House Rules: Creature Creation - Other Traits

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.