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).