3pp of the Month (August)

 OGL / CUP Compliance

Thanks for making us the
2010 Silver Ennie Best Website Winner!

Follow d20pfsrd on Twitter

We need your help!
Email jreyst@gmail.com if you want to help contribute to improving this site!

Bestiary‎ > ‎Rules for Monsters‎ > ‎

Creature Types & Subtypes

Each creature has one type, which broadly defines its abilities. Some creatures also have one or more subtypes. A creature cannot violate the rules of its subtype without a special ability or quality to explain the difference—templates can often change a creature's type drastically.

Creature Types
Aberration
Animal
Construct
Dragon
Fey
Humanoid
Magical Beast
Monstrous Humanoid
Ooze
Outsider
Plant
Undead
Vermin
Creature Subtypes
Air
Angel
Aquatic
Archon
Augmented
Azata
Chaotic
Cold
Demon
Devil
Dwarf
Earth
Elemental
Elf
Evil
Extraplanar
Creature Subtypes (cont'd)
Fire
Giant
Gnome
Goblinoid
Good
Halfling
Human
Incorporeal
Lawful
Native
Orc
Reptilian
Shapechanger
Swarm
Water

Table: Creature Statistics by Type

Type Hit Die Base Attack Bonus (BAB) Good Saving Throws Skill Ranks*
Aberration d8 HD × 3/4 (Medium BAB) Will 4 + Int mod per HD
Animal d8 HD × 3/4 (Medium BAB) Fort, Ref 2 + Int mod per HD
Construct d10 HD (Fast BAB) 2 + Int mod per HD
Dragon d12 HD (Fast BAB) Fort, Ref, Will 6 + Int mod per HD
Fey d6 HD × 1/2 (Slow BAB) Ref, Will 6 + Int mod per HD
Humanoid d8 HD × 3/4 (Medium BAB) Varies (any one) 2 + Int mod per HD
Magical beast d10 HD (Fast BAB) Fort, Ref 2 + Int mod per HD
Monstrous humanoid d10 HD (Fast BAB) Ref, Will 4 + Int mod per HD
Ooze d8 HD × 3/4 (Medium BAB) 2 + Int mod per HD
Outsider d10 HD (Fast BAB) Varies (any two) 6 + Int mod per HD
Plant d8 HD × 3/4 (Medium BAB) Fort 2 + Int mod per HD
Undead d8 HD × 3/4 (Medium BAB) Will 4 + Int mod per HD
Vermin d8 HD × 3/4 (Medium BAB) Fort 2 + Int mod per HD
* As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die. Creatures with an Intelligence score of “—” gain no skill points or feats.

Aberration

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

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

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

Animal

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following features (unless otherwise noted).

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

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

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

Construct

Construct Size Bonus Hit Points
Fine
Diminutive
Tiny
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80
A construct is an animated object or artificially created creature. A construct has the features.

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

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

  • No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
  • Low-light vision.
  • Darkvision 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
  • Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to 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.
  • A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not breathe, eat, or sleep.

  Sign in   Recent Site Activity   Terms   Report Abuse   Print page  |  Powered by Google Sites