House Rules: Creature Creation
Table of Contents

Rules


Basics

A creature starts at CR 1/2 with 0 HD, a starting size of Medium, and base speed of 30 feet. The creature needs to breathe, eat, and sleep.

A creature's initial ability scores are determined by base 8/10-point buy allocation.

A creature gains additional HD for every 20 Creature Points (CP) worth of abilities assigned to it. For each HD, the creature increases two different ability scores by 1, gains 1 feat, 1 skill proficiency increase, a number of skill ranks as determined by their type, and the choice of 1 additional hit point or 1 additional skill rank. At 4 HD, and every 3 HD after, the creature gains 1 racial feat. Hit Dice and character levels stack together to determine the creature's total HD.

Unless otherwise stated, psionic powers are treated as spells.

Hit Dice Below 0

Creatures with a CP total between 0 and 19 have 0 Hit Dice, and are considered to have a CR of 1/2. Creatures can be created with a CP total below 0, receiving -1 HD from -1 to -19 CP, and their HD is reduced by 1 additional HD for every -20 CP.

For every -1 HD, the creature's CR is is reduced by one step, starting from CR 1/2 at 0 HD, to CR 1/3 at -1 HD, CR 1/4 at -2 HD, and so on. To determine the creature's hp, add its Constution modifier to its type of Hit Dice, then multiply the total by its CR (minimum 1 hp). The creature's base attack bonus and saving throw bonuses also progress below zero base on its negative HD.

Table: Negative BAB and Saves

HD Fast BAB Medium BAB Slow BAB Good Saves Slow Saves
0 +0 +0 +0 +2 +0
-1 -1 -1 -1 +1 -1
-2 -2 -2 -1 +1 -1
-3 -3 -3 -2 +0 -1
-4 -4 -3 -2 +0 -2
-5 -5 -4 -3 -1 -2
(-1) (-1) (HD x 3/4) (HD x 1/2) (HD x 1/2+2) (HD x 1/3)

A creature with less than 1 HD does not gain feats, racial feats, skill proficiencies, skill ranks, the choice of the extra hit point or skill rank, or ability score increases until it reaches 1 HD. Creature traits that scale off of Hit Dice consider negative HD as 0 HD.

Table: CP Ranges

HD CP Range
(+1) (+20)
2 40 to 59
1 20 to 39
0 0 to 19
-1 -20 to -1
-2 -40 to -21
(-1) (-20)

Guidelines

CP total for creatures that are intended to have class levels should total between 12 and 15 CP above its intended HD count.

CP total for creatures that not intended to have class levels should total up to 19 CP above its intended HD count.

CP total for templates should be as close as to the minimum CP amount as possible for its intended HD count. More than 3 CP over would make the combined base creature's creature traits and class levels (if any) with the template more difficult than its CR would indicate.

Standard Traits


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Ability Score Substitution (7 CP)

Select a first ability score, and then a second ability score. The creature can use the second ability score for all calculations and prerequisites that use the first ability score.

Special: This trait can be selected multiple times. Each time it is taken, select a new pair of ability scores.

Burrow (3 CP)

The creature has a burrow speed equal to its base speed, but not through rock. It cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing). For every additional CP spent, calculate the creature's burrow speed as if its base speed was one size larger.

Special: This trait can be taken a second time; when taken again, the creature can burrow through rock.

Climb (2 CP)

The creature has a climb speed equal to half of its base speed, and gains the +8 bonus on Climb checks that a climb speed normally grants. The climb speed can be increased by one size category for each additional 1 CP spent on this trait.

Fast Movement (4 CP)

The creature's base speed increases by 1 size category.

Special: This trait can be taken multiple times. Its effects stack.

Flight (4 CP)

The creature has a fly speed equal to its base speed (without the increase base speed from extra pairs of legs) with clumsy maneuverability. Reduce the cost of the trait by 2 if the creature has at least one pair of wings. For each pair of wings beyond the first, increase the fly speed by 10 feet and the maneuverability by one step (up to perfect). For each additional 1 CP spent, the creature’s fly speed increases by one size increase or the maneuverability improves by one step (up to perfect).

Powerful Build (3 CP)

The creature is considered to be one size larger than it is if doing so is advantageous to it. However, its space and reach remain those of a creature of its actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Size Increase (2 CP per size increase)

The creature's size increases by 1 step, and gains the following modifications: +2 Strength, -2 Dexterity, +1 Constitution, -1 size penalty to attack rolls, +1 size bonus to CMB and CMD, -1 size penalty to DV, -2 size penalty to Fly, -2^(number of sizes larger than Medium) size penalty to Stealth, creature's space and reach increases by 5 ft., and speed by 10 ft, height is doubled, weight is multiplied by 8.

Special: This trait can be taken multiple times. Its effects stack.

Sleepless (5 CP)

The creature does not need to sleep, unless it wants to gain any benefits from doing so. However, it still requires 8 hours of rest to regain any abilities that have that requirement.

Space Increase (2 CP)

The creature's space increases by 5 feet.

Stacking Class Levels (10 CP)

Select a class. If the creature possesses levels in that class, it can stack its racial Hit Dice to them to determine its effective class level for its abilities and caster level (and similar types of levels). However, this does not grant new abilities in that class.

Swim (2 CP)

The creature has a swim speed of equal to its base speed, and gain the +8 bonus on Swim checks that a swim speed normally grants. The swim speed can be increased by one size category for each additional 1 CP spent on this trait.

Defensive Traits


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Air Mastery (Ex) (4 CP)

Attacks targeting the creature from other creatures that are currently flying in the air take a penalty to attack and damage rolls equal to the creature's total HD.

Channel Resistance (2 CP)

The creature adds half of its total Hit Dice as a 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).

CMD Bonus vs. Maneuver (2 CP)

Select a combat maneuver. The creature gains a racial bonus equal to half of its total Hit Dice to its CMD against that maneuver.

Special: This trait can be taken multiple times. Each time it is taken, select a different combat maneuver.

Combat Maneuver Immunity (4 CP)

Select a combat maneuver. The creature cannot be targeted by that combat maneuver or ignores its effects.

Special: This trait can be taken multiple times. Each time it is taken, select a different combat maneuver.

Condition Immunity (2 CP)

Select one of the following conditions: blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappled, nauseated, panicked, paralyzed, petrified, pinned, shaken, sickened, stunned. The creature gains gains immunity against that effect.

Special: This trait can be taken multiple times. Each time it is taken, select a different condition.

Condition Saving Throw Bonus (1 CP)

Select one of the following conditions: blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappled, nauseated, panicked, paralyzed, petrified, pinned, shaken, sickened, stunned. The creature gains a racial bonus equal to half of its total Hit Dice on saving throws against that effect.

Special: This trait can be taken multiple times. Each time it is taken, select a different condition.

Creature Saving Throw Bonus (1 CP)

Select a creature type or subtype. The creature gains a racial bonus equal to half of its total Hit Dice on saving throws against abilities from those types of creatures.

Special: This trait can be taken multiple times. Each time it is taken, select a different creature type or subtype.

Damage Immunity (4 CP)

Select one of the following damage types: blundgeoning, piercing, or slashing. The creature gains immunity to that damage type.

Special: This trait can be taken multiple times. Each time it is taken, select a different damage type.

Damage Reduction (2 CP)

The creature gains damage reduction equal to their total Hit Dice of one of the following types: blundgeoning, magic, piercing, slashing or a special material. Increase the cost by 2 to change the type to either chaos, evil, good, or law. Increase the cost by 6 to change the type to either epic or mythic. Increase the cost by 8 to change the type to "—". Reduce the cost by half if the DR only applies to nonlethal damage. Reduce the cost by half to reduce the DR to half of the creature's total Hit Dice.

Special: This trait can be taken multiple times. Each time it is taken, select a different type of damage reduction. Multiple different damage reductions of the same value can be combined together by spending an additional 2 CP per different type beyond the first.

Damage Resistance (2 CP)

Select one of the following damage types: blundgeoning, piercing, or slashing. The creature gains resistance 5 to that energy type. That resistance increases by 5 at every 5th Hit Die. The creature cannot have damage immunity or damage vulnerability to that damage type.

Special: This trait can be taken multiple times. Each time it is taken, select a different damage type.

Energy Immunity (4 CP)

Select one of the following energy types: acid, cold, electricity, fire, force, or sonic. The creature gains immunity to that energy type. The creature cannot have energy resistance or energy vulnerability to that energy type.

Special: This trait can be taken multiple times. Each time it is taken, select a different energy type.

Energy in the Blood (3 CP)

Select one of the following energy types: acid, cold, electricity, or fire. The creature can choose to gain fast healing equal to half of its total Hit Dice for 1 round anytime they take damage of the selected energy type (whether or not this damage overcomes their energy resistance, if any). The creature can heal up to 2 hit points per HD per day with this ability, after which it ceases to function.

Special: This trait can be taken multiple times. Each time it is taken, select either a different energy type or a previously selected energy type. If a previous energy type is selected, the limit of healing per day increases by 2 per HD.

Energy Resistance (2 CP)

Select one of the following energy types: acid, cold, electricity, fire, force, or sonic. The creature gains resistance 5 to that energy type. That resistance increases by 5 at every 5th Hit Die. The creature cannot have energy immunity or energy vulnerability to that energy type.

Special: This trait can be taken multiple times. Each time it is taken, select a different energy type.

Fast Healing (6 CP)

The creature regains 1 hit point each round. Except for 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. Fast healing continues to function (even at negative hit points) until the creature dies, at which point the effects of fast healing immediately end.

Special: This trait can be taken multiple times. Each time it is taken, the number of hit points regained increases by 1.

Ferocity (1 CP)

If the hit points of the creature fall below to its negative Constitution score or lower, but it is not yet dead, it can continue to fight. If it does, it is disabled instead of falling unconscious. While in this state, the creature gains a +4 morale bonus to Strength, and a +2 morale bonus to Fortitude and Will Saves. It still dies when its hit points reach a negative amount equal to twice its Constitution score.

Flankless (2 CP)

The creature is not subject to flanking.

Fortitude Save Immunity (10 CP)

The creature is immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Gaseous Escape (5 CP)

When the creature is reduced to 0 hp or lower, it does not die. Instead, it turns into a gaseous form (as the gaseous form spell) except that no further damage can harm it. The creature can retain this form for a number of hours equal to its total Hit Dice, after which it returns to its normal form. Once it does, it is helpless or unconscious for eight hours, and regains hp as normal.

Good Saving Throw Progression (2 CP)

Select a saving throw type (Fortitude, Reflex, Will). The creature gains the good progression for that type of saving throw.

Special: This trait can be taken up to three times, once for each type of saving throw.

Incorporeal (10 CP)

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, spell-like 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.

Magic Immunity (27 CP)

The creature is immune to any spell or spell-like ability that allows spell resistance.

Magic Saving Throw Bonus (4 CP)

Select one of magic tradition. The creature gains a racial bonus equal to half of their total Hit Dice against spells and spell-like abilities of that magic tradition.

Special: This trait can be taken multiple times. Each time it is taken, select a different magic tradition.

Massive Damage Immunity (5 CP)

The creature is not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

No Discernible Anatormy (10 CP)

The creature is not subject to critical hits, flanking, and precision damage.

Nonlethal Damage Immunity (5 CP)

The creature is immune to nonlethal damage.

Regeneration (8 CP per hit point regenerated)

The creature heals damage at a fixed rate; they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms 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. Reduce the cost by 1 CP for each attack form that stops the regeneration. Increase the cost by 1 CP for each minimum point of damage beyond 1 needed to stop the regeneration. 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.

Resist Level Drain (1 CP)

Prerequisites: Negative energy affinity trait.

The creature takes no penalty from energy-draining effects, though it can still be killed if it accrues more negative levels than it has total Hit Dice. After 24 hours, any negative levels the creature has accrued are removed without the need for any additional saving throws.

Specific Slaying Method (4 CP)

The creature can only be slain or destroyed by a specific method. This method can be detailed freely, but must have at least one requirement. Increase the cost by 1 CP for each requirement beyond the first.

Spell Immunity (2 CP)

Select a spell. The creature gains immunity against that spell and effects with the same name.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell.

Spell Resistance (2 CP)

The creature gains spell resistance equal to 6 + their total Hit Dice. Increase the CP cost by 1 for each increase by 5.

Spell Saving Throw Bonus (2 CP)

Select a spell school, subschool, or descriptor. The creature gains a racial bonus equal to half of its total Hit Dice on saving throws against spells from that school and effects with the same name. Reduce the cost by 1 if a subschool or descriptor is selected.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell school, subschool, or descriptor.

Spell School Immunity (4 CP)

Select a spell school, subschool, or descriptor. The creature gains immunity against spells from that school and effects with the same name. Reduce the cost by 1 if a subschool or a descriptor is selected.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell school, subschool, or descriptor.

Split (2 CP)

Slashing and piercing weapons deal no damage to the creature. Instead, the creature splits into two identical creatures, each with half of the original’s current hit points (round down). A creature with this trait with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Stabilize (1 CP)

The creature gains a racial bonus equal to half of its total Hit Dice on saving throws to stabilize.

Target Immunity (4 CP)

The creature is immuned to spells and effects that target a specific number of creatures.

Vessel Rejuvenation (2 CP)

When the creature is reduced to 0 hp, its soul vessel immediately begins to rebuild the creature’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the soul vessel merely starts the process anew. After this time passes, the creature wakens fully healed (albeit without any gear it left behind on its old body).

Feat and Skill Traits


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Bonus Feat (2 CP)

Select a feat. The creature receives it as a bonus feat. It must still meet the feat's prerequisites.

Special: This trait can be taken multiple times. Each time it is taken, select a different feat.

Bonus Feat Progression (6 CP)

Select one extra feat at 1st Hit Die. At 4th HD, and every 3 HD after, they may select another extra feat. Decrease the cost by 1 CP for every 2 HD increase to the progression rate. Decrease the cost by 1 CP to limit the choice to a specific feat that can be taken multiple times.

Shadowless (2 CP)

The creature casts no shadows and shows no reflection in a mirror, granting a +4 bonus to Stealth checks.

Skill Bonus (2 CP)

Select a skill. If the selected skill has subskills, such as Knowledge (arcana) or Perfom (sing), specify the subskill. The creature receives a racial bonus to that skill of subskill equal its total Hit Dice. Reduce the cost by 1 to reduce the bonus to half of the creature's total HD.

Special: This trait can be taken multiple times. Each time it is taken, select a different skill.

Tail (1 CP)

The creature has a tail, which grants a +1 racial bonus to Acrobatics checks. Increasing the cost to 2 CP increases the racial bonus to equal the creature's total Hit Dice.

Special: This trait can be taken multiple times. Each time it is taken, another tail is added to the creature. Each tail's racial bonus only stacks with each other when the bonus is only +1.

Magic Traits


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Bonus Ki Points (3 CP)

The creature gains a number of ki point equal to their total Hit Diep. If it gains ki points from a different source, this ki point is added to that pool. In addition to any other ways in which the creature can use ki, it can expend the ki points as a simple action to either gain a dodge bonus equal to twice the number of ki points spent to DV for 1 round, or increase its base speed by 10 feet per ki point spent for 1 round. The bonus ki points do not allow the creature to make a ki strike unless it has another ability that allows it to do so, such as the ki pool from the monk class. Like other ki points, these ki points are replenished each morning after 8 hours of rest or meditation or using recharge actions.

Spell DC Bonus (2 CP)

Select a spell school, subschool, or descriptor. The creature adds a racial bonus equal to half of its total Hit Dice to the DC against spells from that school that it casts. Reduce the cost by 1 if a subschool or descriptor is selected.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell school, subschool, or descriptor.

Spell-Like Ability, At-Will (3 CP per spell level)

Select a spell. The creature can cast this spell as a spell-like ability at will, using its total Hit Dice as caster level. Use the spell's lowest listed spell level to calculate its CP cost. Any DC is based on the creature's highest mental ability score. Use the spell's lowest listed spell level to calculate its CP cost. Increase the CP cost per spell level by 1 to change this to a supernatural ability instead.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell.

Spell-Like Ability, Constant (3 CP per spell level)

Select a spell that the creature can cast upon itself with a duration longer than instantaneous, using its total Hit Dice as caster level. The spells effects are constantly active on the creature. Any DC is based on the creature's highest mental ability score. Use the spell's lowest listed spell level to calculate its CP cost. Increase the CP cost per spell level by 1 to change this to a supernatural ability instead.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell.

Spell-Like Ability, Limited (2 CP per spell level)

Select a spell. The creature can cast this spell as a spell-like ability a number of times equal to its total Hit Dice, using its total HD as caster level. Any DC is based on the creature's highest mental ability score. Use the spell's lowest listed spell level to calculate its CP cost. Increase the CP cost per spell level by 1 to change this to a supernatural ability instead.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell.

Spellcasting Progression (20 CP)

Select a full spellcasting class. The creature gains the spellcasting progression of that class with a limited list of spells known equal to the class' number of spells known. If the class does not have a spells known progression, the creature uses the class' spells per day as its number of spells known. The creature uses its total Hit Dice as its caster level, and uses the class' spellcasting ability score to determine bonus known spells and spell DCs.

Spellcasting Tradition Specialization (2 CP)

Select a spellcasting tradition. Creatures with this racial trait can choose 2 favored class bonuses every time they take a level in a favored spellcasting class with the selected tradition. They can use spell trigger and spell completion items for that favored class as if one level higher (or as a 1st-level character if they have no levels in that class).

Offensive Traits


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Ability Damage (3 CP)

Select a natural or touch attack or a special ability that targets another creature that the creature possesses. Next, select an ability score. The attack or ability deals 1 ability damage to that attribute. Increase the cost by 1 for each die size increase to the damage. At 7th Hit Die, and every 7 HD after, the ability damage increases by 1 size.

Special: This trait can be taken multiple times. Each time it is taken, select a different attack, ability, or ability score.

Aura, Fear (4 CP)

Creatures in a 15-foot radius that looks at the subject must succeed on a Will save or become frightened if their total Hit Dice are less than half of the subject's total HD, or become shaken otherwise. A creature that successfully saves cannot be affected again by the same creature’s aura for 24 hours. This is a mind-affecting fear effect. Increase the cost by 1 CP for every 5 feet increase to the starting range. At 7th Hit Die, and every 7 HD after, the aura's range increases by 5 feet.

Aura, Stench (4 CP)

Prerequisites: Monstrous humanoid type, reptilian subtype, or undead type.

The creature secretes a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the creature’s total Hit Dice + the creature’s Constitution modifier) or be sickened for a number of rounds equal to the creature's total HD. Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect. Increase the cost by 1 CP for every 5 feet increase to the starting range. At 7th Hit Die, and every 7 HD after, the aura's range increases by 5 feet.

Aura, Unnatural (4 CP)

Animals do not willingly approach the creature unless the animal’s master makes a Handle Animal, Ride, or wild empathy check. The DC is 10 + 1/2 the creature's total Hit Dice + the creature's Charisma modifier. The aura's radius centered on the creature starts at 15 feet, and increases by 5 feet at the creature's 7th HD, and every 7 HD after. Increase the cost by 1 CP for every 5 feet increase to the starting range. A successful check allows the animal to not be affected again by the same creature’s aura for 24 hours.

Blood Drain (6 CP)

Prerequisite: A natural attack.

Select a natural attack. When the creature deals damage with the selected attack, it can drain its target's blood, dealing 1 point of Constitution damage. This increases the creature's fast healing, regeneration, Strength, and Dexterity by half of the target's total Hit Dice for a number of rounds equal to the Constitution damage (if applicable). The target must have a Constitution score and have a blood system. Increase the cost by 1 CP for each die size increase to the damage. Increase the cost by 2 CP to increase the damage by 1.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Breath Weapon (Su or Ex) (20 CP; see text)

Prerequisites: At least one mouth.

The creature can use its breath weapon a number of times per day equal to its total Hit Dice + its Constitution modifier. After using its breath weapon, the creature must wait 1d4 rounds before being able to use it again. Breath weapons can be used while the creature is grappling or being grappled. The creature is immune to its own breath weapon. The breath weapon can inflict ability damage, a condition, a disease, energy damage, or a poison, or a combination thereof. Calculate the CP cost for each type of breath weapon before combining them together.

If the breath weapon deals ability score damage, select one ability score. The breath weapon deals 1 point of damage to the selected ability, and the danage increases by 1 die size every 3 HD the creature possesses beyond the first. Increase the cost by 10 CP for every additional ability score to be affected (up to an additional five). The damage applies equally to each ability score.

If the breath weapon inflicts a condition, select one of the following: dazzled, fascinated, fatigued, shaken. Increase the cost by 1 CP to instead select one of the following: blinded, exhausted, frightened, sickened. Increase the cost by 2 CP to instead select one of the following: confused, dazed, nauseated, panicked, stunned. Increase the cost by 3 CP to instead select one of the following: cowering, paralyzed, petrified, unconscious. The duration of the condition lasts 1 round, and increases by 1 die size every 3 HD the creature possesses beyond the first. For each additional condition the breath weapon will inflict, add each one's cost to the total.

If the breath weapon deals energy damage, select one type of energy: acid, cold, electricity, fire. The breath weapon deals 1 point of the selected energy damage, and increases by 1 die size for every additional HD the creature possesses beyond the first. An additional energy type can be added at a cost of 5 CP. The damage is split evenly between each type, but additional energy types can only be added if minimum damage split is 1 (so the breath weapon must deal at least 2 damage to have two energy types, at least 3 damage to have three types, and so on).

if the breath weapon that inflicts a disease or a poison, use the Disease and Poison traits respectively to determine its effects and add its cost to the breath weapon's cost. Select if the disease or poison is applied via contact, ingested, inhaled, or injury. The breath weapon may have a separate saving throw aside from the one for the disease or poison.

Select the area of effect: cloud, cone, line. The range of the cloud equals the creature's reach. The range of the cone equal twice the creature's reach. The range of the line is three times the creature's reach.

Select one type of saving throw: Fortitude, Reflex, Will. Targets affected by the breath weapon can make that save for half damage, half duration, or against the disease or poison (minimum 0). The DC is 10 + half of the creature's total HD + Constitution modifier.

Special: This trait can be taken multiple times. Each time it is taken, the creature gains an additional breath weapon. A creature with multiple breath weapons must still wait 1d4 rounds after using any one of them before reusing the same or a different breath weapon.

Channel Energy (6 CP)

Select either positive or negative energy. The creature can channel the selected type of energy as a cleric of a level equal to its total Hit Dice. The creature can use this ability a number of times per day equal to its total HD + its Charisma modifier. The save DC is Charisma-based. If the creature gains this ability with the same energy type from a class, it instead stacks its racial HD with its class levels to determine the ability's effective cleric level.

Constrict (4 CP)

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), including the first check to establish the grapple. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack.

Create Spawn (2 CP)

The creature is able to create more of its kind outside of the means of natural reproduction. While the details of how the creature is able to create its spawn can be detailed freely, there must be at least one requirement that the creature must meet in order to do so. Decrease the cost by 1 CP for each requirement beyond the first. Increase the cost by 5 CP to have the new spawn under a permanent dominate monster effect to its progenitor. The progenitor may dominate spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed. The progenitor may free an dominated spawn in order to dominate a new spawn, but once freed, the spawn cannot be enslaved again. The final cost cannot go below 0 CP.

Death Throes (4 CP)

Upon dying or being destroyed, the creature explodes, delivering damage or other effects to creatures in an area centered around it. The area's radius equals twice the creature's reach. Increasing the radius cost 1 CP per 5 feet.

The death throes deal 1 point of damage per Hit Die of a physical type of damage (bludgeoning, piercing, or slashing). Increasing the damage die costs 1 CP per step. Increase the cost by 2 CP to change the damage type to a basic energy type (acid, cold, electricity, or fire), or by 4 CP to change it to an advanced energy type (force, holy, positive, negative, sonic, or unholy). The damage can also be split evenly over a combination of the aforementioned damage types; increase the cost by 1 CP to add a physical damage type, 2 CP to add a basic energy type, and 4 CP to add an advanced energy type. Creatures caught in the area can make a Reflex save for half damage. The DC equals 10 + 1/2 the creature's total HD + its Constitution modifier.

Instead of damage, the death throes can inflict a condition on creatures in its area. Creatures can make a Fortitude save to negate. Increase the cost by 2 CP to add another condition to inflict; a separate Fortitude save is needed for the additional condition. This can be combined with inflicting damage by increasing the CP cost as if adding a damage type described above.

Disease (2 CP)

Prerequisite: Natural attack.

Select a natural attack the creature possesses. When this attack succeeds and deals damage, the target suffers a disease. The disease's Fort DC is equal to 10 + 1/2 the creature's total Hit Dice + the creature's Constitution modifier. The onset is immediate. The frequency is 1/round for 1 round. The effect is 1 damage to one chosen ability score. The cure is 1 save.

Increase the cost by 2 CP to add another ability score to be damaged by 1 point. Increase the cost by 1 CP for each additional round to the frequency duration beyond the first, for each effect damage die size increase, or for each additional save needed to be cured. Increase the cost by 2 CP to not have the effect healed while the subject is still infected. If the duration is indefinite, add 10 CP to the cost. Decrease the cost by 1 CP for changing the frequency rate to per minute, 2 CP for per hour, and 3 CP for per day. Decrease the cost by 1 CP adding a 1 round onset, 2 CP for 1 minute, 3 CP for 1 hour, and 4 CP for 1 day; further decrease by 1 CP when increasing the onset time for each die size. The cost can never fall below 2 CP.

Death Burst: Increase the cost by 4 CP to have the disease explode from the creature upon its death. All creatures adjacent to the creature are exposed to the disease as if they were struck the selected natural attack. Increase the cost by 1 CP to extend the range by every 5 feet.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Distraction (4 CP)

The creature can nauseate the creatures that it damages. Any living creature that takes damage from it is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) negates the effect.

Energy Damage Boost (1 CP)

Prerequisites: A natural attack.

Select a natural attack and an energy type (acid, cold, electricity, or fire). When the creature deals damage with the selected attack, the creature can choose to deal 1 point of damage of the selected energy type, up to a number of times per day equal to its total Hit Dice. The damage increases by 1 die size at the creature's 4th Hit Die and every 3 HD after. Increase the cost by 1 CP to increase of the starting damage by 1 die size. Multiply the cost by 10 to not limit the number of times the attack deals the energy damage.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack. Choose either the same or a different type.

Energy Drain (18 CP)

Prerequisite: A natural attack.

Select one of the creature's natural attacks. When the creature deals damage with this attack, it also inflicts 1 negative level on the target. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, 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 the draining creature’s total HD + the draining creature’s Charisma 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.

Increase the cost by 2 CP for each additional negative level inflicted.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Engulf (4 CP)

The creature can engulf creatures up to its size 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 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. The save DC is Strength-based. This trait counts as a natural attack.

Hatred (2 CP)

Select a creature type or a subtype if primanoid or outsider creature type is chosen. The creature gains a racial bonus on attack rolls equal to half of their total Hit Dice against creatures of this subtype or this type.

Improved Natural Critical (4 CP)

Prerequisites: At least one natural attack.

Select one natural attack the creature possesses. Increase the attack's critical threat range by 1.

Special: This trait can be taken multiple times. Its effects stack if applied to a previously selected natural attack, or a different natural attack can be selected.

Ignore Concealment (4 CP)

The creature ignores concealment.

Ignore Cover (4 CP)

The creature ignores cover except for total cover.

Natural Attack (2 CP)

Select a body part that the creature possesses, then a natural attack that fits that body part. At the creature's 7th Hit Die, and every 7 HD after, the natural attack's damage increases by 1 size.

Special: This trait can be taken multiple times. Each time it is taken, select a natural attack for a different body part.

Natural Ranged Attack (2 CP)

The creature gains a natural ranged attack that deals 1 point of damage with range of 10 feet, usable a number of times per day equal to its total Hit Dice. Choose what type of damage the attack does from the following: blundgeoning, piercing, or slashing; increase the cost by 1 CP to add another type of damage. Increase the cost by 1 CP to change the damage to one of the following energy types: acid, cold, electricity, or fire; increase the cost by 2 CP to add an energy type. Increase the cost by 3 CP to change the damage type to either force or sonic damage; increase the cost by 3 CP to add either damage type. Increase the cost by 1 CP for each damage die increase.

Increase the cost by 1 CP to increase the range by 10 feet. The damage can be changed from a single target to a burst area with a radius of 5 feet by increasing the cost by 2 CP; the radius can be increased by 5 feet for each additional 2 CP. Targets within the area are allowed a Reflex save for half damage; the saving throw is Constitution-based.

Conditions can be inflicted on the targets when damaged at a cost of 2 CP each. Each condition has a saving throw to negate (choose which one); the saving throw is Constitution-based. The condition's duration lasts for 1 round; increase the cost by 1 CP to increase it by 1 die size. If the attack targets an area and the condition requires a Reflex save, then only one Reflex save is needed for both halving the damage and negating the condition; otherwise the target makes separate saving throws.

This attack counts as a natural attack.

Special: This trait can be taken multiple times.

Natural Touch Attack (3 CP)

The creature gains either a melee or ranged natural touch attack that targets the target's touch DV, dealing damage equal to an "other" type natural attack of the creature's size.

Special: This trait can be taken a second time. When taken again, the creature gains a ranged natural touch attack if the first touch attack was melee, and vice versa.

Negative Energy Damage (2 CP)

Prerequisite: A natural attack, Powered by Negative Energy trait.

Select a natural attack that the creature possesses. This attack deals negative energy damage, and adds a +1 bonus to damage for every 2 Hit Dice the creature possesses. As negative energy, this damage can be used to heal creatures with the Negative Energy Affinity or Powered by Negative Energy traits.

Paralysis (5 CP)

Prerequisite: Natural attack.

Select a natural attack the creature possesses. When this attack deals damage, it inflicts paralysis. Paralyzed creatures cannot move, speak, or take any physical actions. The target creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature’s racial HD + the paralyzing 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 paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. The duration of the paralysis starts 1 round, and can be increased by 1 die size for every addition 2 CP spent. The duration can be made permanent by increasing the cost by 15 CP instead.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Poison (2 CP)

Prerequisite: Natural attack.

Select a natural attack the creature possesses. When this attack succeeds and deals damage, the target suffers an injury poison. The poison's Fort DC is equal to 10 + 1/2 the creature's total Hit Dice + the creature's Constitution modifier. The onset is immediate. The frequency is 1/round for 1 round. The effect is 1 damage to one chosen ability score. The cure is 1 save.

Increase the cost by 2 CP to add another ability score to be damaged by 1 point. Increase the cost by 1 CP to increase the damage die for one ability score by 1 size. Increase the cost by 1 CP for each additional round to the frequency duration beyond the first, for each effect damage die size increase, for each additional save needed to be cured, or if the saves need to be consecutive. Increase the cost by 2 CP to not have the effect healed while the subject is still infected. If the duration is indefinite, add 10 CP to the cost. Decrease the cost by 1 CP for changing the frequency rate to per minute, 2 CP for per hour, and 3 CP for per day. Decrease the cost by 1 CP adding a 1 round onset, 2 CP for 1 minute, 3 CP for 1 hour, and 4 CP for 1 day; further decrease by 1 CP when increasing the onset time for each die size. The cost can never fall below 2 CP.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Poison Use (1 CP)

The creature is skilled with poison and never risk accidentally poisoning itself when applying it to weapons.

Pounce (4 CP)

When a creature with this special attack makes a charge, it can attack with all of its wielded weapons and natural attacks (including rake attacks if the creature also has the rake ability).

Powerful Attack (4 CP)

Prerequisites: At least one natural attack.

Select one of the creature's natural attacks. The creature applies twice its Strength modifier to this attack's damage.

Rake (4 CP)

Prerequisites: 2 or more legs.

A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a creature with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A creature 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.

Reach (2 CP)

The creature's reach increases to that of a creature 1 size larger.

Special: This trait can be taken multiple times. Its effects stack.

Rend (6 CP)

Prerequisites: 2 or more natural attacks.

Select two or more of the creature's natural attacks. If it hits with these attacks in 1 round, the creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The additional damage is usually equal to the damage caused by one of the attacks with the same modifiers.

Smite (4 CP)

Prerequisites: Charisma score.

Select an alignment: chaotic, evil, good, lawful. A number of times per day equal to the creature's total Hit Dice, the creature can activate as a simple action its smite ability against a target. The creature applies its Charisma bonus (minimum +1) to attack rolls and a damage bonus equal to its total HD against the target until the target is dead or until the creature rests. If the target's alignment does not match the chosen alignment, then the smite has not effect and its use is wasted.

Special: This trait can be taken multiple times. Each time it is taken, select a different alignment.

Swallow Whole (4 CP)

Prerequisites: Bite natural attack.

If a creature with this special attack begins its turn with an opponent grappled in its mouth (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 bite damage. Increase the cost by 4 CP to make this ability a fast swallow whole to allow the creature to use this ability as a free action at any time during its turn. By default, the opponent can be up to one size category smaller than the swallowing creature; reduce the cost by 1 CP to reduce the size limit for each size category, and increase the cost by 4 CP to increase the size limit for each size category.

Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s statistics. 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 1/5 the creature’s total hit points; damage dealt is also deducted from the creature's current hit points), or it can just try to escape the grapple. The Defense Value of the interior of a creature that swallows whole is normally 10 with no modifiers for size or Dexterity with a DR/armor equal to 1/2 of its natural armor bonus (other forms of damage reduction still apply). 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.

Tail Sweep (4 CP)

Prerequisites: Tail slap natural attack.

As a simple action, the creature can sweep its tail in a half-circle with a radius of equal to its reach, 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 creature. A tail sweep automatically deals damage equal to the creature's tail slap. Affected creatures can attempt Reflex saves to take half damage; the DC is Constitution-based.

Trample (4 CP)

Prerequisites: Slam natural attack.

As a full-attack 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 the trampling creature’s slam damage. Targets of a trample can make an attack of opportunity, but at a disadvantage. 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 the creature’s HD + the creature’s Str modifier + the creature's Dex modifier (the exact DC is given in the creature’s descriptive text). 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.

Weapon Attack Bonus (3 CP)

Select a weapon group. The creature gains a racial bonus equal to half of their total Hit Die (minimum +1) to attack rolls made with weapons belonging to that group. Reduce the cost by 1 CP to limit to a specific weapon.

Web (4 CP)

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 a number of times per day equal to the creature's total Hit Dice + its Constitution modifier (minimum 1). This is similar to an attack with a net but has a range increment equal to twice its reach, 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 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.

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.

Whirlwind (Su) (4 CP)

Prerequisites: slam natural attack.

The creature can spend a simple action to transform into a whirlwind for up to 1 round per HD before resuming its original form (minimum 1 round). 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. It is a free action to return to the original form.

The whirldwind's base occupies a space of 5 ft. The whirlwind's height equals that of the creature's (minimum 5 ft.). Each 10 ft. increment of the whirlwind's height above the first 5 ft. of height occupies a space 5 ft. larger than the previous.

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 the 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 of the creature’s HD + the its Strength 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 disadvantage 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.

Voracious (2 CP)

Prerequisite: Bite attack.

Select a creature or material type or subtype. The damage of the creature's bite attack is two sizes larger against creatures and objects with the selected type or subtype.

Senses Traits


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All-Around Vision (4 CP)

The creature has some way of seeing all around it, granting them a +4 racial bonus on Perception checks and making them immune to flanking.

Blindsense (4 CP)

The creature has blindsense up to 30 feet. Using nonvisual senses, such as acute smell or hearing, the creature notices things it cannot see. 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. At the creature's 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Blindsight (7 CP)

The creature has blindsight up to 30 feet. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, the creature 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. The creature usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Reduce the cost by 1 CP to require the creature to use a free action to activate the blindsight, gaining the benefits only during its turn. At the creature's 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Carrion Sense (1 CP)

The creature has a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Darkvision (2 CP)

The creature can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet.

Low-Light Vision (1 CP)

The creature can see twice as far as humans in conditions of dim light. At 7th Hit Die, it can see three times as far, four times as far at 14th HD, and so on every 7 HD after.

Scent (3 CP)

The creature has the scent ability.

Tremorsense (3 CP)

The creature 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. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Water Sense (2 CP)

Prerequisites: Aquatic subtype or amphibious racial trait.

The creature can sense vibrations in water, granting it blindsense 30 feet against creatures in contact with the same body of water. At 7th Hit Die, and every 7 HD after, the range increases by 30 feet.

Other Traits


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Amphibious (2 CP)

Prerequisites: Swim trait.

The creature is amphibious and can breathe both air and water. It can cast spells and use its breath weapon freely while submerged in water.

Arm-walking (10 CP)

Prerequisites: At least one pair of arms.

The creature can use one pair of arms as part of its terrestrial locomotion, gaining a +10 bonus to its base speed and a +4 bonus to CMD against trip. Either arm cannot be carrying or wielding an object of the creature's size or larger. When arm-walking, the arms involved cannot be used for any other action, such as making an attack or used for the somatic component for spellcasting. The creature can choose to be in arm-walking mode even while standing still to simply benefit from the bonus against trip. Shifting from using the arms for walking and back are each a free action action that can be done multiple times during the creature's turn.

Special: If the creature has multiple pairs of arms, this trait can be taken for each. Its effects stack.

Compression (2 CP)

The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Consumption of Flesh (5 CP)

Prerequisites: Bite natural attack.

By spending a full-round provoke action, the creature can devour a creature's corpse or a helpless creature. At the start of its next turn, the creature gains regeneration (acid, fire). The amount of regeneration depends on the state of the victim. If the victim is still alive when the action is taken, the creature inflicts a coup de grace with its bite attack and the regeneration value is 5. The value decreases to 4 if the victim died within 1 round, to 3 if within 1 minute, to 2 if within 1 hour, and to 1 for longer. The regeneration lasts for a number of rounds equal to the creature's Charisma modifier. The corpse is no longer in an intact state for effects that require a complete corpse (such as raise dead).

No Breath (4 CP)

The creature does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.

Occupy Same Space (2 CP)

The creature can move in and out, and occupy the same space as another creature of any size without any impediment, although it provokes an attack of opportunity if it does so.

Pair of Wings (2 CP)

The creature gains a pair of wings. It takes no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, the creature can move up to 5 feet in any horizontal direction for every 1 foot it falls, at a speed of 60 feet per round. It cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Special: This trait can be taken multiple times. Its effects do not stack.

Prehensile Appendage (1 CP)

Select one of the creature's appendages that is not able to hold an object. That appendage is long and flexible enough that it can be used to carry objects. It cannot wield weapons, but it can retrieve small, stowed objects carried on the creature and draw a weapon of the creature's size or smaller as a simple action.

Special: This trait can be taken multiple times. Each time it is taken, select a different appendage.

Shapeable Space (2 CP)

Prerequisite: The creature's space must be more than one 5-foot square.

The creature can shape its space as it desires as long as all squares are contiguous.

Suction (6 CP)

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

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Ability Damage Immunity (5 CP)

Select an ability score. The creature is immune to ability damage to that ability score.

Special: This trait can be taken multiple times. Each time it is taken, select a different ability score.

Ability Drain (Ex or Su) (5 CP)

Select a natural or touch attack or a special ability that targets another creature that the creature possesses. Next, select an ability score. The attack or ability deals 1d4 ability drain to that attribute. Double the cost each time the damage die is increased by 1 size.

Special: This trait can be taken multiple times. Each time it is taken, select a different attack, ability, or ability score.

Ability Drain Immunity (5 CP)

Select an ability score. The creature is immune to ability drain to that ability score.

Special: This trait can be taken multiple times. Each time it is taken, select a different ability score.

Ability Score Increase (2 CP)

Select an ability score. It increases by 1.

Special: This trait can be taken multiple times. Its effects stack.

Animal Empathy (1 CP)

Select one type of animal. The creature gains a racial bonus equal to half of its total Hit Dice on Handle Animal, Knowledge (nature), Ride, and wild empathy checks towards the selected animal.

Special: This trait can be taken multiple times. Each time it is taken, select a different type of animal.

Automatic Attack (10 CP)

The creature does not need to make attack rolls and automatically hits with its attacks and combat maneuvers. It can never miss, nor make critical hits. The target of an automatic ranged attack can make a Reflex save for half damage at a DC 10 + 1/2 of the creature's total Hit Dice + its Dexterity modifier.

Base Attack Bonus Progression, Slow (-1 CP)

The creature's base attack bonus is equal to 1/2 of its total Hit Dice.

Base Attack Bonus Progression, Medium (0 CP)

The creature's base attack bonus is equal to 3/4 of its total Hit Dice.

Base Attack Bonus Progression, Fast (+1 CP)

The creature's base attack bonus is equal to its total Hit Dice.

Base Saving Throw Progression, Fast (+1 CP)

Select one type of saving throw. The creature's base saving throw progression for that type is fast.

Special: This trait can be taken two more times. Each time it is taken, select a different type of saving throw.

Change Shape, Greater (6 CP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.

As a supernatural ability, the creature can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

Change Shape, Lesser (3 CP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.

As a supernatural ability, the creature can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.

Class Skill (1 CP)

Pick up to two skills. These skills are always considered class skills for the creature. If a skill has specific subtypes, such as Knowledge (arcana) or Perfom (sing), two subtypes of the same skill can be selected instead of one skill.

Special: This trait can be taken multiple times. Each time it is taken, select two different skills.

Combat Maneuver Bonus (2 CP)

Select a combat maneuver. The creature gains a racial bonus equal to half of its total Hit Dice on attack rolls for that maneuver.

Special: This trait can be taken multiple times. Each time it is taken, select a different combat maneuver.

Concentration Bonus (1 CP)

The creature gains a racial bonus equal to half of its total Hit Dice on concentration checks.

Constant Spell ( CP per spell level + 1)

Select a spell or that targets a creature and does not have a duration of Instantaneous. The spell's effects are always active on the creature. The creature can dismiss the spell's effects as a free action, and reactivate it as a standard action. Use the spell's highest listed spell or power level to calculate its CP cost. The final cost is reduced by [tbd] if the spell's original duration was counted in hours, reduced by [tbd] if the original duration was counted in days, or reduced by [tbd] if the original duration was permanent (minimum 1 CP).

Special: This trait can be taken multiple times. Each time it is taken, select a different spell or power.

Constrict (2 CP)

Prerequisites: Natural attack with the grab ability.

Select a natural attack with the grab ability that the creature possesses. The creature 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 of the selected natural attack.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack with the grab ability.

Energy Affinity (1 CP)

Select one of the following energy types: acid, cold, electricity, or fire. A creature with the sorcerer elemental bloodline matching the selected energy type treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Spellcasting creatures with the domain matching the selected energy type use their domain powers and spells at +1 caster level.

Special: This trait can be taken multiple times. Each time it is taken, select either a different energy type or a previously selected energy type. If a previous energy type is selected, the treated Charisma score is increased by 2, and the caster level bonus is increases by 1.

Extra Eye (1 CP)

The creature gains an additional eye, gaining a +1 bonus to Perception checks.
Special: This trait can be taken multiple times. Its effects stack.

Extra Pair of Arms (4 CP)

The creature gains an additional pair of arms and hands.

Extra Pair of Legs (8 CP)

The creature gains an additional pair of legs, increasing its land speed by 1 size category and granting a +4 bonus to CMD against trip maneuvers.

Special: This trait can be taken multiple times. Its effects stack.

Flash of Insight (20 CP)

Once per day as a free action that can be taken out of its turn, but only once per round, the creature 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 creature only, and cannot be applied to the rolls of others.

Grab (4 CP)

Prerequisite: Bite, claw, pincer, slam, tail slap, or tentacle natural attack.

Select one of the creature's natural attacks; that attack has the grab ability. When the creature hits a target up to its size with that natural attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. The attack does not need to deal damage in order to start the grapple. 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. The creature can grab targets larger than itself by paying an additional 2 CP per size category.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack that the creature possesses.

Hit Dice d6 (-1 CP)

Hit Dice d8 (0 CP)

Hit Dice d10 (1 CP)

Hit Dice d12 (2 CP)

Hive Mind (5 CP)

The creature shares a telepathic bond with other members of their hive that enhances their hive mates’ perception. As long as the creature is within telepathic range of at least one hive mate, it gains a +4 racial bonus on initiative checks and Perception checks. If at least one hive mate disbelieves an illusion, all hive mates within its telepathic range are also considered to disbelieve that illusion. If one hive mate is aware of combatants, all other hive mates within the range of its telepathy are also aware of those combatants. If one hive mate is targeted by a mind-affecting effect, all other hive mates within the range of its telepathy are also affected. The default telepathy range is 5 feet, and can be increased by 5 feet for every 1 CP spent in addition to the trait's base cost.

Hold Breath (1 CP)

The creature can hold its breath for a number of rounds equal to twice its Constitution score before risking drowning or suffocating. At 7th Hit Die, the duration extends to three times, and so on every 7 HD after.

Hungerless (5 CP)

The creature does not need to eat or drink, unless it wants to gain any benefits from doing so.

Initiative Bonus (2 CP)

The creature gains a bonus on initiative checks equal to half of its total Hit Dice.

Light and Dark (1 CP)

As a supernatural ability, the creature can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. The creature can use this ability a number of times per day equal to its total Hit Dice, and the ability lasts for 1 minute once activated.

Lucky (1 CP)

A number of times per day equal to its total Hit Dice, the creature can reroll a natural 1 on any d20 roll. It must accept the new result.

Mimic Class Ability Per Day (4 CP)

Select a class ability. The creature can use this class ability a number of times per day equal to its total Hit Dice, using its total HD as the ability's class level, for a duration of a number of rounds equal to its total HD.

Multiplied Attack (6 CP)

The damage of all of the creature's attacks are increased by one size category.
Special: This trait can be taken multiple times. Its effects stack.

Natural Armor (2 CP)

The creature gains a natural armor bonus equal to its total Hit Dice.

Naturally Psionic (3 CP)

The creature gains the Wild Talent feat as a bonus feat at 1st Hit Die. If the creature takes levels in a psionic class, it instead gains the Psionic Talent feat. At 4th HD, and every 3 HD after, it gains the Psionic Talent feat as a bonus feat.

Overcome Spell Resistance (2 CP)

The creature gains a racial bonus equal to its total Hit Dice on caster level checks to overcome the target's spell resistance.

Psionic Aptitude (0 CP)

When the creature takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.

See in Darkness (4 CP)

The creature can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Skill Ranks 2 (0 CP)

Skill Ranks 4 (1 CP)

Skill Ranks 6 (2 CP)

Skill Ranks 8 (3 CP)

Skilled (3 CP)

The creature gains an additional skill rank at 1st Hit Die and one additional rank whenever they gain a HD. It also gets one free skill proficiency increase at 1st HD, and again at 5th HD and every five HD after.

Slow and Steady (0 CP)

The creature's speed is reduced by 10 feet, but its speed is never modified by armor or encumbrance.

Surge (3 CP)

A number of times per day equal to its total Hit Dice as a reaction, the creature can innately cause a surge of power, granting a bonus equal to half of its total HD on any one d20 roll; this ability must be activated before the roll is made. When the creature uses this power, it glows with light equivalent to that of a torch in illumination for 1 round.

Talented Companion (2 CP)

When the creature acquires an animal companion, bonded mount, cohort, or familiar, that companion gains a +2 bonus to one ability score and -2 to another of the creature’s choice.

Terrain Stride (1 CP)

Choose a ranger favored terrain type. The creature can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Special: This trait can be taken multiple times. Each time it is taken, select a different terrain type.

Toxic (Ex) (1 CP)

Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype.

The creature gains the following extraordinary ability: a number of times per day equal to its Constitution modifier + its total Hit Dice, the creature can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a simple action. When this trait is taken, choose one of the following venoms:

  • Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the creature’s total HD + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
  • Paralytic Venom: Injury; save Fort DC 10 + the 1/2 creature’s total HD + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  • Weakening Venom: Injury; save Fort DC 10 + 1/2 the creature’s total HD + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Trip (2 CP)

Prerequisite: The creature has a natural attack.

Select one natural attack that the creature possesses. When that natural attack hits, the creature can attempt a trip maneuver as a free action
without provoking an attack of opportunity. If the attempt fails, the creature is not tripped in return.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Untrained Skill Checks (2 CP)

Select a trained skill. The creature can make checks with that skill while being untrained in it. If a subtype of a skill is chosen, such as Knowledge (arcana), reduce the cost by 1 CP.

Special: This trait can be taken multiple times. Each time it is taken, select a different trained skill.

Weapon Familiarity (1 CP)

Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, choose a group that includes the same name as one of the creature's subtypes. The creature is proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.

Special: This trait can be taken up to two times. The second time it is taken, the creature becomes proficient with another two weapons or one weapon and a racial weapon group.

Weakness Traits


[Edit]

Ability Score Decrease (-2 CP)

Select an ability score. It decreases by 1. This can never result in an ability score of 0 or less. Instead, should the ability score decrease result in less than 1, the ability score is reduced to 1/2, then 1/3, 1/4, and so on. The modifier for theseability score fractions progress at the same rate as before: -5 at 1/2, -6 at 1/3 and 1/4, -7 at 1/5 and 1/6, and so on. For fractional Strength scores, multiply the fraction with the carrying capacity limits for a Strength score of 1.

Special: This trait can be taken multiple times. Its effects stack.

Table: Fractional Ability Score Modifiers

Ability Score Modifier
1-1/2 -5
1/3-1/4 -6
1/5-1/6 -7
1/7-1/8 -8
(-2) ((-n-8)/2)i
iWhere n equals the denominator.

Addiction (-4 CP)

Select an effect or substance. The creature is naturally addicted to the selection. The addiction's save is either Fortitude (for physical addictions) or Will (for mental addictions) with a DC of 15. Decrease the cost by 1 CP to increase the DC by 2, and increase the cost by 1 CP to decrease the DC by 1. The onset is 1 day. Increase the cost by 1 CP to increase the onset to 1 week, and 2 CP for 1 month. Decrease the cost by 1 CP to reduce the onset to 1 hour. The frequency is 1/day. Increase the cost by 1 CP to increase the frequency to 1/week, and 2 CP for 1/month. Decrease the cost by 1 CP to reduce the frequency to 1/hour. The effect is a -1 penalty to one selected ability score that increases by -1 after every failed save attempt. Decrease the cost by 1 CP to add another affected ability score. The cure is 1 successful save. Decrease the cost by 1 CP to increase the number of consecutive successful saves needed by 1. Decrease the cost by 5 if the addiction cannot be cured. The cost cannot exceed 0 CP.

Special: This trait can be taken multiple times. Each time it is taken, select a different effect or substance to be addicted to.

Antipathy (-4 CP)

Select an object. The creature is repelled by the presence of this object as per the antipathy spell except for the following. The creature must stay at least 5 feet away from the object unless it makes a DC 25 Will save. If the item is being held by a creature, add the creature's Charisma modifier to the DC.

Special: This trait can be taken multiple times. Each time it is taken, select a different object.

Area of Effect Vulnerability (-4 CP)

The creature receives 50% more damage from attacks and effects that target an area, such as splash weapons and many evocation spells.

Armless (-10 CP)

The creature has no arms, and cannot hold items or wield weapons without any special abilities.

Blind (-4 CP)

The creature either has no eyes or their eyes do not provide visual sight. The creature has the blinded condition, and are immune to gaze attacks and to visual spells and effects.

Classless (-20 CP)

The creature cannot gain any class levels, and loses any class levels it originally had. It loses all abilities and bonuses associated with those class levels.

Condition Vulnerability (-1 CP)

Weakness: Select one of the following conditions: blinded, confused, cowering, dazed, dazzled, deafened, energy drained, entangled, exhausted, fascinated, fatigued, flat-footed, frightened, grappled, nauseated, panicked, paralyzed, petrified, pinned, shaken, sickened, stunned. The creature suffers disadvantage on saving throws against that effect. The creature cannot have condition immunity or saving throw bonus to that condition.

Special: This trait can be taken multiple times. Each time it is taken, select a different condition.

Cultureless (-6 CP)

The creature does not gain any cultural traits, and loses any it might have already possessed.

Deaf (-2 CP)

The creature either has no ears or their ears do not provide auditory senses. The creature has the deafened condition, and are immune to auditory spells and effects.

Disabling Point (-5 CP)

Select a type of material and an bodily organ. When the creature is dealt piercing damage to the selected organ with an item made out of the selected material, the creature becomes paralyzed as long as the organ remains pierced with the item.

Special: This trait can be taken multiple times. Each time it is taken, select either a different type of material or a different organ.

Energy Vulnerability (-2 CP)

Weakness: Select one of the following energy types: acid, cold, electricity, fire, force, or sonic. The creature gains vulnerability to that energy type. The creature cannot have energy immunity or resistance to that energy type.

Special: This trait can be taken multiple times. Each time it is taken, select a different energy type.

Gearless (-20 CP)

The creature does not normally posessess nor use equipment. The creature can be given equipment from an outside source so long as the equipment is appropriate for the it.

Increased Appetite (-1 CP)

The creature must consume the same amount of food and liquids as a creature one size large than it in order to not starve. The daily amount of food and liquids is doubled for each size larger.

Legless (-12 CP)

The creature has no legs, and must crawl or slither to move across the ground. Its base speed reduced by 3 sizes, and it cannot be tripped. It has no feet slot for magic items.

Light Blindness (-2 CP)

Prerequisites: Darkvision.

Weakness: Abrupt exposure to bright light blinds this creature for 1 round; on subsequent rounds, it is dazzled as long as it remains in the affected area.

Light Sensitivity (-1 CP)

Prerequisites: Darkvision.

Weakness: This creature is dazzled as long as it remains in an area of bright light or within the radius of a daylight spell.

Mindless (-30 CP)

The creature does not have an Intelligence score, is immune to all mind-affecting effects, does not gain cultural traits and loses any it had possessed, and does not gain feats or skill ranks.

Morale Immunity (-1 CP)

The creature are not affected by any morale modifiers.

Negative Energy Affinity (-1 CP)

Weakness: The creature is alive, but is healed by negative energy and harmed by positive energy, as if it were an undead creature.

No Ability Score (-14 CP)

Select an ability score. The creature is not considered to have this ability score.

Special: This trait can be taken up to 6 times. Each time it is taken, choose a different ability score.

No Dying State (-2 CP)

The creature is immune to the disabled and dying conditions, and dies or is destroyed at 0 hp.

No Feats (-12 CP)

The creature does not gain feats, and loses all non-bonus feats.

No Skill Ranks (-1 CP)

The creature does not gain skill ranks, and loses all current skill ranks.

No Special Qualities (-15 CP)

The creature loses most special qualities. It retains any extraordinary special qualities that improve its melee or ranged attacks.

One-Eye (-1 CP)

The creature only has one eye, and lacks depth perception. They receive a -1 penalty on ranged attacks.

Powered by Negative Energy (-1 CP)

The creature is healed by negative energy and harmed by positive energy.

Resurrection Vulnerability (-2 CP)

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

Shortened Reach (-2 CP)

The creature's reach is reduced by 5 feet.

Size Decrease (-4 CP per size decrease)

The creature's size decreases by 1 step, and gains the following modifications: -2 Strength, +2 Dexterity, -1 Constitution, +1 size bonus to attack rolls, -1 size penalty to CMB and CMD, +1 size bonus to DV, +2 size bonus to Fly, +2^(number of sizes smaller than Medium) size bonus to Stealth, creature's space and reach decreases by 5 ft., and speed by 10 ft, height is halved, weight divided by 8.

Special: This trait can be taken multiple times. Its effects stack.

Skill Disadvantage (-1 CP)

Select a skill. The creature gains disadvantage on this skill's checks.

Special: This trait can be taken multiple times. Each time it is taken, select a different skill.

Skill Forbidden (-4 CP)

Select a skill. The creature cannot use this skill, nor put ranks or proficiency increases in it. If the skill has subtypes, then all subtypes are forbidden as well.

Special: This trait can be taken multiple times. Each time it is taken, select a different skill.

Slow Movement (-4 CP)

The creature's base speed is reduced by 1 size category.

Special: This trait can be taken multiple times. Its effects stack.

Spell Vulnerability (-2 CP)

Select a spell school, subschool, or descriptor. The creature suffers disadvantage on saving throws against spells from that school and effects with the same name. Increase the cost by 1 if a subschool or a descriptor is selected. The creature cannot have spell immunity or saving throw bonus to that school, subschool, or descriptor.

Special: This trait can be taken multiple times. Each time it is taken, select a different spell school, subschool, or descriptor.

Sunlight Powerlessness (-3 CP)

Weakness: This creature is powerless in natural sunlight (this does not include light created by effects such as a daylight spell). The creature caught in natural sunlight cannot attack and is staggered.

Undersized Weapons (-1 CP)

The creature wields manufactured weapons as if it is one size smaller.

Warded From Entry (-5 CP)

Select a type of building. The creature is unable to enter that building unless specifically invited by its owner. Once invited, the creature may enter the building as often as it wishes.

Special: This trait can be taken multiple times. Each time it is taken, select a different type of building.

Requirement Traits


Requirement traits cannot be selected on their own. They can instead be applied to a normal or weakness trait, adjusting that trait's CP cost. The effects of that trait are then only active when the creature meets the applied requirements.

Concealment Requirement (-1 CP)

The trait's effects are only applied when the creature benefits from concealment or total concealment.

Miscellaneous Restriction (-1 CP)

The target of a trait's effects are restricted to a specific requirement.

Terrain Requirement (-1 CP)

Select a terrain on the ranger's favored terrain list. The creature only gains the effects of the trait when in the selected terrain.

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