House Rules: Creature Creation - Defensive Traits

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).

Damage Reduction (4 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.

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.

Phylactery Rejuvenation (2 CP)

When the creature is reduced to 0 hp, its phylactery immediately begins to rebuild the creature’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery 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).

Regeneration (8 CP)

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 2 CP for each different part of a single attack form beyond the first. 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.

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

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.

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