Universal Monster Rules

The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block. The Universal Monster Rules referenced here are in addition to those described in the appendices to the Pathfinder Roleplaying Game Bestiary hardbacks, which are also available in online resources such as the Pathfinder Reference Document. Additional mythic Universal Monster Rules are found in Chapter 6 of Pathfinder Roleplaying Game Mythic Adventures, as well as online in the Pathfinder Reference Document.


Aerial Aid (Ex)

While flying, the monster can use the aid another action to assist any ally within 30 feet. In addition, if an ally or unattended object within 100 feet falls the monster can spend one use of its mythic power as an immediate action to catch that ally in midair. The ally falls 5 feet for every 10 feet the monster must travel to reach him; if the hippogriff intercepts the ally before it hits the ground, it can make a melee touch attack to catch the ally. If the ally’s weight (in addition to any weight the monster already carries) exceeds its heavy load, the ally still falls but any falling damage it takes is halved, and the monster must make a DC 15 Fly check or be dragged down as well, taking half normal falling damage based on the height at which it tried to catch the ally. This ability can be used to catch falling or dropped objects but cannot otherwise intercept ranged attacks.

Format: aerial aid; Location: Special Qualities.

Aerobatics (Ex)

The monster is skilled at avoiding attacks as it swoops in and around them to attack, gaining a +2 dodge bonus to its Armor Class against attacks of opportunity provoked by its flying movement. This dodge bonus increases by 2 for every size category its attacker is larger than it. If carrying a rider, the rider gains one-half this dodge bonus to her own Armor Class against attacks of opportunity provoked by movement.

Format: aerobatics; Location: Defensive Abilities.

Blasphemous Soul (Ex)

A mythic demodand gains a +8 bonus on saving throws against divine spells and against the spells or spell-like abilities of outsiders with the good subtype, and when targeted with a divine spells and spell-like ability the demodand can expend one use of its mythic power to reflect the spell or ability back upon the original caster as spell turning. In addition, any attempts to scry on a mythic demodand using divine magic automatically fail. The caster can see the scryed area normally, but the mythic demodand simply does not appear. This ability replaces and does not stack with the heretical soul ability of non-mythic demodands.

Format: blasphemous soul; Location: Special Qualities.

Burn for Me (Su)

The monster can expend 1 use of mythic power as a move action to strip away the fire resistance or fire immunity of a creature within 60 feet for 1 minute. If the monster expends two uses of its mythic power, it can target a number of creatures equal to one-half its mythic rank. If that fire resistance or immunity is gained from a temporary effect, that effect is automatically suppressed. If the fire resistance or immunity is part of a single effect with other functions, such as a polymorph effect, only the fire resistance or immunity itself is suppressed; any other functions are unaffected. If the target’s fire resistance or immunity is a permanent ability, it is entitled to a Will save (DC 10 + 1/2 the monster’s Hit Dice + its Charisma modifier) to negate this effect (if the target is mythic) or reduce its duration to 1d4 rounds (if the target is non-mythic).

Format: burn for me (DC); Location: Special Attacks.

Camouflage (Ex)

This monster looks like a normal plant or blends in with the surrounding terrain when at rest, requiring a DC 20 Perception check to notice it before it attacks for the first time. A creature with ranks in Knowledge (nature) or Survival (or Knowledge (dungeoneering), if the creature is an ooze) can use either of those skills in place of Perception to notice the creature. If the creature has the engulf ability, creatures that fail to notice the creature and move into its space are automatically engulfed.

Format: camouflage; Location: Special Qualities.

Capsize (Ex)

The monster can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain’s Profession (sailor) check, whichever is higher. For each size category larger than the creature’s size, it takes a cumulative –10 penalty on this CMB check.

Format: capsize; Location: Special Attacks.

Cling (Ex)

If a creature leaves the swarm’s square, the swarm takes 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with creatures clinging to him continues to take damage as if in the swarm’s space each round at the end of his turn and remains subject to the swarm’s distraction ability or other special attacks, such as bleed and poison. As a full-round action, a creature with a clinging swarm can remove the swarm with a successful Reflex save (DC 10 + 1/2 the swarm’s Hit Dice + the swarm’s Dexterity modifier).

High wind or any amount of damage from an area effect destroys a clinging swarm. If a non-mythic creature succeeds on its Reflex save to remove a clinging mythic swarm, the swarm can expend one use of mythic power to force the creature to reroll its save and use that result.

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

Draconic Fortitude (Ex)

Whenever the dragon would take ability damage, ability drain, temporary or permanent penalties to ability scores, or temporary negative levels, it ignores an amount of that damage, drain, penalty, or number of levels equal to one-half its mythic rank. In addition, a dragon can expend one use of its mythic power as a free action to end any one of the following effects currently affecting it: bleed, blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. It can use this ability at the beginning of its turn if one of the above conditions would prevent the dragon from taking actions. The dragon can also negate permanent conditions such as feeblemind, insanity, a permanent negative level, or petrification by expending two uses of its mythic power if the condition resulted from a non-mythic effect, or 3 uses of its mythic power if it was from a mythic effect.

Format: draconic fortitude; Location: Defensive Abilities.

Elusive (Su)

This monster is the stuff of legends, but despite countless attempts to hunt them, they are rarely encountered unless they wish it. When using the withdraw action, the monster can move up to its run speed without leaving any trace of its passing (identical in effect to pass without trace). The elusive monster can make a Stealth check with a +40 circumstance bonus as part of this withdraw action, even with no cover or concealment or while directly observed. In addition, except when in combat, the monster is considered to be under the effects of a nondetection spell. If this is a mythic ability, the monster can expend one use of its mythic power to gain the effect of mind blank. These spell effects are at caster level 20th and cannot be dispelled.

Format: elusive; Location: Special Qualities.

Faith Sense (Su)

The monster automatically senses whether any other creature in a 40 ft. radius can cast divine spells or use spell-like abilities that duplicate divine spells, and the level of the most powerful divine spell or spell-like ability the creature currently has available for use. This ability has no effect if the creature with faith sense is unaware of the presence of a creature with divine spellcasting abilities.

Format: faith sense; Location: Senses.

Fling (Ex)

The monster can drop a creature it has grabbed as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If this is a mythic ability, the monster can expend one use of its mythic power to fling a grappled creature as a free action. If the creature has the constrict ability, it can forgo dealing constrict damage to fling a grabbed creature 1d6 x 5 feet as a free action.

Ghoul Fever (Su)

The monster has a supernatural disease attack that follows normal disease rules, but humanoids who dies of ghoul fever rise as ghouls at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of the undead that inflicted its ghoul fever, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Format: disease (ghoul fever); Location: Special Attacks and individual attacks.

Icewalking (Ex)

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.

Indomitable Will (Ex)

The monster gains a bonus equal to one-half its mythic rank (minimum +1) on Will saves, and if the monster is affected by a mind-affecting effect that results in a partial or reduced effect on a successful save, the monster is completely unaffected by it. In addition, whenever the monster would be affected by a non-instantaneous mind-affecting effect, the creature can ignore the effect as an immediate action by expending one use of its mythic power (two uses if the effect is a mythic effect). Ignoring an effect that does not allow a saving throw costs one additional use of mythic power.

Format: indomitable will; Location: Defensive Abilities.

Mythic Drain (Su)

Whenever the monster confirms a critical hit with a natural weapon against a creature that has mythic power, the monster steals one use of that creature’s mythic power and adds it to its own daily uses of mythic power. If the monster has a mythic feat or ability that has a daily limit on its use, it can use the stolen mythic power to recharge and activate one daily use of that ability, but this must be done within 1 minute of stealing the mythic power. Otherwise, the additional use of mythic power is subject to the normal restrictions on its use.

Format: mythic drain; Location: Special Attacks.

Mythic Psi-Like Abilities (Su)

Three times per day, the monster may use the mythic version of any of its corresponding psi-like abilities. The monster must expend the same amount of mythic power that would normally be required to cast a mythic psionic power, treating its mythic rank as its mythic tier for the purpose of qualifying to use augmented versions of mythic powers.

Format: mythic psi-like abilities; Location: Special Attacks.

Mythic Spell-Like Abilities (Su)

Three times per day, the monster may use the mythic spell version of any of its corresponding spell-like abilities. The monster must expend the same amount of mythic power that would normally be required to cast a mythic spell, treating its mythic rank as its mythic tier for the purpose of qualifying to use augmented versions of mythic spells.

Format: mythic spell-like abilities; Location: Special Attacks.

Resurrection Vulnerability (Su)

A raise dead or similar spell cast on this type of undead destroys it (Will negates). Using the spell in this way does not require a material component.

Format: resurrection vulnerability; Location: Weaknesses.

Snow Vision (Ex)

The monster can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow. The monster is immune to blindness or dazzling caused by bright light on snow or ice. Racial bonuses to Stealth checks in snowy conditions do not apply against a creature with snow vision.

Format: snow vision; Location: Senses.

Suction (Ex)

The monster can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. The creature can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, its CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

Format: suction; Location: Special Qualities.

Sunlight Powerlessness (Ex)

This monster is powerless in natural sunlight (not merely a daylight spell) and flees from it. If this monster is caught in sunlight, it cannot attack and is staggered.

Format: sunlight powerlessness; Location: Weaknesses.

Tenacious Grapple (Ex)

The monster does not gain the grappled condition if it grapples a foe with its arms, tail, or tentacles.

Format: tenacious grapple; Location: Special Attacks.

Trackless Step (Ex)

The monster does not leave a trail in natural surroundings (unless it wishes to) and cannot be tracked.

Format: trackless step; Location: Special Qualities.

Twin Talons (Ex)

The monster can attack with both claws as part of the same attack action, charge action, or standard action. If it hits the same target with both claws, it can attempt a drag combat maneuver against its target as a free action that does not provoke attacks of opportunity. If the maneuver succeeds, the monster can move with its target after making its attack as far as the drag maneuver allows, even if its movement for the round would otherwise have been completed. The target is not grappled and is released at the end of the drag maneuver, which may result in a fall if dragged into the air or off of a wall, tree, or other high place. If both the monster and the creature it dragged are willing, the dragged creature can hold on long enough to mount the monster on its next turn as a move action and begin riding it. If the dragged creature is helpless, the monster does not need to drop it and can carry it away.

Format: twin talons; Location: Special Attacks.

Uncanny Dodge (Ex)

This ability functions as the uncanny dodge rogue class feature. If the monster gains uncanny dodge from class levels or another source, it gains improved uncanny dodge instead, using its Hit Dice as its rogue level where relevant.

Format: uncanny dodge; Location: Defensive Abilities.

Unnatural Aura (Su)

Animals, whether wild or domesticated, can sense the unnatural presence of this monster at a distance of 60 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 as long as it is within 30 feet of the monster.

Format: unnatural aura (60 ft.); Location: Aura.

Virulent Venom (Ex)

The monster adds one-half its mythic rank to the DC and duration of its poison. In addition, if it bites a living creature that is immune to poison or has a saving throw bonus that applies specifically to poison, it can expend one use of its mythic power as a free action to bypass that immunity and negate that bonus until the end of its next turn.

Format: virulent venom; Location: Special Attacks.

Water Breathing (Ex)

The monster can breathe water as well as air. It can freely use its spells, spell-like abilities, and supernatural abilities while submerged, though some effects do not function underwater.

Format: water breathing; Location: Special Qualities.

Whipping Wings (Ex)

The monster gains two wing buffet attacks as secondary natural weapons. If it hits a creature with both wing buffets in the same round, the target is staggered for 1 round and dazzled for 1d4 rounds by flying feathers; while dazzled, the pegasus and its rider gain concealment against it. A successful Reflex save (DC 10 + 1/2 the creature’s Hit Dice + its Constitution modifier) negates the staggered condition and reduces the duration of dazzling and concealment to 1 round.

Format: whipping wings; Location: Special Attacks.

Wishmaster (Su)

A mythic genie is aware of every wish granted by a genie of its type anywhere on the same plane, and can sense objects and situations that have been altered by such wishes granted within the last year. A mythic genie with the ability to grant wishes (including limited wishes) may expend two uses of its mythic power as well as one use of its own wish-granting ability to negate a wish (or limited wish) granted by another genie of its type, or alter its effects.

Format: wishmaster; Location: Special Qualities.

Woodland Stride (Ex)

The monster can move through foliage at full speed without taking damage or suffering impairment. Magically manipulated plants affect it normally.

Format: woodland stride; Location: Speed.

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