生物特征(Creature Traits)后述部分特征已经刊载于在开拓者核心手册(Pathfinder Core Rulebook),其他则是本书新增的特征。
稀有度特征(Rarity Traits)除了稀有度为常见(common)的生物之外,生物的特征栏均是以稀有度特征开始列出的。若生物的特征栏起始并非为稀有度特征,则意味着该生物的稀有度为常见(common)。
常见(Common) 此稀有度的生物通常已经为人所知,而且能够通过适当的召唤法术召唤出来。
罕见(Uncommon) 人们对罕见生物的认知要比常见生物更少。它们通常无法被召唤。与此类生物相关的回忆知识(Recall Knowledge)检定的DC要增加2点。
稀有(Rare) 顾名思义,此类生物很稀有。它们通常无法被召唤。与此类生物相关的回忆知识(Recall Knowledge)检定的DC要增加5点。
独特(Unique) 此类稀有度的生物是独一无二的。与此类生物相关的回忆知识(Recall Knowledge)检定的DC要增加10点。
阵营特征缩写(Alignment Trait Abbreviation)在稀有度特征之后列出特征均为九大阵营特征的缩写之一。此处列举了这些缩写所代表的阵营特征。关于阵营的详细内容请见核心手册的28-29页。
CE 混乱与邪恶。
CG 混乱与善良
CN 混乱与中立。
LG 守序与善良。
LE 守序与邪恶。
LN 守序与中立。
N 中立。
NE 中立与邪恶。
NG 中立与善良。
体型(Size)在稀有度特征以及阵营缩写之后,每个生物的体型都会被列在其特征之前。
巨型(Gargantuan) 此体型的生物至少占据20尺乘20尺的空间(地图网格上的16个方格),但还可以更大。巨型生物若为高型(tall),则通常具有20尺触及范围,长型(long)则为15尺;更大的个体可能具有更长的触及范围。
超大型(Huge) 超大型生物占据15尺乘15尺的空间(地图网格上的9个方格)。高型(tall)的超大型生物触及范围通常为15尺,长型(long)则为10尺。
大型(Large) 大型生物占据10尺乘10尺的空间(地图网格上的4个方格)。高型(tall)的大型生物触及范围通常为10尺,长型(long)则为5尺。
中型(Medium) 中型生物占据5尺乘5尺的空间(地图网格上的1个方格),其触及通常为5尺。
小型(Small) 小型生物占据5尺乘5尺的空间(地图网格上的1个方格),其触及通常为5尺。
超小型(Tiny) 超小型生物占据的空间不足5尺乘5尺(地图网格上的1个方格),复数个超小型生物可以占据地图网格上的同一个方格。4个超小型生物可以同时占据相同的方格,根据GM的判断,甚至可以让更多数量的生物占据相同的方格。它们还可以与更大的生物占据相同的空间,若此类生物的触及为0尺的话,为了攻击则必须与其他生物占据相同空间。
武器特征(WEAPON TRAITS)
本书中的生物会使用一种新特征——蛮力(brutal)——并在后文中列出了它与娴熟(finesse)特征的区别。这些特征的加值通常已经计入在生物的数据中了,但是这些特征仍旧会被列出,因为这些内容与笨拙(Clumsy)和力竭(Enfeebled)状态相关。
蛮力(Brutal) 具有此特征的远程攻击(ranged attack)在攻击检定中使用力量调整值取代敏捷调整值。
娴熟(Finesse) 此近战攻击基于敏捷属性。即便怪物使用的武器在正常情况下具备娴熟特征,若打击一栏中省略了此特征,就意味着怪物仍旧是使用力量应用在打击上。
其他特征(Other Traits)在稀有度特征、阵营缩写以及体型特征后,会按照字母顺序列出该生物的其他特征。后文中为本书会出现的特征。
异怪(Aberration) 异怪是跨越位面或违背自然常理的生物。
酸(Acid) 具有该特征的效果会造成酸伤害(acid damage)。而具有此特征的生物则会与酸具有魔法联系。
御衡者(Aeon) 这些监视者自诩为现实的守护者。御衡者通常具有二元性的本质和形态,并以二分法来看待事物,但奇匠族(Axiomites)和制裁者(inevitables)不会如此行事。奇匠族与制裁者御衡者(Aeon)会通过一种称为心像(envisioning)的奇特心灵感应来进行沟通。
气(Air) 具有该特征的效果会创造或操控气体。但在真空或没有空气的区域内无法操控气体。而具有此特征的生物由气体组成,或者与此类元素具有魔法联系。
两栖(Amphibious) 两栖生物能够在水下和空气中呼吸,即便离开自身偏好的生活环境也不会受到影响,它们通常可以无限制地进行呼吸,即便受限也至少可以维持1小时。这些生物通常会具有游泳速度。它们使用的钝击和挥砍非武装打击不会由于身处水下而承受常规的-2减值。
天使(Angel) 这些天族成员是涅槃境(Nirvana)位面的原生居民。大多数天使是中立善良阵营,具有黑暗视觉(darkvision),并且具有邪恶伤害的弱点(weakness)。
动物(Animal) 动物是智能相对较低的生物。通常来说它们的智力调整值不会高于-4,无法用语言沟通,而且无法在基于智力的技能上受训。
水栖(Aquatic) 水栖生物的家园在水下。它们使用的钝击和挥砍非武装打击不会由于身处水下而承受常规的-2减值。水栖生物可以在水下呼吸,但无法在空气中呼吸。
圣使(Archon) 圣使是天族家庭中的一员,天堂(Heaven)的保护者,通常为守序善良。它们具有黑暗视觉(darkvision),并且具有邪恶伤害的弱点(weakness)。
星界(Astral) 星界生物是星界位面(Astral Plane)的原生居民。它们能够在星界位面的基础环境(basic environmental)效果中存活下来。
灵使(Azata) 这些天族成员是极乐荒原(Elysium)原生居民。它们是混乱善良阵营,具有黑暗视觉(darkvision)以及邪恶和寒铁(cold iron)的弱点(weakness)。
魔兽(Beast) 类似于动物,但智力调整值为-3或更高的生物通常就是魔兽。与动物不同,魔兽可能能够交谈并具有理性。
沼蜍人(Boggard) 沼蜍人是形似蛙类的类人生物。它们通常具有黑暗视觉(darkvision)。
卡利尼(Caligni) 这些在地下生活之人具有黑暗视觉(darkvision),其中一部分人还具有创造黑暗的能力。
猫族(Catfolk) 猫族是具有猫科特征的类人生物。
天族(Celestial) 在善良阵营位面(good-aligned planes)诞生或者与此类位面具有强烈联系的生物被称作天族。天族能够在外环宇宙(Outer Sphere)的基础环境(basic environmental)效果中存活下来。
替换儿(Changeling) 这些类人生物是鬼婆与其他类人族裔诞下的子嗣。
寒冷(Cold) 具有此特征的效果造成寒冷伤害。具有此特征的生物与寒冷具有魔法联系。
构装体(Construct) 构装体是使用死灵法术(necromancy)之外的力量驱动的人工生物。构装体通常无心智(mindless);它们免疫流血伤害(bleed damage)、死亡效果(death effects)、疾病(disease)、治疗(healing)、死灵(necromancy)、非致命攻击(nonlethal attacks)、毒素(poison)以及毁灭(doomed)、流失(drained)、疲乏(fatigued)、麻痹(paralyzed)、恶心(sickened)、以及失去意识(unconscious)状态;此外它们可能会具有基于构筑自身躯体的材料而确定的硬度(Hardness)。构装体不是活物(living creatures)也不是不死生物(undead)。当构装体生物的生命值降至0点时,它便被摧毁了。
邪魔(Daemon) 邪魔是魔族中的一员,它们诞生自荒芜的位面末日荒原(Abaddon),大多数邪魔为中立邪恶。它们通常具有黑暗视觉(darkvision)以及对善良伤害的弱点(weakness)。
恶魔(Demon) 堕自深渊(Abyss)的魔族成员,大多数恶魔为混乱邪恶阵营。大多数恶魔具有黑暗视觉(darkvision)。
癫儒(Dero) 它们是类人生物的一支,被抛弃至幽暗地域并堕入黑暗与困惑的精类生物的后代。它们免疫困惑(confusion),但会被阳光所伤害。
魔鬼(Devil) 来自地狱(Hell)的魔族成员,大多数魔鬼为守序邪恶阵营。它们通常具有高等黑暗视觉(greater darkvision),火免疫(immunity to fire)并具有心灵感应(telepathy)。
吸血裔(Dhampir) 这些类人生物是吸血鬼与其他族裔成员诞下的长生后代。
恐龙(Dinosaur) 这些爬行动物是从史前时代幸存下来的生物。
龙类(Dragon) 龙类是爬行生物,通常具有双翼或具有飞行能力。大多数龙类能够使用喷吐武器(breath weapon),免疫昏睡(sleep)和麻痹(paralyzed)状态。
卓尔(Drow) 精灵在地下的亲族,卓尔通常具有黑暗视觉(darkvision)和天生的魔法能力。
灰矮人(Duergar) 矮人在地下的亲族,灰矮人通常具有黑暗视觉(darkvision)并免疫毒素(poison)。他们很难被幻术(illusions)愚弄。
土(Earth) 具有此特征的效果能够操控或呼唤土地。那些操控土地的效果对于没有土地的区域没有效果。具有此特征的生物主要由泥土构成,或者与此类元素具有魔法联系。
电(Electricity) 具有此特征的效果造成电击伤害。具有此特征的生物和电具有魔法联系。
元素(Elemental) 此类生物与某种元素具有直接联系并且是元素位面(Elemental Planes)的原生生物。元素不需要呼吸。
精灵(Elf) 具有此特征的生物是精灵族裔的成员。精灵是一种神秘的人种,她们在魔法与学识上有着广泛的传承,通常会具有昏暗视觉(low-light vision)。具有此特征的能力只有精灵才能使用或选取。具有此特征的武器是由精灵制造和使用的。
灵界(Ethereal) 灵界生物是灵界位面(Ethereal Plane)的原生生物。它们能够在灵界位面的基础环境(basic environmental)效果中存活下来。
精类(Fey) 来自第一世界(First World)的生物被称为精类。
魔族(Fiend) 在邪恶阵营位面(evil-aligned planes)诞生或者与此类位面具有强烈联系的生物被称作魔族。魔族能够在外环宇宙(Outer Sphere)的基础环境(basic environmental)效果中存活下来。
火(Fire) 具有火特征的效果造成火焰伤害或者能够创造或塑造火焰。那些操纵火焰的效果对于没有火的区域无效。具有此特征的生物主要由火构成或者与火元素具有魔法联系。
真菌(Fungus) 真菌生物具有真菌特征。它们与普通的蘑菇(fungi)不同。
巨灵(Genie) 各式各样的巨灵家族在元素位面中占有崇高的地位。他们具有强大的魔法能力。
幽灵(Ghost) 作为虚体不死生物(incorporeal undead)在世间作祟的失落灵魂被称为幽灵。
食尸鬼(Ghoul) 食尸鬼是以血肉为食的卑鄙不死生物(undead creatures)。
巨人(Giant) 巨人是体格庞大的类人生物。
豺狼人(Gnoll) 豺狼人是形似猎狗的类人生物。
地精(Goblin) 具有此特征的生物可能来自多个生物群体,这包括地精(goblins)、大地精(hobgoblins)和熊地精(bugbears)。地精往往具有黑暗视觉(darkvision)。具有此特征的能力只有地精才能使用或选取。具有此特征的武器是由地精制造和使用的。
魔像(Golem) 魔像是构装体(construct)中的一种特殊类型。魔像几乎免疫所有魔法,但大多数魔像都会具备与某些法术相关的弱点。
小魔怪(Gremlin) 小魔怪是残忍而又淘气的精类,他们已经适应了在主物质位面(Material Plane)的生活。
鬼婆(Hag) 这些生物是恶毒的施法者,她们聚集起来组成鬼婆集会(covens)。
半身人(Halfling) 具有此特征的生物是半身人族裔的一员。这些小人被视为幸运的友善流浪者。具有此特征的能力只有半身人才能使用或选取。具有此特征的武器是由半身人制造和使用的。
人类(Human) 具有此特征的生物是人类族裔的一员。人类以多样化著称并以适应力闻名。具有此特征的能力只有人类才能使用或选取。
类人(Humanoid) 类人生物的理性和行为很像人类。他们通常直立行走,具有两只手臂和两条腿。
虚体(Incorporeal) 虚体生物或物体不具有物理形态。它们能够穿过包括墙壁的实体。当虚体生物进入物体之内时,它无法感知(perceive)、攻击或和物体外界的一切进行互动,若它在自身回合开始时位于物体之内,则会陷入缓慢1(slowed)。有形生物(Corporeal creatures)能够穿过虚体生物,但是他们无法在其空间内结束移动。
虚体生物无法尝试基于力量的检定对抗实体生物或物体——仅能对抗虚体——除非这些物体具有幽冥(ghost touch)性能符文。同样地,有形生物也无法对虚体生物或物体尝试基于力量的检定。
虚体生物通常免疫那些需要肉身的效果或状态,比如疾病(disease)、毒素(poison)、和精准(precision)伤害。它们通常具有对抗所有伤害的抗力(除了力场伤害和幽冥性能符文的打击造成的伤害),对非魔法伤害具有双倍的抗力。
制裁者(Inevitable) 这些构装体御衡者(constructed aeons)是由奇匠族(Axiomite)创造的。每种制裁者都专门用于某种特定任务。大多数制裁者都具有混乱伤害的弱点(weakness)。
狗头人(Kobold) 狗头人是爬行类人生物,他们通常为小型体型,具有黑暗视觉(darkvision)。
莱西(Leshy) 莱西是小型植物生物,外形近似于类人生物。
蜥蜴人(Lizardfolk) 蜥蜴人是爬行类人生物中的一员。
魔法(Magical) 具有魔法特征的事物被灌入了魔法能量,这些能量并没有与某种特定魔法根源产生联系。魔法物品会散发出的魔法灵光为向其灌入的魔法中占据主体的魔法学派。
部分物品或效果和特定魔法根源具有紧密的联系。在此情况下,该物品具有奥术(arcane)、神术(divine)、异能(occult)或原能(primal)特征而非魔法特征。上述任意特征都会表明该物品是魔法物品。
人鱼(Merfolk) 这些水栖类人生物的上半身形似人类,下半身形似鱼类。
无心智(Mindless) 无心智生物具有程式化(programmed)或初步(rudimentary)的精神属性。它们的大多数(可能不是全部)心智属性调整值为-5。它们免疫所有心灵(mental)效果。
观察者(Monitor) 在中立阵营位面(neutrally aligned planes)诞生或者与此类位面具有强烈联系的生物被称作观察者。观察者能够在外环宇宙(Outer Sphere)的基础环境(basic environmental)效果中存活下来。
木乃伊(Mummy) 由经过防腐处理的尸体所创造的不死生物(undead creature)被称为木乃伊。
突变(Mutant) 怪物已经变异或进化,这通常会赋予它优势、劣势或两者兼有。
宁芙(Nymph) 这种美丽的精类生物与自然地点有着强烈的联系。
泥怪(Ooze) 泥怪是一种结构简单的生物。它们通常具有较低的心智属性并免疫心灵(mental)效果和精准(precision)伤害。
兽人(Orc) 具有此特征的生物是兽人族裔的一员。这些绿皮通常具有黑暗视觉(darkvision)。具有此特征的能力只有兽人才能使用或选取。具有此特征的武器是由兽人制造和使用的。
植物(Plant) 植物生物具有植物特征。它们与普通的花草树木不同。具有此特征的魔法效果能以某种形式操纵或召唤植物或植物物质。操纵植物的效果对于没有植物的区域不会产生效果。
幻蛇(Protean) 幻蛇是观察者中的一员,诞生自大漩涡(Maelstrom),这些生物是混沌的守护者,通常为混乱中立阵营。他们通常具有黑暗视觉(darkvision)、不定型结构(amorphous anatomy)并且具有秩序伤害的弱点(weakness)。
招魂者(Psychopomp) 招魂者是观察者中的一员,诞生自骨园(Boneyard)并把灵魂送往外环宇宙(Outer Planes),大多数招魂者为绝对中立阵营。他们通常具有黑暗视觉(darkvision)、感知生命(lifesense)和魂魄之触(spirit touch),他们免疫死亡效果(death effects)。
罗刹(Rakshasa) 罗刹是邪恶灵魂的转世化身,他们属于魔族(fiends)但生活在主物质位面(Material Plane)。
鼠族(Ratfolk) 鼠族是具有鼠类特征的类人生物。
海魔鬼(Sea Devil) 海中生活的邪恶类人生物,海魔鬼通常具有黑暗视觉(darkvision)和波浪感知(wavesense)。
骷髅(Skeleton) 这种不死生物的创造方法是用负能量唤起已死生物的骸骨。
缚魂(Soulbound) 这种构装体使用曾经活着的生物的灵魂碎片来增强精神力。
魂魄(Spirit) 魂魄是由其精神本质来定义生存时间的生物。它们通常缺乏物质形态。
小妖精(Sprite) 这些微小的有翼精类和原能魔法有着紧密的联系。
集群(Swarm) 集群是一群生物或生物云,它们表现为单个怪物。其体型一栏表现的是整个群体的体积,不过对大多数集群来说,构成其群体的单一个体都很微小。集群能够与其他生物占据相同的空间,而且大多数情况下集群只有这么做才能使用造成伤害的动作。对一片区域造成伤害的效果(比如区域法术或溅射武器)通常会是集群的弱点。
天狗(Tengu) 天狗是形似鸟类的类人生物。
巨魔(Troll) 巨魔是巨大、残忍的生物,他们以其再生能力而闻名。
不死(Undead) 这些曾经活着的生物在死后被灌入负能量和腐蚀灵魂的邪恶魔法。当不死生物的生命值降至0点时便被摧毁了。不死生物会被正能量(positive energy)所伤害,被负能量(negative energy)治愈,而且不会因治疗效果(healing effects)而获益。
吸血鬼(Vampire) 渴望血液的不死生物,吸血鬼以其多彩的能力和难以被消灭而臭名昭著。
水(Water) 具有该特征的效果能够操控或召唤水流。其中操控水的效果对没有水的区域没有效果。具有该特征的生物主要由水构成或者与水元素具有魔法联系。
尸妖(Wight) 尸妖是会吸取生命并驻守在自身葬身之地的不死生物。
化形生物(Werecreature) 这些变形生物要么就是天生具有在动物、类人和混种形态间切换,要么就是遭受了诅咒,不受控制地被迫转变。
缚灵(Wraith) 缚灵是被灌入负能量的强大虚体不死生物,对所有生者的仇恨驱使着它。
地蜥人(Xulgath) 这些地下生活的爬虫类生物通常具有黑暗视觉(darkvision)和难闻的体味。
丧尸(Zombie) 这种不死生物是无心智的腐烂尸体,它们渴求鲜活的血肉。
仪式(Rituals)部分来自外环宇宙(Outer Planes)的生物能使用特殊仪式来召唤同族或者将自身转移至其他位面。这些仪式的使用者为本书中的各种生物。
深渊协定(Abyssal Pact) 仪式 1罕见 咒法 施放时间 1日
主要检定 宗教(专家;你必须是恶魔)
——————————————————————————你能呼唤1个其他恶魔来帮忙,其等级不超过深渊协定的法术环级的两倍;2个恶魔,每个恶魔的等级至少比法术环级的两倍少2级;或者3个恶魔,每个恶魔的等级至少比法术环级两倍少3级。
大成功 你成功呼唤恶魔到来。他们急于完成这项任务,因此不会寻求回报。
成功 你成功呼唤恶魔到来。他们并不急于完成这项任务,因此会要求你提供报酬。
失败 你没能呼唤任何恶魔。
大失败 恶魔因为你的打扰而愤怒。他们在你面前现身,但会立即对你发动攻击。
天界信使(Angelic Messenger) 仪式 1罕见 咒法 施放时间 1日
主要检定 宗教(专家;你必须是天使)
——————————————————————————你把自身传送至天界位面(celestial plane)或者主物质位面(the Material Plane )中可以找到你的主人的信徒的世界里。你的等级不能高于天界信使的法术环级的两倍。
大成功 同成功,不过即便你之前从未到访过该位面或世界,也可以出现在天界信使的正确预定目标面前。
成功 你抵达目标位面或世界,但前提是你到访过该位面或世界;若你之前从未到访过该位面或世界,则会抵达天界信使的正确预定目标周围10d10英里内的随机地点。
失败 你未能成功旅行。
大失败 你意外旅行到了错误的位面,且很可能是危险的位面。
邪魔契约(Daemonic Pact) 仪式 1罕见 咒法 施放时间 1日
主要检定 宗教(专家;你必须是邪魔或透肌魔人)
——————————————————————————你呼唤末日荒原(Abaddon)的力量来赋予你来自邪魔的帮助。你会呼唤来1只邪魔,其等级无法高于邪魔契约环级的2倍;2只邪魔,每只邪魔等级不超过法术环级的两倍减2;或者3只邪魔,每只邪魔的等级不超过法术环级的两倍减3。
大成功 你呼唤来1只或多只邪魔,他们会不求回报地为你服务。
成功 你呼唤来1只或多只邪魔,他们会自愿为你服务,但会要求以流血的形式作出献祭(流血的可以是你也可以是其他生物)。
失败 你未能呼唤任何邪魔前来。
大失败 你未能呼唤任何邪魔前来,而且执行仪式作出的自我牺牲让你获得了流失1状态(若仪式的法术环级为5或更高的话则为流失2)。
炼狱契约(Infernal Pact) 仪式 1罕见 咒法 施放时间 1日
主要检定 宗教(专家;你必须是魔鬼)
——————————————————————————你恳请更强大的魔鬼,请求他派遣一些手下为你服务。若你的仪式成功,魔鬼会根据自身的选择派来1个魔鬼,其等级不超过炼狱契约的法术环级的两倍;2个魔鬼,每个魔鬼等级不超过法术环级的两倍减2;或者3个魔鬼,每个魔鬼等级不超过法术环级的两倍减3。
大成功 被派来的魔鬼会为你服务1d4周。
成功 被派来的魔鬼会为你服务1d4日。
失败 你的请求被拒绝了。
大失败 你的请求不仅被拒绝了,且强大的魔鬼会将自身的不满告知你的主人。
原文剧透 - 原文:
Creature Traits
Some of these traits appear in the Pathfinder Core Rulebook, while others are new to this book.
Rarity Traits
Unless the creature is common, its trait list starts with a rarity trait. Creatures that don’t start with a rarity trait have the common rarity.
Common A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
Uncommon Less is known about uncommon creatures than common creatures. They typically can’t be summoned. The DC of Recall Knowledge checks related to this creature is increased by 2.
Rare As the name suggests, these creatures are rare. They typically can’t be summoned. The DC of Recall Knowledge checks related to this creature is increased by 5.
Unique A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10.
Alignment Trait Abbreviation
Following any listed rarity trait is one of nine alignment trait abbreviations. They are listed below with the alignment traits that these abbreviations represent. General descriptions of alignments are found on pages 28–29 of the Pathfinder Core Rulebook.
CE Chaotic and evil
CG Chaotic and good
CN Chaotic and neutral
LG Lawful and good
LE Lawful and evil
LN Lawful and neutral
N Neutral
NE Neutral and evil
NG Neutral and good
Size
After any listed rarity trait and the alignment abbreviation, each creature has its size listed before its traits.
Gargantuan This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach.
Huge A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long.
Large A Large creature takes up a 10-foot-by-10-foot space (4?squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long.
Medium A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet.
Small A Small creature takes up a 5-foot-by-5-foot space (1?square on the grid) and typically has a reach of 5 feet.
Tiny A creature of this size takes up less than a 5-foot-by-5-foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM’s discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack.
The creatures in this book use one new trait—brutal—and list the finesse trait differently. The bonuses from these traits are already included in creatures’ statistics, but the traits are still shown because they’re relevant for the clumsy and enfeebled conditions.
Brutal: A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
Finesse: This melee attack is Dexterity-based. Even if a weapon normally has the finesse trait, this trait is omitted in the Strike entry if the monster is applying its Strength.
Other Traits
After any rarity traits, the alignment abbreviation, and the size trait, each creature’s trait line lists all other traits the creature has in alphabetical order. The following is a list of those traits found in the book.
Aberration Aberrations are creatures from beyond the planes or corruptions of the natural order.
Acid Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
Aeon These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.
Air Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or in areas without air. Creatures with this trait consist primarily of air or have a magical connection to that element.
Amphibious An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.
Angel This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.
Animal An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence modifier above –4, can’t speak languages, and can’t be trained in Intelligence-based skills.
Aquatic Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Archon Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.
Astral Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.
Azata This family of celestials is native to Elysium. They are chaotic good and have darkvision and a weakness to evil and cold iron.
Beast A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Boggard Boggards are frog-like humanoids. They typically have darkvision.
Caligni These subterranean people have darkvision, and some have powers to create darkness.
Catfolk Catfolk are humanoids with feline features.
Celestial Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Changeling These humanoids are the children of hags and members of other humanoid ancestries.
Cold Effects with this trait deal cold damage. Creatures with this trait have a magical connection to cold.
Construct A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Daemon A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.
Demon A family of fiends hailing from the Abyss, most demons are chaotic evil. Most demons have darkvision.
Dero This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
Devil A family of fiends from Hell, most devils are lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Dhampir These humanoids are the immortal offspring of vampires and members of other ancestries.
Dinosaur These reptiles have survived from prehistoric times.
Dragon Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and the paralyzed condition.
Drow Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Duergar Subterranean kin of the dwarves, duergars typically have darkvision and immunity to poison. They are not easily fooled by illusions.
Earth Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
Electricity Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Elemental Elementals are creatures directly tied to an element and are native to the Elemental Planes. Elementals don’t need to breathe.
Elf A creature with this trait is a member of the elf ancestry.
Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Ethereal Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Fey Creatures of the First World are called the fey.
Fiend Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Fire Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait are primarily constituted of fire or have a magical connection to that element.
Fungus Fungal creatures have the fungus trait. They are distinct from normal fungi.
Genie The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Ghost Lost souls that haunt the world as incorporeal undead are called ghosts.
Ghoul Ghouls are vile undead creatures that feast on flesh.
Giant Giants are massive humanoid creatures.
Gnoll Gnolls are humanoids that resemble hyenas.
Goblin A creature with this trait can come from multiple groups of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Golem Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Gremlin Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.
Hag These creatures are malevolent spellcasters who form covens.
Halfling A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Human A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Humanoid Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Incorporeal An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space.
An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Inevitable These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.
Kobold Kobolds are reptilian humanoids who are usually Small and typically have darkvision.
Leshy Leshys are small plant creatures, roughly humanoid in form.
Lizardfolk Lizardfolk are a family of reptilian humanoids.
Magical Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic.
Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Merfolk These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.
Mindless A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.
Monitor Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
Mummy A mummy is an undead creature created from a preserved corpse.
Mutant The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
Nymph This family of beautiful fey creatures has strong ties to natural locations.
Ooze Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.
Orc A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Plant Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
Protean A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.
Psychopomp A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.
Rakshasa Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.
Ratfolk Ratfolk are humanoids who resemble rats.
Sea Devil Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
Skeleton This undead is made by animating a dead creature’s skeleton with negative energy.
Soulbound These constructs are mentally augmented by a fragment of a once-living creature’s soul.
Spirit Spirits are ephemeral creatures defined by their spiritual essence. They often lack a material form.
Sprite A family of diminutive winged fey with a strong connection to primal magic.
Swarm A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons).
Tengu Tengu are humanoids who resemble birds.
Troll Trolls are giant, brutish creatures and are well known for their ability to regenerate.
Undead Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects.
Vampire Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.
Water Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait are primarily constituted of water or have a magical connection to the element.
Werecreature These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Xulgath These subterranean reptilian creatures tend to have darkvision and smell awful.
Zombie These undead are mindless rotting corpses that hunger for living flesh.
New Rituals
Some creatures from the Outer Planes can use special rituals to call their kin or transport themselves to another plane. These are the rituals used by angels, demons, and?devils.
ABYSSAL PACT RITUAL 1
UNCOMMON CONJURATION
Cast 1 day
Primary Check Religion (expert; you must be a demon)
You call in a favor from another demon whose level is no more than double Abyssal pact’s spell level, two demons whose levels are each at least 2 less than double the spell level, or three demons whose levels are each at least 3 less than double the spell level.
Critical Success You conjure the demon or demons. They are eager to pursue the task, so they don’t ask for a favor.
Success You conjure the demon or demons. They are not eager to pursue the task, so they require a favor in return.
Failure You don’t conjure any demons.
Critical Failure The demon or demons are angry that you disturbed them. They appear before you, but they immediately attack you.
ANGELIC MESSENGER RITUAL 1
UNCOMMON CONJURATION
Cast 1 day
Primary Check Religion (expert; you must be an angel)
You transport yourself to either a celestial plane or a world on the Material Plane where worshippers of your patron can be found. You must be of no higher level than double angelic messenger’s spell?level.
Critical Success As success, but if you’ve never visited that plane or world before, you appear right in front of the message’s intended recipient.
Success You arrive on the target plane or world at the last location you visited on that plane or world, or to a random location within 10d10 miles of your message’s intended recipient if you’ve never visited that plane or world?before.
Failure You don’t travel.
Critical Failure You accidentally travel to the wrong plane, possibly a dangerous plane.
DAEMONIC PACT RITUAL 1
UNCOMMON CONJURATION
Cast 1 day
Primary Check Religion (expert; you must be a daemon or an urdefhan)
You call upon the powers of Abaddon to grant you the assistance of a daemon. You call upon a daemon whose level can be no more than double daemonic pact’s spell level, two daemons whose levels are each at least 2 less than double the spell level, or three daemons whose levels are each at least 3 less than double the spell level.
Critical Success You conjure the daemon or daemons, and they require nothing in return for their service.
Success You conjure the daemon or daemons, who serve you willingly, but require a sacrifice in the form of spilled blood (either another creature’s or your own).
Failure You don’t conjure any daemons.
Critical Failure You don’t conjure any daemons, and the selfsacrifice required to perform the ritual leaves you drained 1 (or drained 2 if the spell level is 5 or higher).
INFERNAL PACT RITUAL 1
UNCOMMON CONJURATION
Cast 1 day
Primary Check Religion (expert; you must be a devil)
You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil whose level is no more than double infernal pact’s level, two devils whose levels are each at least 2 less than double the spell level, or three devils whose levels are each at least 3 less than double the spell?level.
Critical Success The devils are sent to you and serve you for 1d4 weeks.
Success The devils are sent to you and serve you for 1d4 days.
Failure Your request is denied.
Critical Failure Not only is your request denied, but the powerful devil sends word of its displeasure to your?master.