 bonus to one of its ability scores. If it has multiple bonuses, it can apply them to the same ability score or different ability scores. It is recommended that combat foci gain the bonus to physical ability scores (Strength, Dexterity, or Constitution) and spellcaster foci gain the bonus to mental ability scores (Intelligence, Wisdom, or Charisma).

Mythic Feats: At 1st rank and every 2 ranks thereafter, the monster gains a mythic feat. It must meet all the prerequisites for this feat.

Table: Mythic Statistics Modifications

Mythic Rank Natural Armor Ability Score Bonus Mythic Feats
1 +1 1st
2 +2 +2
3 +3 2nd
4 +4 +2
5 +5 3rd
6 +6 +2
7 +7 4th
8 +8 +2
9 +9 5th
10 +10 +2

Step 6 — Select Creature Type and Subtypes

This is straightforward.

Step 7 — Add the Mythic Subtype

See the mythic subtype section below for details. The mythic subtype costs 5 AP, which may limit access to some creature types or subtypes at low CRs.

Mythic Subtype (5 AP)

Prerequisite: none; Benefit: A creature with this subtype is infused with mythic power and is capable of terrible and awe-inspiring feats. Creatures with the mythic subtype gain the following abilities.

Damage Reduction (Ex): A mythic creature with 5 to 10 Hit Dice gains DR 5/epic. A creature with 11 or more Hit Dice gains DR 10/epic. If the creature purchases the damage reduction ability, it adds epic to the qualities needed to bypass that reduction at no additional charge.

Spell Resistance (Ex): If the creature purchases the spell resistance ability, it adds its mythic rank to its spell resistance.

Mythic Power (Su): The mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of mythic power equal to its mythic rank. This amount is its maximum amount of mythic power. If an ability allows it to regain mythic power, it can never gain more than this amount. Mythic power can be spent toward the surge ability or other mythic powers.

Surge (Su): The monster can call upon its mythic power to overcome difficult challenges. It can expend one use of mythic power to increase any d20 roll it just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die gained by using this ability increases to 1d8 at 4th rank, 1d10 at 7th rank, and 1d12 at 10th rank. The monster can use this ability even if it’s mindless or of animal-level intelligence.

Step 8 — Choose Monster Abilities

Determine the creature’s base ability points and maximum AP spent per ability as a function of the creature’s focus and CR (as normal). The creature gains a number of bonus ability points based on its mythic rank and focus. A mythic creature gains an additional 2 AP per MR, and increases its maximum AP spent per ability by half of its MR (minimum +1, see the Mythic Ability Points table). All the monster’s ability points can be spent on either the abilities detailed in Chapter Two or the mythic monster abilities (and enhancements) detailed in this chapter. Unlike an ordinary monster, a mythic monster has no restriction on ability point spends due to its creature type (and any subtypes), and may purchase any unique monster ability at no additional charge.

Step 9 — Calculate Final CR

Divide the monster’s MR by 2 to determine the increase to the creature’s base CR (round up). Do not recalculate any of the monster’s statistics by CR. See the Mythic Ability Points table for the final CRs corresponding to a base CR and recommended mythic rank.

Step 10 — Calculate Monster Attack and Damage

The monster’s threshold damage should be based on its final CR.

Step 11 — Experience and Treasure

The monster’s experience and treasure should be based on its final CR.

Step 12 — Details

Add the final details for the creature as needed.

Planning Ahead

In most cases, it is advantageous to know what challenge rating a monster is going to be at the end before the process is well underway. However, a monster’s base statistics are largely determined by its challenge rating and focus, with modifiers due to size. Before beginning the process of creating a mythic monster, it is recommended that these various factors—base CR, size, and mythic rank—all be sketched out for a final CR to be targeted. This way, even if you change a few factors here and there during the process, the final result isn’t wildly divergent from what’s initially desired.


Modifying an Existing Monster

Making a mythic monster out of an ordinary monster is fairly straightforward, but functions more like applying a template than incorporating the mythic nature of the creature into its creation.

Step 1 — Determine its mythic rank (MR)

A mythic monster has a mythic rank between 1 and 10. Divide the monster’s MR by 2 to determine the increase to the creature’s base CR (round up).

Step 2 — Add mythic modifications to creature’s statistics

A mythic creature gains bonuses to natural armor, hit points, mythic feats, and bonuses to certain abilities based on its mythic tier. See the Mythic Statistics Modifications and Mythic Bonus Hit Points tables for details.

Step 3 — Add the Mythic Subtype

See the mythic subtype section (above) for details.

Step 4 — Modify abilities or choose new mythic abilities

The mythic creature gains a number of bonus ability points based on its mythic rank that can be used to improve existing abilities or purchase new abilities. A mythic creature gains an additional 2 AP per MR, and increases its maximum AP spent per ability by half of its MR (minimum +1). All of the monster’s ability points can be spent on either the abilities detailed above or the mythic monster abilities (and enhancements) detailed in this section. When spending these ability points, the mythic monster has no restriction on ability point spends due to its creature type (and any subtypes), and may purchase any unique monster ability at no additional charge.

Table: Mythic Ability Points

Base CR Mythic Rank Final CR Combat Skilled or Spellcasting Maximum AP per Ability
1 1 1 7 10 4
2 1 2 10 12 5
3 1 3 12 17 6
4 2 5 16 24 6
5 2 6 19 34 7
6 3 7 21 41 7
7 3 8 21 46 8
8 4 10 23 48 9
9 4 11 28 58 10
10 5 12 30 60 10
11 5 13 30 60 11
12 6 15 37 77 12
13 6 16 47 92 13
14 7 17 49 104 13
15 7 18 49 104 14
16 8 20 51 116 15
17 8 21 56 121 16
18 9 22 63 128 17
19 9 23 63 133 17
20 10 25 70 140 19
21 10 26 75 145 19
22 10 27 80 150 20
23 10 28 85 155 20
24 10 29 90 160 21
25 10 30 95 165 21
26 10 31 100 170 22
27 10 32 105 175 22
28 10 33 110 180 23
29 10 34 115 185 23
30 10 35 120 190 24

Removing Mythic

Most of the mythic monster abilities and enhancements featured in this sectopm could potentially be modified to be acceptable purchases for non-mythic creatures. However, mythic monster abilities are typically either more powerful or cost significantly less that an ability available to a non-mythic creature. This is especially true if the mythic monster ability or enhancement requires the expenditure of one or more uses of mythic power. A mythic ability can be optionally treated as a creature type specific ability for the purposes of purchase with an increased AP cost. Thus, a non-mythic creature can purchase a mythic ability without meeting a mythic power prerequisite, but the AP cost is doubled.

The creature uses the base AP cost when comparing to its maximum AP cost per ability by CR (not the doubled cost). However, if the ability requires the expenditure of mythic power, the base cost of the ability (before doubling) should be increased to represent the corresponding boost to the ability’s utility with the removal of a resource cost. If the mythic ability requires expending one use of mythic power, an equivalent with no expenditure of mythic power should cost an additional +2 AP. If the ability requires expending more than one use of mythic power, the AP cost should be increased by an additional +1 AP for each additional use of mythic power beyond the first no longer required. If an ability normally requires the expenditure of mythic power, it is likely appropriate to limit its uses per day if it no longer requires mythic power.

Step 5 — Calculate Final CR.

Divide the monster’s MR by 2 to determine the increase to the creature’s base CR (round up). Do not recalculate any of the monster’s statistics by CR.


Mythic Monster Abilities

The following section represents all abilities drawn from Pathfinder Roleplaying Game: Mythic Adventures that do not have an existing ability analogue featured earlier on this page. As noted earlier, mythic monsters ignore the normal restrictions on abilities by creature type, and do not pay any extra ability points for the purchasing of abilities with a creature type or subtype prerequisite. Thus, all compiled unique monster abilities are also featured in this section.

Table: Mythic Abilities

Ability Base Cost (AP) Prerequisites Benefits
Absolute Readiness 2 Mythic Improved Initiative, mythic power Never be surprised.
Accurate Strikes 2 mythic power Ignore cover and concealment.
Aligned Aura 4 alignment, mythic power Empower aligned outsiders.
Alternate Form 2 Gargantuan-size or larger, mythic power Become an inanimate structure.
Amazing Initiative 2 mythic power Add MR to initiative.
Apocalyptic Wound 2 mythic power Overwhelm opponents with dire prophecy.
Archive 2 mythic power Possess an extradimensional library.
Bestow Knowledge 2 mythic power Bestow temporary knowledge and understanding.
Birth Spawn 4 mythic power Give birth to diverse monstrous creatures.
Block Attacks 2 mythic power Parry melee or ranged attacks.
Bone Eruption 4 mythic power Cause creature’s bones to turn against them.
Brutal Surge 2 mythic power Add surge die to both attack and damage.
Cantrips/Orisons 1 mythic power, spellcaster Know all cantrips/orisons.
Contemptuous Toss 2 Awesome Blow feat, mythic power Throw creatures further.
Destruction 3 mythic power Completely destroy killed opponents.
Devastator 4 mythic power Bypass DR and hardness.
Devolution 6 mythic power Permanently reduce a creature’s mental faculties.
Dual Initiative 6 mythic power Act twice each round.
Earthquake 5 mythic power Cause the ground to quake.
Eclipse 4 mythic power Blot out the sun.
Elemental Blood 2 breath weapon, mythic power Blood becomes infused with elemental energy.
Elemental Fury 2 breath weapon, elemental blood, mythic power, natural weapon Deal energy damage with attacks.
Elemental Inferno 4 mythic power Ignore resistance/immunity to elemental energy damage.
Flash of Brutality 2 mythic power Temporarily double all threat ranges.
Feral Savagery 2 mythic power Gain an additional attack in certain circumstances.
Fire Vortex 4 mythic power Create a massive swirling inferno.
Fortification 1 mythic power Ignore critical hits or sneak attacks 50% of the time.
Gestation Aura 2 mythic power Possess an aura that quickens diseases, poisons, birth, and increases mutation.
Greensight 1 mythic power See through plant matter.
Ground Pound 4 mythic power Deal damage in an area with a natural attack or bludgeoning weapon.
Heroic Challenge 2 mythic power Temporarily give non-mythic creatures simple mythic templates.
Immediate Counterspell 2 mythic power Counterspell without a readied action.
Impregnate Surrogate 4 birth spawn, mythic power Force another creature to birth spawn.
Infuse Arms and Armor 2 mythic power Improve the quality and magic of any weapon or armor used.
Invulnerable Soul 4 mythic power Instead of dying, transform into a soul receptacle.
Iron Resilience 4 mythic power Ignore a deadly attack.
Lair Mastery 4 mythic power Teleport within a designated lair.
Limitless Vision 2 mythic power Take no distance penalties to Perception.
Mark of Restraint 4 mythic power, natural attack Curse attacking opponents with a mystical mark.
Mistsight 1 mythic power See through fog, mist, and water.
Modify Memory 3 mythic power Alter or remove a creature’s memories.
Mythic Brawler 4 mythic power Make any combat maneuver as a swift action.
Mythic Immortality 10 mythic power Return to life unless killed through specific circumstances.
Mythic Magic 2 mythic power, spellcasting Cast spells with mythic power.
Mythic Path 2 mythic power Gain the base ability of a mythic path.
Mythic Path Ability 2 mythic path, mythic power Gain a mythic path ability.
Mythic Path Mastery 8 mythic path, mythic rank 10, mythic power Gain the ultimate ability of a mythic path.
Oubliette 4 mythic power, powerful charge Send opponents to a maze with a powerful charge.
Opportunistic Movement 2 mythic power Move and attack creatures that provoke attacks of opportunity.
Pain Blast 4 mythic power Cause an opponent extreme pain.
Petrify 4 mythic power Turn a foe to stone.
Plantbringer 1 mythic power Encourage healthy growth for plant life.
Possess Statue 4 mythic power Animate a statue through possession.
Pressure Wave 2 mythic power Create a burst of pressurized water.
Recuperation 1 mythic power Recover quickly.
Reveler’s Rapturechapter 2 mythic power Gain an aura that forces revelry.
Riddle 2 mythic power Speak a challenging riddle, and gain advantages if it isn’t solved.
Rising Fury 2 mythic power Deal greater damage when injured.
Second Save 2 mythic power Shake off ongoing effects.
Secret Knowledge 2 mythic power Sense a creature’s weaknesses and defenses.
Smother 2 mythic power Suffocate grappled foes.
Spell Blessing 4 mythic power Grant humanoid spellcasters additional spell levels.
Spell Perception 2 mythic power, spellcasting Automatically sense and understand spellcasting.
Steal Soul 6 mythic power Capture a creature’s soul, and use it to command them.
Stone Armor 2 mythic power Damage striking weapons.
Terrain Control 2 mythic power Reshape the environment.
Touch of Chaos/Evil/Good/Law 2 alignment, mythic power Infuse attacks with alignment domain ability.
Trap Weapon 4 mythic power Disarm and capture striking weapons.
Uncanny Flight 1 mythic power Sprout wings or float in an unnatural manner.
Universal Path Ability 2 mythic power Gain a universal path ability.
Unstoppable 4 mythic power End harmful conditions.
Uplift 4 mythic power Impart intelligence and understanding.
Vengeful Seeker 2 mythic power Always find creatures deserving of revenge.
X-Ray Vision 2 mythic power See through solid matter.

Absolute Readiness (Ex, 2 AP)

Prerequisites: Mythic Improved Initiative feat, mythic power; Benefit: The creature is never surprised or flat-footed. It can act in the surprise round as if it were a normal round.

Format: absolute readiness; Location: Defensive Abilities.

Accurate Strikes (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature’s attacks ignore the AC bonus granted to targets by any cover less than total cover, and the miss chance granted to targets by any concealment less than total concealment.

Format: accurate strikes; Location: Special Attacks.

Aligned Aura (Su, 4 AP)

Prerequisites: alignment, mythic power; Benefit: Any outsider with alignment subtypes equivalent to all aspects of the creature’s alignment (and alignment subtypes, if any) with 15 or more Hit Dice within 60 feet of the mythic creature gains a +10 enhancement bonus to Strength and Charisma, and its spell resistance (if any) increases by 5. If an affected creature does not already possess spell resistance, it gains spell resistance 11 + its CR.

Enhancements

  • Applicable creatures with 10 or more Hit Dice are affected for +2 AP, or 5 or more Hit Dice for +4 AP.
  • The range of the effect is increased to 90 feet for +1 AP or 120 feet for +2 AP.

Format: aligned aura (60 ft.); Location: Aura.

Alternate Form (Ex, 2 AP)

Prerequisites: Gargantuan-sized or larger, mythic power; Benefit: As a full-round action the creature can assume the shape of an inanimate structure such as a monument, mansion, or fortress. While in this form, the creature cannot move or take attacks, but it can use any spell-like or supernatural abilities, and retains its Dexterity bonus to AC. It can resume its base form as a full-round action. The type of structure the creature can become is selected when this ability is gained and cannot be changed thereafter.

Enhancements

  • The creature can maintain the ability to move while in its alternate form for an additional +2 AP.
  • The creature retains the ability to make a single natural attack per round while in its alternate form for an additional +2 AP.
  • The creature’s damage reduction doubles while in its alternate form for an additional +4 AP (to a maximum of DR 20). So, a creature with DR 10/ epic would possess DR 20/epic in its alternate form.
  • The creature gains fast healing 10 while in its alternate form for an additional +2 AP.
  • The creature can make superficial alterations to its alternate form each time the ability is used (such as a mansion changing its architecture, layout, or furnishings) for an additional +1 AP.

Format: alternate form; Location: SQ.

Amazing Initiative (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The creature has a bonus on initiative checks equal to its mythic rank.

Enhancements

  • As a free action on its turn, it can expend one use of mythic power to take an additional standard action during that turn for an additional +1 AP. This additional standard action can’t be used to cast a spell. It can’t gain an extra action in this way more than once per round.

Format: amazing initiative; Location: Special Attacks.

Apocalyptic Wound (Su, 2 AP)

Prerequisites: mythic power; Benefit: When the mythic creature takes damage, it can expend one use of its mythic power as an immediate action to inundate its attacker’s mind with dire prophetic visions for 1d6 rounds. A Will save (DC 10 + ½ the mythic creature’s HD + creature’s Constitution modifier) negates this effect. These visions cause the attacker to become dazzled and to take a 20% miss chance on all its attacks. This is a mind-affecting divination effect.

Enhancements

  • An affected creature must successfully save again each round or become confused, dazed, or frightened (equal chance of each) for 1 round for an additional +2 AP.
  • The duration of the effect is 2d6 rounds for +2 AP.

Flaws

  • The creature must expend two uses of mythic power to use this ability (1 AP).

Format: apocalyptic wound; Location: Defensive Abilities.

Archive (Su, 2 AP)

Prerequisites: mythic power; Benefit: By concentrating for 1 minute without interruption, the mythic creature can conjure the door to a personal extradimensional library. This functions in a similar manner to an archmage’s sanctum but is 2,000 cubic feet in size. By spending one use of its mythic power as a full-round action, the mythic creature can instantly record a number of nonmagical writings (books, scrolls, carvings, and so on) equal to its mythic rank within tomes in the archive, provided it is touching or carrying the items it wishes to record.

Enhancements

  • If the mythic creature is killed or rendered unconscious, its body and any items it is carrying are immediately transported to its archive for an additional +2 AP. A mythic creature with this ability can conjure the door to the archive of a slain mythic creature with this ability at the location of the slain creature’s death.

Format: archive; Location: SQ.

Bestow Knowledge (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature can touch a target with an Intelligence of 3 or higher and bestow temporary knowledge and understanding. Choose one of the mythic creature’s skills; for the next 24 hours, the target of this ability uses the mythic creature’s skill ranks in place of its own, even if this is more than its maximum number of ranks. A creature can’t benefit from this ability more than once at the same time. If the mythic creature uses this ability on a target that is currently the target of bestow knowledge (from itself or another creature with this ability), the new bestow knowledge effect replaces the older one.

Enhancements

  • The creature can bestow a number of skills equal to half its mythic rank (minimum 1) for an additional +4 AP, or its mythic rank for an additional +6 AP.

Flaws

  • The creature must expend two uses of mythic power to use this ability (1 AP).

Format: bestow knowledge; Location: SQ.

Birth Spawn (Ex, 4 AP)

Prerequisites: mythic power; Benefit: As a full-round action, the mythic creature can give birth to a number spawn less than or equal to its mythic rank, which are any creatures that are at least one size category smaller than the mythic creature. Each day the mythic creature can produce any number of creatures whose combined total base CR does not exceed 3 + its Constitution modifier. The mythic creature does have any control or influence over spawn created in this manner.

Enhancements

  • Each spawn gains a random mutation (see Mutation sidebar) for an additional +2 AP.
  • Spawn created are affected by the equivalent of a permanent charm monster effect for an additional +2 AP or dominate monster for an additional +4 AP. This effect cannot be suppressed or dispelled.
  • As a swift action, the mythic creature can transfer a single harmful spell effect or condition from itself to one of its spawn within 30 feet for an additional +2 AP.

Flaws

  • Giving birth to a spawn requires 1 minute (1 AP) or 1 hour (2 AP).
  • The creature can only birth a single spawn at a time (1 AP).
  • The creature cannot have more total CR in spawn than its final CR at any one time. If it creates new spawn, older spawn of its choosing must be destroyed (2 AP).
  • The creature must expend a use of mythic power to birth spawn (2 AP).
  • The creature must expend two uses of mythic power to birth spawn (3 AP).

Format: birth spawn; Location: SQ.

Mutation

The following table can be used to represent random mutations from the birth spawn ability. Alternately, the mutant template (see the Pathfinder Roleplaying Game: Bestiary 5 for details) could represent mutated spawn or serve as inspiration for new mutations. A rough equivalent AP cost is shown for each mutation, and can be used to create or modify each mutation at your discretion.

d% Mutation
01–10 Fatal Mutation The creature is birthed stillborn and horribly disfigured.
11–20 Covered in Eyes (Ex, 1 AP) Eyes cover the front and back of the creature’s head. It gains allaround vision.
21–30 Vestigial Companion (Ex, 1 AP) The creature has the head of an animal (usually a goat, chicken, or dog) growing out of its back or torso, providing the scent ability. If the base creature already has scent, this mutation allows it to determine the direction of a particular scent as a free action.
31–40 Sticky (Ex, 3 AP) The creature’s limbs are covered in tiny, hooked hairs that give its skin a downy appearance. It gains the grab ability on its primary natural attacks (if it has any) or its unarmed strike, and a +8 racial bonus on Climb checks.
41–50 Multiple Heads (Ex, 5 AP) The creature has 2d4 heads, granting it a +4 racial bonus on saving throws against illusions and enchantments and a +8 racial bonus on Perception checks. The creature speaks an additional number of languages equal to its total number of heads. Each head speaks with a different voice.
51–60 Serpent-Headed Tail (Ex, 5 AP) The creature has a tail that ends in a snake head. This provides a +4 circumstance bonus on Perception checks and a primary bite attack (1d3 + the creature’s Strength modifier for a Medium creature). In addition, the creature gains Improved Trip as a bonus feat.
61–70 Chameleon Scales (Ex, 6 AP) This creature is covered in scales that shift their hue to blend in with their surroundings. The creature gains a +8 racial bonus on Stealth checks and gains hide in plain sight.
71–80 Tentacles (Ex, 6 AP) The creature’s legs are replaced with multiple tentacles. It can’t be tripped and gains a +8 racial bonus to CMD and a +8 racial bonus on combat maneuver checks to grapple.
81–90 Impenetrable Skin (Ex, 7 AP) The creature’s skin is tough and scaly. It gains DR/— equal to half its HD (maximum 10).
91–99 Poison Glands (Ex, 8 AP) The creature has a pair of poison sacs near its mouth. It gains immunity to poison, and three times per day it can spit a dose of poison up to 20 feet as a ranged touch attack. Poison: Contact—injury; save Fort DC 10 + 1/2 the creature’s HD + its Constitution modifier; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 1 save.
100 Favored Spawn (Su, 12 AP) Favored spawn gain a +4 luck bonus on all saving throws, a +4 increase to natural armor, a +4 inherent bonus to two ability scores, and 1 mythic rank.

Block Attacks (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Once per round, when the creature is hit by a melee or ranged attack, it can attempt a melee attack using its highest attack bonus. If this result exceeds the result from the attack against it, the creature is unaffected by the attack (as if the attack had missed).

Enhancements

  • The creature can use the block attacks ability more than once per round for an additional +2 AP. Each use of the block attacks ability beyond the first requires the creature expend one use of mythic power.

Format: block attacks; Location: Defensive Abilities.

Bone Eruption (Su, 4 AP)

Prerequisites: mythic power; Benefit: As a standard action, the creature can expend two uses of mythic power to call to the bones of all enemies within a 20-foot-radius burst. The bones shudder and twist within each creature, dealing a number of d6s of damage equal to the creature’s Hit Dice and giving each creature the sickened condition for 1d6 rounds. A successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier) halves the damage and negates the sickened condition.

Enhancements

  • If this damage kills a creature, some of its bones tear free from its body and fuse with the mythic creature, healing it for 1d6 points of damage per Hit Die of the slain creature for an additional +2 AP. Creatures immune to critical hits are immune to this ability.
  • The ability requires the expenditure of only one use of mythic power for an additional +2 AP.

Format: bone eruption; Location: Special Attacks.

Brutal Surge (Su, 2 AP)

Prerequisites: mythic power; Benefit: When the creature expends mythic power to add a surge die to an attack roll, it also adds a surge die to that attack’s damage roll. This is not an action and does not require the expenditure of any additional uses of mythic power to use this ability.

Format: brutal surge; Location: Special Attacks.

Cantrips/Orisons (Su, 1 AP)

Prerequisites: mythic power, spellcaster; Benefit: The creature automatically knows all cantrips (for arcane spells) or orisons (for divine spells) for its equivalent spellcasting class and can cast them at will.

Enhancements

  • Any cantrip/orison cast functions as a potent version of the spell (increase save DC by 2 and gain a +2 bonus on caster level checks to overcome spell resistance) with no additional expenditure of mythic power for an additional +1 AP.

Format: cantrips/orisons; Location: SQ.

Contemptuous Toss (Ex, 2 AP)

Prerequisites: Awesome Blow feat, mythic power; Benefit: When the creature uses Awesome Blow and expends a use of mythic power, its target flies up to 60 additional feet and takes 1d6 points of damage for every additional 20 feet traveled.

Enhancements

  • The creature selects one type of attack. When using the selected attack, it can hurl the target up to 60 feet upward instead of sideways for an additional +1 AP.

Format: contemptuous toss; Location: Special Attacks.

Destruction (Su, 3 AP)

Prerequisites: mythic power; Benefit: Any opponent killed by the mythic creature is entirely destroyed, leaving behind only a trace of fine ash. The creature’s magical equipment is unaffected.

Flaws

  • The opponent is only entirely destroyed if killed by a specific attack or special ability possessed by the mythic creature (1 AP).
  • The opponent’s non-mythic magical equipment is destroyed if its caster level is less than or equal to the creature’s mythic tier (1 AP)

Format: destruction; Location: Special Attacks.

Devastator (Su, 4 AP)

Prerequisites: Vital Strike feat, mythic power; Benefit: As a full-round action, the creature can make a single attack at its highest base attack bonus with a natural attack or manufactured weapon. This attack counts as a Vital Strike despite not using an attack action. On a successful hit, this attack bypasses all damage reduction and hardness.

Enhancements

  • If used to perform a sunder combat maneuver or to damage an object, the attack is capable of critical hits (despite objects’ usual immunity to critical hits) and is automatically treated as a critical threat for an additional +2 AP.

Flaws

  • The creature must expend a use of mythic power to use this ability (2 AP).
  • The creature must expend two uses of mythic power to use this ability (3 AP).

Format: devastator; Location: Special Attacks.

Devolution (Su, 6 AP)

As a standard action, the mythic creature can touch a creature and cause it to permanently lose cognitive function. The target touched must succeed on a Will save (DC 10 + ½ mythic creature’s HD + creature’s Charisma modifier) or be affected by an effect similar to feeblemind that can be removed only by a wish, miracle, or the mythic equivalent of a spell or effect capable of removing feeblemind (such as a mythic heal spell).

Enhancements

  • If a creature affected by devolution procreates, its children can’t have an Intelligence or Charisma score higher than 2 naturally for an additional +2 AP. The effect on progeny cannot be lifted by magic. Progeny created with this affliction also possess physical traits that were more common among earlier evolutionary forms of their parent species.

Flaws

  • The creature must expend a use of mythic power to use this ability (2 AP).
  • The creature must expend two uses of mythic power to use this ability (3 AP).

Format: devolution; Location: Special Attacks.

Dual Initiative (Ex, 6 AP)

Prerequisites: mythic power; Benefit: The monster gets two turns each round, one on its initiative count and another on its initiative count – 20. For example, if the monster’s initiative is 23, for its first turn it could make a full attack (and take a 5 foot step) at initiative 23, and for its second turn at initiative 3 it could take a move action and cast a spell. This allows the monster to perform two actions per round that normally take an entire round, such as using a summon monster spell. For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the creature’s round or the start of its turn such as saving throws against ongoing effects or taking bleed damage), only the monster’s first turn each round counts toward such durations.

Flaws

  • The creature must expend a use of mythic power as a free action during its first turn to gain a second turn (2 AP).
  • The creature must expend two uses of mythic power as a free action during its first turn to gain a second turn (3 AP).

Format: +21/+1; Location: Initiative.

Earthquake (Su, 5 AP)

Prerequisites: mythic power; Benefit: The creature can hit the ground and expend two uses of mythic power to cause an earthquake (as the spell). Creatures with this ability are not affected by the earthquake.

Enhancements

  • The creature adds its mythic rank to the earthquake effect save DCs for an additional +1 AP.
  • Activating this ability only requires expending one use of mythic power for an additional +2 AP.

Format: earthquake; Location: Special Attacks.

Eclipse (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to blot out the sun in a 1-mile radius. This entire area is affected by the darkness spell for 1 hour.

Enhancements

  • The effect is equivalent to the deeper darkness spell for an additional +1 AP.
  • The creature is unaffected by the darkness effect it creates for an additional +1 AP.
  • The area affected is a 10-mile radius for +1 AP or a 100-mile radius for +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: eclipse; Location: Special Attacks.

Elemental Blood (Su, 2 AP)

Prerequisites: breath weapon, mythic power; Benefit: The mythic creature’s blood and other fluids are infused with acid, cold, electricity, or fire, matching its breath weapon energy type. Every time the creature is damaged by a piercing or slashing weapon, the attacking creature takes energy 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 creature has the swallow whole ability, it adds this damage to its swallow whole damage.

Creature Size Points of Energy Damage
Medium or smaller 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Enhancements

  • The creature’s elemental blood ability functions as if it was a creature of one size category larger for an additional +1 AP, or two size categories larger for +2 AP.

Format: elemental blood (2d6 fire); Location: Defensive Abilities.

Elemental Fury (Su, 2 AP)

Prerequisites: breath weapon, elemental blood, mythic power, natural weapon; Benefit: If the mythic creature confirms a critical hit with a natural weapon, it adds its elemental blood damage to the damage dealt by the natural attack.

Format: elemental fury (1d6 fire); Location: Special Attacks.

Elemental Inferno (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as an immediate action to cause any acid, cold, electricity, or fire (select one) damage it deals ignore resistance and immunity for 1 round.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: elemental inferno; Location: Special Attacks.

Flash of Brutality (Su, 2 AP)

Prerequisites: mythic power; Benefit: Once per day as a swift action, the creature can gain a burst of savage inspiration. When it does, it doubles the threat range of any attack it takes until the start of its next turn. This does not stack with feats or abilities that increase an attack or weapon’s threat range.

Enhancements

  • The creature’s flash of brutality lasts for an additional round per additional +1 AP spend, up to a maximum number of rounds equal to its mythic rank.
  • Once per day, when the creature reaches 0 or fewer hit points, this ability recharges, allowing it to use the ability a second time that same day for an additional +1 AP.

Flaws

  • The creature must expend a use of mythic power to activate this ability (2 AP).
  • The creature must expend two uses of mythic power to activate this ability (3 AP).

Format: flash of brutality; Location: Special Attacks.

Feral Savagery (Su, 2 AP)

Prerequisites: mythic power; Benefit: Select a set of circumstances that must involve the creature making a melee attack. For example, the creature making a full attack, rend attack, or using the pounce ability. When performing the selected action, the creature can immediately attempt an additional attack against an opponent. This attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. This additional attack doesn’t stack with similar means of gaining additional attacks, such as the haste spell or a speed weapon. This ability doesn’t grant an extra action, so the creature can’t use it to cast a second spell or otherwise take an extra action in the round.

Format: feral savagery (full attack); Location: Special Attacks.

Fire Vortex (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to create a vortex of fire within 30 feet. The vortex is 5 feet wide at its base, 15 feet wide at the top, and 30 feet tall. Any creature starting its turn adjacent to the vortex takes a number of d6s of fire damage equal to the creature’s mythic rank. Any creature passing through the vortex takes a number of d6s of fire damage equal to the mythic creature’s Hit Dice. A successful Reflex save (DC 10 + mythic creature’s HD + creature’s Constitution modifier) halves this damage. The mythic creature can move the vortex up to 20 feet as a move action. If the vortex moves through a creature, that creature must succeed on the saving throw against the vortex to avoid taking damage. The vortex lasts for a number of rounds equal to the creature’s mythic rank.

Enhancements

  • The creature can expend one use of mythic power to move the vortex as a swift action for an additional +2 AP.
  • The range of the vortex is increased to 60 feet for +1 AP, 90 feet for +2 AP, or 120 feet for +3 AP.
  • The vortex is 10 feet wide at its base, 30 feet wide at the top, and 60 feet tall for an additional +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: fire vortex; Location: Special Attacks.

Fortification (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The monster has a 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortification armor.

Enhancements

  • The creature treats any critical hit or sneak attack as a normal hit for an additional +1 AP.

Format: fortification (50%); Location: Defensive Abilities.

Gestation Aura (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature’s aura pulses with developing life. All poisons or diseases active within 30 feet have an onset of 1 round and a frequency of 1/minute. Impregnated creatures within 30 feet gestate in 2d4 rounds. Any creature born within this aura gains a mutation (see Mutation sidebar).

Format: gestation aura (30 ft.); Location: Aura.

Greensight (Su, 1 AP)

Prerequisites: mythic power; Benefit: The monster can see through thick plant matter as though it were transparent, with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer no concealment to the monster’s sight, though solid wood still blocks its line of sight.

Enhancements

  • The creature can see through plant matter up to the limits of its normal vision for an additional +1 AP.

Format: greensight 60 ft.; Location: Senses.

Ground Pound (Ex, 4 AP)

Prerequisites: mythic power; Benefit: As a standard action, the creature can expend one use of mythic power and hit the ground with a bludgeoning weapon or natural attack that deals bludgeoning damage. Choose one intersection within reach; creatures touching the ground within a 20-foot burst centered on that intersection take the damage normally dealt by that bludgeoning weapon or natural attack. A successful Reflex save (DC 10 + 1/2 mythic creature’s HD + creature’s Strength modifier) halves the damage. Creatures that fail their saves are knocked prone and moved 5 feet directly away from chosen intersection. This ability has no effect on creatures with the ground pound ability.

Enhancements

  • Creatures take double the normal damage dealt by the bludgeoning weapon or natural attack for an additional +2 AP.
  • The area of effect is increased to a 40-foot burst for an additional +2 AP. a 60-foot burst for an additional +4 AP, or an 80-foot burst for an additional +6 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: ground pound; Location: Special Attacks.

Gruesome Dismemberment (Ex, 6 AP)

Prerequisites: grab, mythic power, natural attack; Benefit: When the mythic creature successfully holds a grappled creature, it may expend one use of mythic power to attempt to dismember that creature. The mythic creature attempts a grapple check; if successful, the target takes double the normal damage from one of the mythic creature’s natural attacks and the attack pulls off one of the target’s legs or arms. The target is sickened until it receives magical healing (or until it recovers to full hit points by natural means), and takes 2d6 points of bleed damage each round. A creature with only one an arm cannot perform actions requiring two arms or two hands. A bipedal creature with one leg missing cannot walk or run; it can crawl or hop, but is denied its Dexterity bonus against all opponents. A quadrupedal creature with one leg missing is reduced to half normal speed. At the GM’s discretion, creatures with more than four legs affected by this attack may be able to move at normal speed.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).
  • The target can negate the dismemberment and halve the bleed damage (but not the natural attack damage) with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Strength modifier) (1 AP).

Format: gruesome dismemberment; Location: Special Attacks.

Heroic Challenge (Su, 2 AP)

Prerequisites: mythic power; Benefit: Once per day, the mythic creature can give a nonmythic creature the agile, arcane, divine, invincible, or savage mythic template (see Pathfinder RPG Mythic Adventures for details). The mythic creature must expend a number of uses of mythic power equal to the amount the target creature’s CR increases. The target isn’t under the mythic creature’s control, but won’t willingly attack the mythic creature unless magically forced to do so. The target retains the template for 1 round per mythic rank of the mythic creature.

Enhancements

  • The mythic creature can use this ability any number of times per day for an additional +2 AP. Each use requires expending the required mythic power.
  • The duration of the template is 1 minute per mythic rank for an additional +2 AP or 1 hour per mythic rank for an additional +4 AP.

Format: heroic challenge; Location: SQ.

Immediate Counterspell (Ex, 2 AP)

Prerequisites: mythic power, spellcasting; Benefit: The creature can expend one use of mythic power as an immediate action to attempt to counter a spell. The mythic creature must use a spell, spell slot, or dispel magic to counterspell as normal. This ability allows the mythic creature to counterspell without first readying an action.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: immediate counterspell; Location: SQ.

Impregnate Surrogate (Su, 4 AP)

Prerequisites: birth spawn, mythic power; Benefit: The mythic creature can disgorge a monstrous embryo into the mouth of a living, corporeal creature that is pinned or helpless. The creature makes a grapple combat maneuver check, and if successful it impregnates that creature regardless of its gender. A mythic character must succeed at a Fortitude saving throw (DC 10 + 1/2 the impregnating creature’s HD + creature’s Constitution modifier) to avoid being impregnated; a non-mythic character is impregnated automatically.

An impregnated creature’s pregnancy lasts for 2d4 rounds. During this pregnancy, the victim is nauseated until the monster bursts forth from the victim’s abdomen, which deals 1d6 points of damage per mythic rank to the pregnant creature and applies the broken condition to any armor it is wearing.

A remove disease spell (DC equals monster’s final CR) eliminates the unnatural embryo. Alternatively, as a full-round action another creature can attempt to cut out the growing monster with a Heal check (DC 10 + monster’s final CR). On a successful check, the offspring is removed, and the formerly pregnant creature takes 1d4 points of bleed damage. On failed check, the pregnant creature takes 2d6 points of bleed damage and is stunned for 1 round, but the offspring is not removed.

The creature spawned by means of this impregnation is any creature of the mythic creature’s choice that is at least one size category smaller than the creature impregnated. These spawn count against the mythic creature’s daily CR allowance for the birth spawn ability. This otherwise functions as the birth spawn ability.

Format: impregnate surrogate (DC 24); Location: Special Attacks.

Infuse Arms and Armor (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Any improvised weapon the creature wields is treated as a comparable normal weapon. Any normal weapon the creature wields is treated as a masterwork weapon. Any masterwork weapon it wields is treated as a weapon with a magical +1 enhancement bonus. Any weapon with a magical enhancement bonus it wields is treated as though its enhancement bonus were 1 higher than its actual value (to a maximum of +6). This ability also applies to armor and shields (normal is treated as masterwork, masterwork is treated as +1, and +1 or higher is treated as 1 higher than actual).

Format: infuse arms and armor; Location: SQ.

Invulnerable Soul (Su, 4 AP)

Prerequisites: mythic power; Benefit: By expending one use of mythic power as a standard action, or automatically at no cost anytime it is reduced to fewer than 0 hit points, the mythic creature assumes the shape of a miniscule valuable object, such as a ring, pearl, or gem. The mythic creature retains awareness of its environment, but otherwise is treated as if it had the petrified condition. The creature’s form cannot be damaged in any way or affected by most spells or abilities, but the mythic creature can be forced to return to normal form by a miracle or wish spell. While in its object form, the mythic creature heals naturally, and it automatically returns to its normal form when it is fully healed.

Flaws

  • The creature’s object form is not immune to damage, but has hardness equal to its mythic rank or damage reduction (whichever is higher), and hit points equal to its maximum hit point total (2 AP).

Format: invulnerable soul; Location: Defensive Abilities.

Iron Resilience (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Once per round, the creature can ignore an attack (whether it required an attack roll, was a targeted spell, or was an area attack, and regardless of whether it would specifically cause hit point damage or not) that would reduce it to negative hit points or kill it. The creature takes no damage from the attack. The creature can choose to use this ability after the result of any attack roll, caster level check to overcome spell resistance, saving throw, or other pertinent check is revealed.

Enhancements

  • As an immediate action, the creature can expend one use of mythic power to use this ability to ignore all attacks that would reduce it to negative hit points or kill it from one creature for 1 round for an additional +2 AP.
  • The creature can ignore any attack once per round (not only one reducing it to negative hit points or killing it) for an additional +4 AP.
  • The creature can expend one use of mythic power to ignore an additional attack beyond the first in the same round for an additional +2 AP. This requires no action and can be activated so long as the creature has mythic power remaining.

Flaws

  • The creature must expend one use of mythic power to use this ability (2 AP).
  • The creature must expend two uses of mythic power to use this ability (3 AP).

Format: iron resilience; Location: Defensive Abilities.

Lair Mastery (Su, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature can designate an area no greater than 100 feet on a side (typically a maze, underground dungeon, or other confusing structure) as its personal lair. As a move action, the creature can teleport (as the greater teleport spell) from one point in its lair to any other point in its lair. The creature can change its lair once per week and can share its lair with other creatures (including other creatures with this ability) without interfering with this ability.

Enhancements

  • Whenever the creature must make a saving throw while inside its lair, it can roll twice and take the higher result for an additional +2 AP, or +1 AP if the creature must expend a use of mythic power to use this ability.

Flaws

  • The creature must expend a use of mythic power to teleport (2 AP).
  • The creature must expend two uses of mythic power to teleport (3 AP).

Format: lair mastery; Location: SQ.

Limitless Vision (Su, 2 AP)

Prerequisites: mythic power; Benefit: The mythic creature takes no distance penalties on Perception checks.

Format: limitless vision; Location: Senses.

Mark of Restraint (Su, 4 AP)

Prerequisites: mythic power, natural attack; Benefit: If the mythic creature successfully hits an opponent with a designated natural attack it can spend one use of its mythic power as a free action to mark that opponent with a restraining effect. This effect functions like a mark of justice (caster level equal creature’s Hit Dice) that triggers if the opponent attacks the mythic creature; the opponent is instantly aware of this condition. If the opponent attacks the mythic creature, the mark’s curse is activated and imposes a permanent –4 penalty on the opponent’s attack rolls, saving throws, ability checks, and skill checks.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).
  • The creature is permitted a Will save (DC 10 + ½ the mythic creature’s HD + creature’s Charisma modifier) to negate this effect (2 AP).

Format: mark of restraint; Location: Special Attacks.

Mistsight (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, with a range of 60 feet.

Enhancements

  • The creature can see through plant matter up to the limits of its normal vision for an additional +1 AP.

Format: mistsight; Location: Senses.

Modify Memory (Su, 3 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as a swift action to modify the memory of a creature within 60 feet (as the modify memory spell). The target can negate this effect with a successful Will save (DC 10 + 1/2 the mythic creature’s HD + creature’s Charisma modifier).

Flaws

  • The creature must be reading the creature’s mind with the detect thoughts spell or a similar ability to use modify memory (1 AP).

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: modify memory; Location: Special Attacks.

Mythic Brawler (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to attempt any single combat maneuver as a swift action with no attack of opportunity for the attempt.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: mythic brawler; Location: Special Attacks.

Mythic Immortality (Su, 10 AP)

Prerequisites: mythic power; Benefit: If the creature is killed, it returns to life 24 hours later, regardless of the condition of its body or the means by which it was killed. When it returns to life, it isn’t treated as if it had rested, and doesn’t regain the use of abilities that recharge with rest until it next rests. This ability doesn’t apply if it is killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. If the creature is mythic rank 10, it can be killed only by a coup de grace or critical hit made with an artifact.

Enhancements

  • The creature returns to life after 1 hour for +2 AP, 1 minute for +4 AP, or 1 round for +6 AP.
  • The creature functions as if it had rested for a full 8 hours when it returns to life, regaining the use of abilities that recharge with rest for an additional +8 AP.

Flaws

  • The creature can also be permanently killed by a specific, unique condition, non-mythic creature, or item that isn’t capable of bypassing epic damage reduction (1 AP).
  • The creature can be also permanently killed by a rare but not unique condition, creature, or item type (2 AP).
  • The creature can be also permanently killed by a common condition, creature, or item type (3 AP).

Format: mythic immortality; Location: SQ.

Mythic Magic (Su, 2 AP)

Prerequisites: mythic power, spellcasting; Benefit: Once per day, when the creature casts a spell, it can cast the mythic version instead (as with all mythic spells, the creature must expend mythic power to cast a mythic spell in this way). This ability cannot be used to cast the mythic version of spell-like abilities (see the mythic spell-like ability enhancement for details).

Enhancements

  • The creature can use the mythic magic ability (with an expenditure of mythic power) an additional time per day per +1 AP spent. The creature cannot spend more APs on this ability than its mythic rank.

Format: mythic magic 3/day; Location: Special Attacks.

Mythic Path (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature selects a mythic path (archmage, champion, guardian, hierophant, marshal, or trickster; see Pathfinder Roleplaying Game: Mythic Adventures for details). The creature gains one of the base abilities associated with the mythic path (archmage arcana, champion’s strike, guardian’s call, divine surge, marshal’s order, or trickster’s attack), using its mythic rank as its mythic tier. The creature can select this ability up to three times, gaining all of the associated mythic path base abilities. The creature cannot gain mythic path abilities from more than one mythic path.

Format: marshal’s order (advance); Location: SQ.

Mythic Path Ability (Ex, 2 AP)

Prerequisites: mythic path, mythic power; Benefit: The creature gains any 1st-tier mythic path ability associated with the path selected with the mythic path ability (see Pathfinder Roleplaying Game: Mythic Adventures for details). This ability (and the universal path ability) can be selected up to once per mythic tier, each time gaining a new mythic path ability. The cost does not stack to determine the maximum AP points a creature may spend per CR.

Enhancements

  • This ability can be purchased without the mythic path prerequisite for an additional +1 AP.
  • If the creature has a mythic rank of 3 or higher, it can select a 3rd-tier mythic path ability for an additional +2 AP.
  • If the creature has a mythic rank of 6 or higher, it can select a 6th-tier mythic path ability for an additional +4 AP.

Format: eldritch breach; Location: SQ.

Mythic Path Mastery (Ex, 8 AP)

Prerequisites: mythic path, mythic rank 10, mythic power; Benefit: The creature gains the 10th tier ability associated with the path selected with the mythic path ability (true archmage, legendary champion, true defender, divine vessel, visionary commander, or supreme trickster; see Pathfinder Roleplaying Game: Mythic Adventures for details).

Format: true archmage; Location: SQ.

Oubliette (Su, 4 AP)

Prerequisites: mythic power, powerful charge; Benefit: Whenever the creature hits an opponent with a natural attack as part of a powerful charge, the target must succeed on a Will save (DC 10 + 1/2 the mythic creature’s HD + creature’s Wisdom modifier) or be sent into an extradimensional prison, as the maze spell, except the effect only lasts for 1d4+1 rounds.

Enhancements

  • The effect lasts for 1 minute for +1 AP or 10 minutes for +2 AP.

Flaws

  • The creature must expend a use of mythic power to send the opponent into the maze (2 AP).
  • The creature must expend two uses of mythic power to send the opponent into the maze (3 AP).

Format: oubliette; Location: Special Attacks.

Opportunistic Movement (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature can rapidly move to take advantage of an opponent’s weakened defenses. When an opponent within a distance equal to or less than the distance the mythic creature can cover with a single move action takes an action that provokes an attack of opportunity, as an immediate action the creature can expend one use of mythic power to move up to its speed. The mythic creature must end its movement next to the creature that provoked the attack of opportunity and can then make an attack of opportunity against that creature.

Enhancements

  • The mythic creature’s movement from this ability doesn’t provoke attacks of opportunity for +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: opportunistic movement; Location: Special Attacks.

Pain Blast (Su, 4 AP)

Prerequisites: mythic power; Benefit: Once per round as a standard action, the creature can stimulate extreme pain in one opponent within its reach. The creature takes a –4 penalty on attack rolls, skill checks, and ability checks until the start of the mythic creature’s next turn or until it moves at least 60 feet away from the mythic creature.

Enhancements

  • Using this ability is a move action for +1 AP, a swift action for +2 AP, or a free action for +3 AP.
  • The effects last for 1 round per mythic rank for an additional +2 AP, but the creature can only affect one creature at a time and targeting a different creature immediately ends the effect on any other creature.
  • The range of the effect is increased to 30 feet for +1 AP, or 60 feet for +2 AP.

Flaws

  • The opponent can negate the effects with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + mythic creature’s Charisma modifier). On a successful save, the creature is immune for 24 hours (2 AP).
  • Mythic creatures are immune to the effects (1 AP).
  • The creature must expend a use of mythic power to activate this ability (2 AP).
  • The creature must expend two uses of mythic power to activate this ability (3 AP).

Format: pain blast; Location: Special Attacks

Petrify (Su, 4 AP)

Prerequisites: mythic power; Benefit: If the mythic creature hits a target with a selected natural attack type, it can expend two uses of mythic power to permanently turn that target to stone (as the flesh to stone spell). The creature negates this effect with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + mythic creature’s Constitution modifier).

Enhancements

  • If the target succeeds on the saving throw, it is slowed (as the slow spell) for 1d6 rounds for an additional +2 AP.
  • The ability only requires expending one use of mythic power for +2 AP.

Format: petrify; Location: Special Attacks.

Plantbringer (Su, 1 AP)

Prerequisites: mythic power; Benefit: All plants within a 1-mile radius of the creature grow at double their normal rate and don’t suffer from any diseases or maladies.

Enhancements

  • Allied plant creatures within 30 feet of the creature gain fast healing equal to the creature’s mythic rank for an additional +3 AP. If the creature uses the plant shape spells or wild shape to take the form of a plant, it gains this fast healing in plant form. However, a plant creature does not gain this fast healing and should instead take the fast healing ability separately. The range of the creature’s ability to grant fast healing increases by +10 feet per +1 AP spent.

Format: plantbringer; Location: SQ.

Possess Statue (Su, 4 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to possess and animate a Medium-sized or smaller stone statue within 100 feet. The possessed statue functions as a non-mythic animated object of its size and lasts so long as the statue is in range and the mythic creature concentrates. When using this ability, the mythic creature’s actual body is immobile and helpless. It can stop using this ability as a move action. If the statue is destroyed, the mythic creature’s life force returns to its own body.

Enhancements

  • The creature can animate up to a Large-sized statue as an animated object of its size for an additional +3 AP, up to a Huge-sized statue for +6 AP, up to a Gargantuan-sized statue for +9 AP, or up to a Colossal-sized statue for +12 AP.
  • The creature can animate a number of statues at once equal to its mythic rank for an additional +2 AP. Each statue animated requires expending mythic power separately.
  • The range of the possession is 1,000 feet for an additional +1 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: possess statue; Location: SQ

Pressure Wave (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to create a 60-foot-radius burst of pressurized water. Creatures in the area must attempt a Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier). Success means the creature is sickened for 1 round; failure means the creature is nauseated for 1 round and sickened for 1 round after that. Creatures with the aquatic or water subtypes are immune to this ability.

Enhancements

  • The duration of the nauseated and sickened conditions (whether or not the save is successful) is 1d4 rounds for an additional +2 AP, or 1d6 rounds for +4 AP.
  • If the creature expends two uses of mythic power, creatures nauseated by this ability also take damage as if the creature had hit the opponents with a natural attack for an additional +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: pressure wave; Location: Special Attacks.

Recuperation (Ex, 1 AP)

Prerequisites: mythic power; Benefit: The creature is restored to full hit points after 8 hours of rest so long as it isn’t dead.

Enhancements

  • By expending one use of mythic power and resting for 1 hour, the creature regains a number of hit points equal to half its full hit points (up to a maximum of its full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on) for an additional +3 AP. This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Format: recuperation; Location: SQ.

Reveler’s Rapture (Su, 2 AP)

Prerequisites: mythic power; Benefit: The creature emits a bacchanalian aura of euphoria to a range of 30 feet. Creatures that enter the aura’s area engage their wild side, with an effect equivalent to irresistible dance. A successful Will save (DC 10 + ½ the mythic creature’s HD + creature’s Charisma modifier) renders the subject immune to effect and that mythic creature’s aura for 24 hours. The creature can exclude any targets it wishes from her aura’s effects.

Enhancements

  • On a successful save, a creature within the aura still dances (as the irresistible dance spell) for 1 round for +2 AP.

Flaws

  • A creature under the effect of reveler’s rapture can attempt a new save at the end of each turn after the first to end the effect and become immune to the aura (2 AP).

Format: reveler’s rapture (DC 20, 30 ft.); Location: Aura.

Riddle (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power to ask a riddle of a creature within 100 feet. If the creature fails a Will save (DC 10 + 1/2 the mythic creature’s HD + creature’s Charisma modifier) it is compelled to give an answer within 1 minute (a creature in combat when the mythic creature uses this ability gain a +4 bonus on the saving throw). The mythic creature gets a +4 bonus on attack rolls, damage rolls, and saving throws against any creature that refuses to answer (via a successful saving throw), can’t answer (including if it’s in an area affected by a silence spell), answers incorrectly, or flees the mythic creature instead of answering. The bonuses from failing to solve the riddle last for 24 hours. The need to answer is a compulsion, mind-affecting, language-dependent enchantment effect.

Enhancements

  • Up to four creatures can be affected at once for +1 AP, eight creatures for +2 AP, or twelve creatures for +3 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: riddle; Location: Special Attack.

Rising Fury (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Each time the creature takes damage, it gains a +1 morale bonus on damage rolls until the end of its next turn. This bonus increases by +1 each time the creature takes damage, up to a maximum of +5. At the end of the mythic creature’s turn, this damage bonus resets to +0.

Enhancements

  • The morale bonus to damage becomes +2, and the maximum bonus is +10 for an additional +2 AP.
  • The damage bonus doesn’t reset until after a number of rounds equal to the creature’s mythic tier for an additional +4 AP.

Flaws

  • The creature takes a –1 cumulative penalty to Armor Class each time it gains a bonus to damage. This penalty persists for as long as the damage bonus remains (2 AP).

Format: rising fury; Location: Special Attacks.

Second Save (Ex, 2 AP)

Prerequisites: mythic power; Benefit: Whenever the creature fails a saving throw against an effect with a duration greater than 1 round, it can keep trying to shake off the effect. At the start of its turn, if it’s still affected, it can attempt the save one more time as a free action. If this save succeeds, the effect affects the creature as if it had succeeded at its initial saving throw. If the effect already allows another saving throw on a later turn to break the effect (such as for hold monster), this ability is in addition to the extra saving throw from the effect.

Enhancements

  • By expending one use of mythic power as a free action the creature can attempt an additional save against an effect with a duration greater than 1 round to shake off the effect for an additional +2 AP. This is only necessary after the creature has failed the previous saves granted by the second save ability, but the creature can make additional saves once per round thereafter by expending mythic power.

Format: second save; Location: after saving throws.

Secret Knowledge (Su, 2 AP)

Prerequisites: mythic power; Benefit: By expending one use of mythic power as a free action, the creature learns one weakness, vulnerability, or special defense of an opponent within reach.

Enhancements

  • The creature can learn about an opponent it can see within 30 feet for an additional +1 AP.
  • The creature learns a number of pieces of information (weaknesses, vulnerabilities, and special defenses) equal to its mythic rank each time this ability is used for an additional +2 AP.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: secret knowledge; Location: Senses.

Secret Lair (Su, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature can spend 1 hour concentrating to create a labyrinthine extradimensional lair. This functions like greater create demiplane (see Pathfinder RPG Ultimate Magic for details) and creates a demiplane with the morphic, portal, shape, and structure properties. The demiplane is approximately a 500-foot-diameter sphere. The demiplane’s portal is connected to the location where the mythic creature created it. The mythic creature can have only one demiplane active at a time, and the demiplane dissolves 10d10 minutes after the mythic creature leaves.

Enhancements

  • The extradimensional lair remains permanently until the mythic creature creates a new lair in a different location for an additional +2 AP.
  • The mythic creature can alter the planar traits of the lair (as the create greater demiplane spell) by expending one use of mythic power per planar trait altered for an additional +2 AP.

Flaws

  • The creature must expend one use of mythic power to activate this ability (1 AP).
  • The creature must expend two uses of mythic power to activate this ability (2 AP).

Format: secret lair; Location: SQ.

Smother (Ex, 2 AP)

Prerequisites: grapple, mythic power; Benefit: If the creature’s grappled opponent is holding its breath, the monster can force that opponent to expel or consume some of its breath, or can otherwise reduce the time remaining until the target must attempt checks to avoid suffocation.

If the monster succeeds at a grapple check against the opponent, the remaining duration for which the opponent can hold its breath decreases by 1d6 rounds. If this reduces the remaining time that the creature can hold its breath to 0 rounds or fewer, the DCs of its suffocation checks increase by 5. For example, if the monster is grappling a creature that has 10 rounds remaining before it must attempt suffocation checks, a successful grapple check reduces that duration by 1d6 rounds.

If the monster has another ability (such as constrict) that harms the opponent when it succeeds at a grapple check, it can automatically use the smother ability when it succeeds at the grapple check to use the other ability.

Format: smother; Location: Special Attacks.

Spell Blessing (Su, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature can enhance the magic of a willing humanoid spellcaster by touching him for 1 full round. The blessing allows the target to recall a number of spell levels each day equal to twice the mythic creature’s mythic rank. This recalling works like a pearl of power, except it works for spellcasters of any class (spontaneous casters recover spent spell slots). The mythic creature can only grant this blessing to a single creature at any one time, but can end this blessing as a standard action at any range.

Enhancements

  • The creature can bless a number of different creatures at the same time equal to its mythic rank for an additional +4 AP.
  • The mythic creature can drain the life of a creature it is blessing for an additional +2 AP. As a standard action, at any range, it can expend one use of mythic power to drain 1 point of Constitution from that creature. The mythic creature heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each time this ability is used.

Flaws

  • The creature must expend one use of mythic power to activate this ability (1 AP). This use of mythic power cannot be recovered until the spell blessing is ended.

Format: spell blessing; Location: SQ.

Spell Perception (Su, 2 AP)

Prerequisites: mythic power, spellcasting; Benefit: The creature automatically notices spellcasting within 60 feet. The mythic creature automatically pinpoints the location of the caster, identifies the spell being cast, and knows the intended target or area of the spell.

Format: spell perception; Location: Senses.

Steal Soul (Su, 6 AP)

Prerequisites: mythic power; Benefit: As a ranged attack, the mythic creature can pelt an opponent with a ritually prepared, soul-stealing object, such as a gem, skull, or carved wooden likeness. If the object strikes its target, she must succeed at a Will saving throw (DC 10 + 1/2 the mythic creature’s HD + creature’s Wisdom modifier) to prevent it from ripping her soul from her body. If the victim fails the saving throw, the object temporarily devours her soul, leaving her vulnerable to the commands of whoever holds the object. Thereafter, the object’s possessor can use it to command the victim, as the dominate person spell. The soul remains stolen until the possessor chooses to release the victim or the object is destroyed. While the mythic creature can carry multiple objects, it can only manipulate single soul at one time. The soul remains trapped within the object for one day per mythic rank.

Enhancements

  • The soul remains permanently trapped within the object until it is destroyed for an additional +2 AP. If the target dies while the soul is trapped in this manner, it cannot be resurrected by magic except for a miracle or wish spell until the object is destroyed.
  • The mythic creature can manipulate a number of souls at one time equal to its mythic rank for an additional +4 AP.

Flaws

  • The creature must expend one use of mythic power to both trap a soul and command the victim (2 AP).
  • The creature must expend two uses of mythic power to both trap a soul and command the victim (3 AP).

Format: steal soul; Location: Special Attacks.

Stone Armor (Su, 2 AP)

Prerequisites: mythic power; Benefit: Any weapon that strikes the creature takes 1d6 points of damage that bypasses the weapon’s hardness.

Enhancements

  • The damage is increase to 1d8 for an additional +1 AP, 2d4 for +2 AP, 2d6 for +3 AP, 2d8 for +4 AP, or 2d10 for +5 AP.
  • Any creature attacking with natural weapons or unarmed strikes takes damage as a weapon for an additional +2 AP.

Format: stone armor (1d6); Location: Defensive Abilities.

Terrain Control (Su, 2 AP)

Prerequisites: mythic power; Benefit: The mythic creature can expend one use of mythic power to create difficult terrain in a 100-foot-radius burst; the type of difficult terrain is appropriate to the area (mud in plains, rubble in mountains, and so on). The effects of this ability persist so long as the mythic creature remains within 10 miles of the affected area.

Enhancements

  • The area of effect increases to 1,000-foot-radius burst for an additional +2 AP.
  • The effect continues functioning at any range for an additional +1 AP, and also functions across planar boundaries for an additional +2 AP.
  • The mythic creature can expend one additional use of mythic power when activating this ability to alter the area as the hallucinatory terrain spell for an additional +2 AP. However, these alterations to the terrain are physical and not an illusion.

Flaws

  • The creature must expend two uses of mythic power to activate the ability (1 AP).

Format: terrain control (100 ft.); Location: SQ.

Touch of Chaos/Evil/Good/Law (Su, 2 AP)

Prerequisites: alignment, mythic power; Benefit: This functions as the 1st-level Chaos, Evil, Good, or Law cleric domain abilities, except the creature can expend one use of mythic power as a free action to use this ability when it hits with an attack. The ability lasts for a number of rounds equal to the creature’s mythic tier. The creature must possess an alignment equal to the domain ability selected.

Format: touch of chaos; Location: Special Attacks.

Trap Weapon (Ex, 4 AP)

Prerequisites: mythic power; Benefit: The mythic creature’s body traps manufactured weapons that damage it. A manufactured weapon that deals hit point damage to the creature (after subtracting any DR) is stuck fast unless the wielder succeeds at a Reflex save (DC 10 + 1/2 the mythic creature’s HD + creature’s Strength modifier). A creature can spend a standard action to attempt a Strength check at the same DC to remove a stuck weapon. Weapons that deal only bludgeoning damage are immune to this ability. The mythic creature can release any number of stuck weapons as a free action.

Flaws

  • The creature must expend a use of mythic power as an immediate action to trap a weapon (2 AP).
  • The creature must expend two uses of mythic power as an immediate action to trap a weapon (3 AP).

Format: trap weapon; Location: Defensive Abilities.

Uncanny Flight (Su, 1 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as an immediate action to gain a fly speed equal to its base speed (perfect maneuverability). When it activates this ability, the creature chooses whether to manifest wings or to float unnaturally.

Enhancements

  • If the creature manifests wings, it gains a bonus on Intimidation equal to its mythic rank for an additional +1 AP.
  • If the creature floats unnaturally, it gains a bonus on Stealth equal to its mythic rank for an additional +1 AP.

Format: fly 60 ft. (perfect); Location: Speed.

Universal Path Ability (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The creature gains any 1st-tier universal path ability (see Pathfinder Roleplaying Game: Mythic Adventures for details). This ability (and the mythic path ability) can be selected up to once per mythic tier, each time gaining a new mythic path ability. The cost does not stack to determine the maximum AP points a creature may spend per CR.

Enhancements

  • If the creature has a mythic rank of 3 or higher, it can select a 3rd-tier universal path ability for an additional +2 AP.
  • If the creature has a mythic rank of 6 or higher, it can select a 6th-tier universal path ability for an additional +4 AP.

Format: display of strength; Location: SQ.

Unstoppable (Ex, 3 AP)

Prerequisites: mythic power; Benefit: The creature can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting it: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. It can use this ability at the start of its turn even if a condition would prevent it from acting.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: unstoppable; Location Defensive Abilities.

Uplift (Su, 4 AP)

Prerequisites: mythic power; Benefit: As a full-round action, the mythic creature can impart incredible capacity for thought and understanding to a creature it touches. The creature must have an Intelligence score of 3 or less to be affected by this ability. This affect is identical to awaken, except that it works on creatures of the animal, plant, humanoid, magical beast, and monstrous humanoid types. Creatures affected by uplift don’t change creature type (with the exception of animals, which become magical beasts), nor does the affected creature have any inherent affinity toward the mythic creature. The effect of uplift is permanent and is passed on to any progeny the uplifted creature produces.

Flaws

  • The creature must expend two uses of mythic power to activate this ability (1 AP).

Format: uplift; Location: SQ.

Vengeful Seeker (Ex, 2 AP)

Prerequisites: mythic power; Benefit: The mythic creature can relentless pursue creatures that wrong it. It gains the swift tracker and quarry abilities of a ranger when tracking or hunting any creature that has confirmed a critical hit against it, penetrated its spell resistance (if any), or taken anything belonging to it. Any divination spell or spell-like ability the mythic creature uses to locate the target counts as the mythic version of the spell, if appropriate.

Format: vengeful seeker; Location: SQ.

X-Ray Vision (Su, 2 AP)

Prerequisites: mythic power; Benefit: The monster can see through solid matter as if wearing a ring of x-ray vision. This is as exhausting as if the monster were actually using the ring.

Enhancements

  • Using x-ray vision does not cause Constitution damage for an additional +2 AP.

Format: x-ray vision; Location: Senses.

Mythic Enhancements

Many mythic abilities represent incrementally more powerful versions of existing monster abilities. In this sense, nearly any ability that requires an action can be modified to become a mythic ability by adding the following general enhancements.

General Mythic Enhancements

When modifying an already completed monster to be a mythic creature, the following optional enhancements can be used to improve its established abilities with minimal effort. These enhancements should only be applied to abilities that require an action to use, and should not be applied to passive abilities or abilities with long durations.

Mythic Spell

If a creature’s ability functions in a similar manner to a spell with a mythic spell equivalent, one simple method is to allow the mythic version of the creature to use the mythic equivalent of the spell effects as an enhancement. This also helps establish the number of uses of mythic power appropriate for using the ability (one use at minimum). This enhancement should generally cost +3 AP, or comparable to a notable improvement in a spell-like ability’s effects. For example, the ability to create an effect similar to an earthquake spell 1/day might cost 8 AP. The mythic version of the same ability might require expending a use of mythic power and cost 11 AP, but increase the ability’s effects.

Range

The mythic creature might be able to expend a use of mythic power to use an ability at range (typically 30 feet or 60 feet) that normally requires touch. This enhancement should generally cost only +1 AP.

Save DC

The mythic creature might be able to expend a use of mythic power when activating an ability to add its mythic tier to the save DC. If it is a secondary ability or the base save DC is 4 less than the recommended save DC for a creature of the given CR, the enhancement should generally only cost an additional +1 AP and require expending one use of mythic power. It is generally not recommended that this sort of modification be applied to primary abilities with save DCs already appropriate for or higher than recommended for a creature of the given CR.

Time

Expending one or more uses of mythic power could reduce the time required to activate an ability. Generally, an ability that normally requires a full-round or standard action can be used as a free, immediate, or swift action by expending one use of mythic power. This enhancement should generally cost +2 AP

Use

A mythic version of an existing ability might simply be an ability with limited uses per day that can be used an additional time with an expenditure of one use of mythic power. This enhancement should generally cost only +1 AP. For example, a mythic creature that can use flash of insight once per day could be able to expend one use of mythic power as an immediate action to use the ability any number of times per day (limited by available mythic power). This mythic version of flash of insight would cost 7 AP.

Versatility

A mythic ability might have increased versatility over an ordinary ability. This can be represented by selecting an enhancement normally available for the ability and making any of the options available for that enhancement optional instead of set. When using the ability, the creature would expend one use of mythic power, but get to dictate the specifics of how the enhancement operates. The given enhancement should have double the normal cost in APs.

For example, a mythic dragon could have a breath weapon that can deal any type of damage. This would be reflected by the enhancement allowing for extraordinary forms of damage for +2 AP. The cost would then become +4 AP, and the dragon would have to expend one use of mythic power each time it uses its breath weapon, but could change the damage type each time it breathes.

Example Mythic Enhancements

The following section represents all mythic monster abilities drawn from Pathfinder Roleplaying Game: Mythic Adventures that have an existing ability analogue featured earlier on this page. Each of these mythic modifications to existing abilities can be represented as an enhancement to the base ability (with an additional corresponding cost in APs).

Mythic Power Flaw

Mythic creatures are limited by the mythic power resource. This can serve as a balancing factor for more powerful abilities the creature could possess, forcing it to be frugal in their usage. The mythic power flaw can be applied to any ability featured in this book that requires an action to use. If this flaw is applied to instantaneous effects without a duration or effects with a duration measured in rounds it reduces the cost of the associated ability by 2 AP. If the ability has a longer duration, the cost is only reduced by 1 AP. If the ability requires the expenditure of more than one use of mythic power, the cost is reduced by an additional 1 AP per use of mythic power required beyond the first.

Table: Mythic Enhancements

Enhancement Base Ability Increased Cost (AP) Benefits
Absorb Magic Spell Resistance +2 Gain hp when certain spells fail to penetrate SR.
Accursed Brand Breath Weapon +4 Temporarily corrupt good people.
Agonizing Venom Poison +4 Poison causes disorienting pain.
Animate Trees Animate Plant +2 Animate multiple plants at greater distances.
Antimagic Aura Immunity to Magic +6 Have an aura of dead magic.
Bane Regeneration +4 Regeneration can only be suppressed by specific circumstances.
Blood Omen Blood Drain +4 Drain blood in an area.
Bonus Mythic Feat Bonus Feat +1 Gain a bonus mythic feat.
Breath Weapon Breath Weapon (spell effect) +0 Create spell effect and deal damage with mythic power.
Channel Energy Class Ability (channel energy) +2 Maximize damage healed or dealt.
Children of the Eclipse Children of the Night +4 Summon more powerful minions of darkness.
Confounding Coils Constrict +2 Cut off grappled foes from mythic power.
Create Rocks Rock Throwing +2 Scoop and throw chunks of earth.
Create Vacuum Whirlwind +4 Suck the air out of creatures caught in the whirlwind.
Creeping Paralysis Paralysis +4 Paralyze attacking creatures.
Disorienting Pounce Pounce +4 Stagger targets of pounce.
Drag Along Grab +2 Easily drag grappled creatures.
Elemental Bleed Bleed +0 As bleed, but deals elemental energy damage.
Elemental Bond Elemental Mastery +4 Rejuvenate when in contact with element.
Elevated Ejection Whirlwind +2 Throw creatures out of top of whirlwind.
Enhanced Spellcasting Spellcasting +4 Treat 1st-level spells as cantrips/orisons.
Entrapping Vines Spores +2 Vines caused by spores entrap creatures.
Eye Gouge Grab or Rend +2 Permanently blind grappled creatures.
Formidable Spells Spellcasting +4 Spells are harder to dispel, and other creature’s spells are easier to dispel.
Infuse Weapon Talisman +2 Temporarily empower talisman.
Infuse Weapon, Greater Infuse Weapon, Talisman +2 Temporary empower all weapons wielded.
Innate Magic Spellcasting varies Cast any spell on spell list with mythic power.
Invulnerable Vulnerability +2 Temporarily ignore vulnerability.
Life Drain Inspiration +2 Steal life force from inspired creatures.
Lingering Breath Breath Weapon +2 Cause breath weapon to linger in affected area.
Manic Dance of Ruin Dance of Ruin +2 Dance of ruin quickly with mythic power.
Monarch Class Ability (bardic performance) +1 Increase effect of bardic performance on certain creatures.
Morphic Body Change Shape +2 Take the shape of any creature within one size category.
Mucus Mist Mucus Cloud +2 Create mucus cloud in air.
Mythic Spawn Create Spawn +4 Infuse spawn with mythic power.
Mythic Spell-Like Ability Spell-Like Ability +3 Cast mythic spells as spell-like abilities.
Penetrating Poison Poison +2 Ignore poison immunity.
Petrification Aura Petrification +4 Petrify creatures as an aura.
Poisoned Weapons Poison Use +1 Apply poison to weapons as a swift action.
Poisonous Blood Poison +2 Spray attacking creatures with poison.
Powerful Flight Flight +2 Grab creatures, fly upward, and drop them.
Primal Vigor Regeneration +4 Regeneration increases as damage is taken.
Shriek, Greater Shriek +4 Cause victims to become staggered.
Simple Spellcasting Spellcasting varies Simple spellcasting but available to any focus.
Skewer Spikes +4 Pin creatures to the ground with spikes.
Skill Blessing Inspiration +2 Grant inspiration to many creatures at once.
Slime Armor Slime +2 Form protective carapace from slime.
Spell Turning Spell Resistance +2 Reverse certain spell types back on the caster.
Thundering Trample Trample +2 Bull rush trampled victims.
Torment Poison +2 Poison causes painful penalties.
Unpetrify Ability to petrify +4 Temporarily return petrified creatures to flesh and dominate them.
Variable Resistance Resistance (acid, cold, electricity, or fire) +2 Alter resistance to another type.
Versatile Hatred Hatred +4 Alter creature type or subtype of hatred.
Vorpal Attack Natural Attack +12 Cut off heads with natural attack type.

Absorb Magic (Su, +2 AP)

Prerequisites: mythic power, spell resistance; Benefit: See spell resistance for details on the base ability. Select a spell subschool. Whenever the creature is affected by a spell or effect of that subschool that fails to penetrate its spell resistance, the entire spell or effect is negated. For an additional +2 AP, the mythic creature also gains 5 temporary hit points per spell level of the spell absorbed that lasts for 1 hour. For an additional +2 AP, the mythic creature can choose an entire school of magic, or for an additional +6 AP any spell that fails to penetrate its spell resistance is affected.

Accursed Brand (Su, +4 AP)

Prerequisites: evil alignment, breath weapon, mythic power; Benefit: See breath weapon for details on the base ability. Whenever a victim fails its save against the mythic creature’s breath weapon, unholy energy burns an accursed brand into his flesh. For the next 24 hours, the branded victim is subjected to auditory hallucinations of foul desires and sinful deeds. The hallucinations cause lawful and good victims to become tainted; good-aligned clerics, druids, paladins, and even lawful monks are treated as though they’ve temporarily broken their codes of conduct.

Any character marked by the accursed brand who has a class that’s restricted to a good alignment or lawful alignment is treated as an ex-member of that class for 24 hours; an atonement spell can end this effect.

Agonizing Venom (Ex, +4 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. Any creature failing its saving throw against mythic creature’s poison is sickened for 1 minute due to pain. Failing further saving throws against the poison causes the pain to worsen. A second, third, and fourth failed saving throw mean the creature is also staggered for 1 minute, nauseated for 1 minute, and helpless for 1 minute, respectively. This effect immediately ends if the poison is cured. This is a pain effect.

Animate Trees (Ex, +2 AP)

Prerequisites: animate plant, mythic power; Benefit: See animate plant for details on the base ability. If the mythic creature expends one use of mythic power when it animates a plant or tree, it remains animated and under the mythic creature’s control up to a range of 1 mile, and it doesn’t count toward the mythic creature’s limit of controlling up to two trees at a time.

Antimagic Aura (Su, +6 AP)

Prerequisites: immunity to magic, mythic power; Benefit: See immunity to magic for details on the base ability. The area within 20 feet of the mythic creature is affected by the equivalent of an antimagic field spell. The creature can select a single spell school or subschool that functions normally within the area. For an additional +2 AP, the area of effect increases to 30 feet.

Bane (Ex, +4 AP)

Prerequisites: mythic power, regeneration; Benefit: The mythic creature’s regeneration is only suppressed in specific circumstances, and otherwise always function. For example, a mythic creature with a connection to the earth might only have its regeneration suppressed when it is no longer in contact with the ground.

Blood Omen (Su, +4 AP)

Prerequisites: blood drain, mythic power; Benefit: See blood drain for details on the base ability. The creature can expend two uses of mythic power as a standard action to drain blood from all creatures within 30 feet. Each creature must succeed at a Fortitude saving throw (DC 10 +1/2 the mythic creature’s HD + creature’s Charisma modifier) or be affected by the blood drain ability. The mythic creature gains any benefits associated with draining blood from all blood drained in this manner.

Bonus Mythic Feat (Ex, +1 AP)

Prerequisites: mythic power; Benefit: See bonus feat for details on the base ability. The creature gains a mythic feat as a bonus feat. It must meet all prerequisites for the feat. As with the base ability, this ability may be taken multiple times, and the cost does not stack to determine the maximum AP points a creature may spend per CR. However, the creature cannot spend additional APs to take a mythic bonus feat without meeting all prerequisites.

Breath Weapon (Su, +0 AP)

Prerequisites: breath weapon (spell effect), mythic power; Benefit: See breath weapon for details on the base ability. The mythic creature’s breath weapon can inflict damage in addition to the spell-effect enhancement at no additional cost (normally having a cost of +2 AP) if the breath weapon requires the creature to expend one use of mythic power.

Channel Energy (Su, +2 AP)

Prerequisites: class ability (channel energy), mythic power; Benefit: See class ability for details on the base ability. When channeling positive or negative energy, the mythic creature can expend one use of mythic power to maximize the damage healed or dealt.

Children of the Eclipse (Su, +4 AP)

Prerequisites: children of the night, mythic power; Benefit: See children of the night for details on the base ability. The creature can use children of the night to call forth 2d6 ghouls or 1d6+1 shadows. For an additional +6 AP, the creature can use children of the night to call forth 1d6 wraiths or mohrgs.

Confounding Coils (Su, +2 AP)

Prerequisites: constrict, mythic power; Benefit: See constrict for details on the base ability. Mythic creatures grappled by the mythic creature must succeed on a Will save (DC 10 + ½ the mythic creature’s HD + creature’s Wisdom modifier) each round or be affected as if by the mythic severance spell.

Create Rocks (Ex, +2 AP)

Prerequisites: mythic power, rock throwing; Benefit: See rock throwing for details on the base ability. As a move action, the mythic creature can scoop up earth or rubble from an unoccupied square within its reach and compact it into a solid mass appropriate for use with its rock throwing ability. When it does so, the square from which the material is gathered becomes difficult terrain. No square may be used in this fashion more than once.

Create Vacuum (Ex, +4 AP)

Prerequisites: mythic power, whirlwind; Benefit: See whirlwind for details on the base ability. As a standard action, the creature can suck the air out of lungs of creatures that are trapped in its whirlwind. Creatures trapped in the whirlwind must succeed on Constitution checks each round as if they had run out of breath for as long as they remain within the whirlwind. An affected creature can’t speak, use breath weapons, cast spells with verbal components, or do anything else that requires breathing. A trapped creature must succeed at a concentration check to cast spells. The mythic creature can maintain this vacuum as a move action. If it stops, the trapped creatures can breathe again.

Creeping Paralysis (Su, +4 AP)

Prerequisites: mythic power, paralysis; Benefit: See paralysis for details on the base ability. An opponent that strikes the creature with a natural weapon, unarmed strike, or non-reach manufactured weapon, or otherwise touches the mythic creature must save or be affected by the creature’s paralysis ability. This triggers only once per round per creature.

Disorienting Pounce (Ex, +4 AP)

Prerequisites: mythic power, pounce; Benefit: See pounce for details on the base ability. An opponent that the creature hits when using its pounce ability is automatically staggered for 1 round. The cost of this enhancement is reduced to +2 AP if it requires the creature to expend one use of mythic power when using pounce.

Drag Along (Ex, +2 AP)

Prerequisites: grab, mythic power; Benefit: See grab for details on the base ability. If the mythic creature grapples a target and does not possess the grappled condition itself, it can move itself and its target at full speed without making additional grapple checks.

Elemental Bleed (Ex, +0 AP)

Prerequisites: bleed, mythic power; Benefit: See bleed for details on the base ability. The creature’s bleed ability deals elemental energy damage (acid, cold, electricity, or fire). If a bleeding creature is dealt 5 or more hit points of damage by the opposite elemental energy damage (cold/fire or acid/electricity), it automatically ends the bleeding.

Elemental Bond (Ex, +4 AP)

Prerequisites: elemental mastery, mythic power; Benefit: See elemental mastery for details on the base ability. As a standard action, if the creature is in contact with its chosen element it can expend one use of mythic power to rejuvenate itself, gaining the benefits of cure critical wounds and restoration.

Elevated Ejection (Ex, +2 AP)

Prerequisites: mythic power, whirlwind; Benefit: See whirlwind for details on the base ability. When the creature in whirlwind form ejects a trapped opponent, it can do so from any point up to the whirlwind’s current height, dropping the opponent into the whirlwind’s space or within the mythic creature’s normal reach. The opponent takes falling damage as normal. For an additional +3 AP, if the mythic creature expends one use of mythic power, it can instead throw a trapped creature as if using the uncanny grapple path ability with no grapple check needed.

Enhanced Spellcasting (Su, +4 AP)

Prerequisites: mythic power, spellcasting; Benefit: See spellcasting for details on the base ability. The creature gains the ability to treat its 1st-level spells like cantrips or orisons. If the mythic creature is a spontaneous caster, its 1st-level spells known don’t consume spell slots and can be used again. If the mythic creature prepares spells, its 1st-level spell slots aren’t expended when cast and can be used again. Using metamagic feats or other abilities that alter the spell slot of a spell aren’t affected by this ability (for example, a quickened magic missile uses a 5th-level spell slot and is expended when cast).

Entrapping Vines (Ex, +2 AP)

Prerequisites: mythic power, spores; Benefit: See spores for details on the base ability. When using the spores ability, the creature can expend one use of mythic power as a swift action to cause affected creatures to become entrapped by the growing vines. The creature can attempt to break free with a Strength or Escape Artist check as a move action. The DC is equal to 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier). The vines are hardness 5 and have 10 hit points.

Eye Gouge (Ex, +2 AP)

Prerequisites: grab or rend, mythic power; Benefit: See the grab or rend abilities for details on the base abilities (this enhancement can apply to either). If the mythic creature rends or pins an opponent, as a swift action it can attempt a dirty trick maneuver to blind the target. If its combat maneuver check exceeds the DC by 10 or more, the opponent is permanently blinded.

Formidable Spells (Su, +4 AP)

Prerequisites: mythic power, spellcasting; Benefit: See spellcasting for details on the base ability. Any opponent attempting a dispel check against a spell cast by the mythic creature rolls twice and uses the lower result. Anytime the mythic creature attempts a dispel check, it rolls twice and uses the higher result.

Infuse Weapon (Ex, +2 AP)

Prerequisites: mythic power, talisman; Benefit: See talisman for details on the base ability. The creature can expend a use of mythic power as a standard action to add a weapon enhancement (or combination of enhancements) to its talisman with a total equivalent bonus equal to or less than half its mythic rank (minimum +1). The effect lasts for a number of rounds equal to half the creature’s mythic rank (minimum 1 round). For an additional +2 AP, the effect lasts for a number of rounds equal to the creature’s mythic rank.

Infuse Weapon, Greater (Ex, +2 AP)

Prerequisites: infuse weapon, mythic power, talisman; Benefit: See talisman for details on the base ability. The creature can expend two uses of mythic power as an immediate action to add a weapon enhancement (or combination of enhancements) with a total equivalent bonus equal to or less than half its mythic rank (minimum +1) to all manufactured weapon it wields. For an additional +2 AP, the effect lasts for a number of rounds equal to the creature’s mythic rank.

Innate Magic (varies)

Prerequisites: mythic power, spellcasting; Benefit: See spellcasting for details on the base ability. A creature with this ability can expend mythic power to cast any single spell from the spell list selected for the spellcaster ability using the creature’s caster level. The spell does not need to be known or prepared to be cast in this manner, but the creature cannot cast the mythic version of the spell in combination with this ability. If the creature is casting a spell with a spell level equal to the highest level spell it can cast, or one spell level lower than the highest level spell it can cast, it must expend two uses of mythic power. Any lower level spell only requires the creature to expend one use of mythic power. This enhancement doubles the cost of the spellcaster ability.

Invulnerable (Ex or Su, +2 AP)

Prerequisites: mythic power, vulnerability; Benefit: See vulnerability for details on the base weakness. The creature can expend one use of mythic power to ignore its vulnerability weakness for 1 round. This version of the vulnerability weakness only provides +2 bonus AP.

Format: ice burrowing; Location: Speed.

Life Drain (Su, +2 AP)

Prerequisites: inspiration, mythic power; Benefit: See inspiration for details on the base ability. The mythic creature immediately knows when a creature benefits from its inspiration ability. As a standard action, at any range, it can expend one use of mythic power to drain 1 point of Constitution from that creature. The mythic creature heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each time this ability is used.

Lingering Breath (Su, +2 AP)

Prerequisites: breath weapon, mythic power; Benefit: See breath weapon for details on the base ability. The creature can expend one use of mythic power as a free action when it uses its breath weapon to make the area radiate energy damage (of the same type as the breath weapon) for 1 round. Any creature in, entering, or passing through the breath weapon’s area during this duration takes the breath weapon damage.

This ability has no effect on breath weapons that do not deal energy damage. For an additional +2 AP, the area radiates energy damage equivalent to the breath weapon for 1 round per mythic rank.

Format: lingering breath (2d6 fire, 5 rounds); Location: Special Attacks.

Manic Dance of Ruin (Su, +2 AP)

Prerequisites: dance of ruin, mythic power; Benefit: See dance of ruin ability for details on the base ability. The creature can expend one use of mythic power to use the dance of ruin ability as a full-round action.

Monarch (Su, +1 AP)

Prerequisites: class ability (bardic performance), mythic power; Benefit: See class ability for details on the base ability. The creature selects a specific creature type, such as worgs or owlbears. When using the inspire courage or inspire competence bardic performance abilities, this creature type gains double the normal bonuses. For an additional +1 AP, the creature can instead select any creature subtype. For an additional +3 AP, the creature can instead select any creature type. This ability may be selected multiple times, each time applying to a new category of creature.

Morphic Body (Ex, +2 AP)

Prerequisites: change shape, mythic power; Benefit: See change shape for details on the base ability. The mythic creature can assume the appearance of any creature within one size category of itself (other than creatures with the elemental, incorporeal, or swarm subtypes—the body assumed must be solid). The mythic creature’s type doesn’t change in this new form, and it gains none of the mimicked creature’s special abilities; the transformation is cosmetic only. In these other forms, the creature retains all of its normal statistics and abilities as noted above, though it does take the appropriate bonuses and penalties based on its new size. Though this ability affects only the creature’s outward appearance, it is a transmutation effect. For an additional +2 AP, the mythic creature can become any size.

Mucus Mist (Ex, +2 AP)

Prerequisites: mucus cloud, mythic power; Benefit: See mucus cloud for details on the base ability. When exposed to the air, the creature can release its mucus as a fine mist. This obscures vision like the obscuring mist spell and has the same properties as its mucus cloud. Creatures that breathe water are able to breathe normally while within the cloud. The mist moves with the creature.

Mythic Spawn (Su, +4 AP)

Prerequisites: create spawn, mythic power; Benefit: See create spawn for details on the base ability. When creating spawn, the mythic creature can expend two uses of mythic power to create a mythic version of the spawn.

Mythic Spell-Like Ability (Sp, +3 AP)

Prerequisites: mythic power, spell-like ability; Benefit: See spell-like ability for details on the base ability. When the creature uses the spell-like ability, it can expend a use of mythic power to cast the equivalent mythic version of the spell (see Pathfinder Roleplaying Game: Mythic Adventures for details). This enhancement must be purchased separately for each spell-like ability that can be cast as a mythic spell. The creature can cast the augmented version of the mythic spell, but have a mythic rank equal to the minimum mythic tier and expend additional uses of mythic power as indicated in the individual mythic spell entry.

Penetrating Poison (Ex, +2 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. The mythic creature can expend one use of mythic power when poisoning a creature to overcome any poison immunity the target has.

Petrification Aura (Su, +4 AP)

Prerequisites: mythic power, petrification; Benefit: See petrification for details on the base ability. A creature within 30 feet of the petrifying creature at the start of the petrifying creature’s turn must successfully save or be subjected to petrification as if it had been damaged by the natural attack causing petrification.

Poisoned Weapons (Ex, +1 AP)

Prerequisites: mythic power, poison use; Benefit: See poison use for details on the base ability. The creature can apply poison to a manufactured weapon it is wielding as a swift action.

Poisonous Blood (Ex, +2 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. Any creature that confirms a critical hit against the monster with a piercing or slashing melee weapon is sprayed with the creature’s poison. (Melee weapons with reach don’t endanger their users in this
way.) The poison uses the poison’s normal DC.

Powerful Flight (Ex, +2 AP)

Prerequisites: flight, mythic power; Benefit: See flight for details on the base ability. The creature can expend one use of mythic power to withdraw as a move action (instead of a full-round action), moving up to its speed instead of double. It can even move straight up. If it’s grappling an opponent, the mythic creature can bring the grappled creature with it. For example, the creature can grab a target, withdraw, and drop the opponent all in the same round.

Primal Vigor (Ex, +4 AP)

Prerequisites: mythic power, regeneration; Benefit: See regeneration for details on the base ability. If the creature takes damage during a round, its regeneration increases by an amount equal to its base regeneration at the start of its next turn, to a maximum of five times its base regeneration. If the creature is at full hit points at the start of its turn, its regeneration decreases by an amount equal to its base regeneration, to a minimum of its base regeneration. For an additional +2 AP, damaging the creature with a method that suppresses its regeneration on partially reduces its healing. On its turn following this damage, the mythic creature regenerates only half the normal number of hit points and can die normally on that round.

Shriek, Greater (Su, +4 AP)

Prerequisites: mythic power, shriek; Benefit: See shriek for details on the base ability. Once per hour when using the shriek ability, the creature can expend one use of mythic power to cause any creature failing its save to become staggered for 1d6 rounds after the stun effect ends. For an additional +2 AP, this ability is usable whenever the creature performs a shriek.

Simple Spellcasting (varies)

Prerequisites: mythic power; Benefit: See spellcasting for details on the base ability. The mythic creature can take the spellcasting ability without having the spellcasting focus. However, the ability is far more limited that a true spellcaster creature focus.

The creature selects either the cleric, druid, or sorcerer/wizard spell list, and may spend a number of APs on this version of the spellcasting ability up to its final CR. It gains a number of spell levels in spells from the selected list equal to twice the APs spent. No spell for this ability should have a level higher than 1 + 1/2 the creature’s CR. A 0-level spell counts as 1/2 spell level toward this total. The creature can cast each of these spells (as a spellcaster) once per day. Its caster level is equal to its Hit Dice. If the spells are selected from the cleric or druid spell lists, the creature uses its Wisdom or Charisma (whichever is higher) to determine its spell DCs. If the spells are selected from the sorcerer/wizard spell lists, the creature uses its Intelligence or Charisma (whichever is higher) to determine its spell DCs.

Skewer (Ex, +4 AP)

Prerequisites: mythic power, spikes; Benefit: See spikes for details on the base ability. If the creature confirms a critical hit with a spike, the spike pins the target to the ground or a nearby surface. If the target is using winged flight, the spike snares its wings. The target is considered grappled by the mythic creature (though the mythic creature is not considered to be grappling) and must escape the grapple to move from its square. A flying creature must escape on its turn or plummet to the ground. For an additional +2 AP, as a swift action, the mythic creature can expend one use of mythic power to skewer all targets hit by its spikes that turn, even if the attacks weren’t critical hits.

Skill Blessing (Su, +2 AP)

Prerequisites: inspiration, mythic power; Benefit: See inspiration for details on the base ability. The mythic creature may grant tokens and inspiration to a number of creatures equal to its mythic rank.

Slime Armor (Ex, +2 AP)

Prerequisites: mythic power, slime; Benefit: See slime for details on the base ability. The creature can spend 1 minute to create an armorlike carapace from hardened slime. This gives it a +4 armor bonus. The creature can dissolve the armor as a full-round action. If the creature has a swim speed, it loses its swim speed while this ability is active. If it does not possess a land speed greater than its swim speed, it gains a land speed equal to its swim speed. For an additional +2 AP, the creature can also expend one use of mythic power to activate this ability as a fullround action or dissolve the armor as a swift action.

Spell Turning (Su, +2 AP)

Prerequisites: mythic power, spell resistance; Benefit: See spell resistance for details on the base ability. Select one subschool of magic (charm, death, polymorph, etc.). When a spell with the selected subschool targeting the creature fails to penetrate the creature’s spell resistance, it can expend one use of mythic power as an immediate action to turn that effect upon its source, as if using the spell turning spell. For an additional +2 AP, the creature can select a school of magic (enchantment, necromancy, transmutation, etc.).

Thundering Trample (Ex, +2 AP)

Prerequisites: mythic power, trample; Benefit: See trample for details on the base ability. The mythic creature can expend one use of its mythic power when using its trample attack to make a single combat maneuver check and apply the result as a bull rush maneuver against the CMD of each creature that fails to save against its trample. These combat maneuvers do not provoke attacks of opportunity.

Torment (Su, +2 AP)

Prerequisites: mythic power, poison; Benefit: See poison for details on the base ability. The mythic creature’s poison torments its victims with wracking pain. A victim of the creature’s poison also takes a –2 penalty on attack rolls, skill checks, and ability checks. The effects of torment last until the poison is cured. This is a pain effect. For an additional +2 AP, the penalty is increased to –4.

Unpetrify (Su, +4 AP)

Prerequisites: any ability to petrify (as the flesh to stone spell), mythic power; Benefit: The creature can expend one use of mythic power to return a petrified creature to life (as if using the stone to flesh spell) for 1 minute. The creature is under the mythic creature’s control (as if using dominate monster) and reverts to a statue at the end of this time. Alternately, the mythic creature can expend one use of mythic power to return the creature to flesh permanently, though the mythic creature retains no control over the individual. For an additional +2 AP, the mythic creature can expend three uses of mythic power for the creature to remain unpetrified and dominated for 24 hours instead of 1 minute.

Variable Resistance (Ex, +2 AP)

Prerequisites: mythic power, resistance (acid, cold, electricity, or fire); Benefit: See resistance for details on the base ability. The creature can perform a ritual for 1 minute once per day that alters its resistance to a different energy type (either acid, cold, electricity, or fire). For an additional +4 AP, the mythic creature can expend one use of mythic power to alter their resistance as an immediate action.

Versatile Hatred (Ex, +4 AP)

Prerequisites: hatred, mythic power; Benefit: See hatred for details on the base ability. The creature can expend one use of mythic power to change the creature type or subtype it gains bonuses against with the hatred ability for 1 hour.

Vorpal Attack (Su, +12 AP)

Prerequisites: mythic power, natural attack; Benefit: See natural attacks for details on the base ability. When the creature confirms a critical hit against a non-mythic opponent with the specific natural attack, it can expend one use of mythic power as a free action to remove the opponent’s head, instantly killing creatures that require a head to survive. The opponent may negate this effect with a successful Fortitude save (DC 10 + 1/2 the mythic creature’s HD + creature’s Constitution modifier).

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