Format: paralysis (1d4 rounds, DC 18); Location: Special Attacks and individual attacks. The typical range is 30 feet, but check the creature’s entry for details. When a character or creature is flying, and that creature decides to ascend at a 45 degree angle, the rules states that it moves at half speed? Format: heat (1d6 fire); Location: Special Attacks. As a free action, the creature can expend one use of Mythic Power to attempt a feat of Strength, gaining a +20 circumstance bonus on one Strength-based skill check or Strength ability check. This does not give immunity to cloud or gas attacks that do not require breathing. Not see-in-magical-darkness, but blindsight 60 ft. A few other creatures require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. These temporary hit points last for a maximum of 1 hour. 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; the DC is given in the creature’s description). The range is usually 30 feet, and the duration is usually 5d6 rounds. Format: swallow whole (5d6 acid damage, AC 15, 18 hp); Location: Special Attacks. Format: rock throwing (120 ft.); Location: Special Attacks (damage is listed in Ranged attack). Check out our other SRD sites! 130 people follow this. Using this ability is an immediate action taken after the original roll is made and the results are revealed. This site may earn affiliate commissions from the links on this page. Any melee attack sequence you can perform as a full attack is allowed as part of the charge-pounce-full attack. The Mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Devil’s Sight: See normally in darkness and magical darkness. 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. Darkness Source PRPG Core Rulebook pg. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. Empyreal lords are the greatest members of the agathion, angel, archon, and azata races, and are sometimes worshiped as if they were deities. 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. This rest is treated as 8 hours of sleep for such abilities. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature. A creature is immune to gaze attacks of others of its kind unless otherwise noted. The creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. The amount of damage each round is determined in the creature’s entry. Darkness: Use darkness as the spell. A creature with this ability can cease or resume flight as a free action. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The creature with the gaze attack, however, gains concealment against that opponent. Attempts to burst a web by those caught in it take a –4 penalty. (Otherwise the magical attack might as well not have a damage type, as it would only interface with B/P/S damage in a very few corner cases, such as whether or not an ooze splits from that attack.). This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Format: sunlight powerlessness; Location: Weaknesses. The aura can freeze an opponent (as in the case of a mummy’s despair) or function like the fear spell. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage. The amount of light in an area can affect how well you see things. Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. It cannot make other attacks during a round in which it engulfs. The creature can expend one use of Mythic Power as a free action to immediately end any one of the following conditions currently affecting it: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. Surge doesn’t have a separate entry in the monster stat block—the Surge die is listed in the Mythic Power ability. Format: blindsight 60 ft.; Location: Senses. Incorporeal creatures pass through and operate in water as easily as they do in air. Table: Natural Attacks by Size lists some of the most common types of natural attacks and their classifications. Pathfinder Campaign Setting: Occult Bestiary, © 2015, Paizo Inc.; Authors: Josh Colon, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, James Jacobs, Joe Homes, Mikko Kallio, Mike Kimmel, Ron Lundeen, Kate Marshall, Kalervo Oikarinen, Stephen Radney-MacFarland, and F. Wesley Schneider. Format: lycanthropic empathy (bears and dire bears); Location: Special Qualities. Sell at the Open Gaming Store! A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Format: entrap (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special attacks and individual attacks. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Note! A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Mythic Darkness. This also suppresses magical light of your darkness spell's level or lower. A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. The cloud obscures all vision, including darkvision, beyond 5 feet. Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type. It also makes you blind in every other way, so no gaze attacks, reading, or seeing color, but if you need to do those just take the blindfold off. Format: energy drain (2 levels, DC 18); Location: Special Attacks and individual attacks. New Pages The creature perfectly imitates certain sounds or even specific voices. It is immune to precision damage (like sneak attacks) and critical hits. A creature with the push ability can choose to make a free combat maneuver check with a certain successful attack (often a slam attack). This volume of Pathfinder kicks off the new Pathfinder Adventure Path campaign - Second Darkness - and presents a detailed gazetteer of the intrigue-filled streets of Riddleport, reveals for the first time the nature of Pathfinder's drow and their hidden secrets, and presents a half dozen new monsters native to the Riddleport region. Dropping and rolling on the ground grants a +4 bonus on this save. Bright Light ‐ All characters can see clearly. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. It can use this ability at the start of its turn even if a condition would prevent it from acting. The rules in this book assume that all creatures are in bright light unless otherwise noted. That opponent must attempt a saving throw but can try to avoid this as described above. All plants within a 1-mile radius of the creature grow at double their normal rate and don’t suffer from any diseases or maladies. A creature with this ability bestows a curse upon its enemies. Most creatures possess one or more natural attacks (attacks made without a weapon). Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. If an ability allows it to regain Mythic Power, it can never gain more than this amount. The type of attacks that must hit and the additional damage are included in the creature’s description. 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/—. The save DCs are Constitution-based. The creature controls the exact height, but it must be at least 10 feet high. Demon lords have a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here. 101 people like this. It can’t gain an extra action in this way more than once per round. The monster has an 50% chance to treat any critical hit or sneak attack as a normal hit, as if wearing moderate fortif ication armor. Not Now. Format: smother; Location: Special Attacks. All empyreal lords are good outsiders that are, at a minimum, CR 21. The creature can call upon its Mythic Power to overcome difficult challenges. All creatures in the area gain concealment (20% miss chance). 72 ... See in Darkness (Su) Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell. If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. A weapon that is only one type is still subject to damage reduction. Format: split (piercing and slashing, 10 hp); Location: Defensive Abilities. Format: Weakness light sensitivity; Location: Weaknesses. The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. This applies whether the acting character is the one who cut his way free or another swallowed character making use the exit carved by another character. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The grab rules say the ability only works on creatures smaller than the monster, but the grab rules in Bestiary 2 say the ability works on creatures of up to the monster’s own size. A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. The entry indicates the amount and type of damage ignored. A few creatures are harmed by more than one kind of weapon. Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged. A breath weapon attack usually deals damage and is often based on some type of energy. Format: fly 30 ft. (average); Location: Speed. Format: negative energy affinity; Location: Defensive Abilities. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. Primary attacks are made using the creature’s full base attack bonus and add the creature’s full Strength bonus on damage rolls. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Disease can be removed through remove disease and similar effects. A creature with immunities takes no damage from listed sources. 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); see the individual creature descriptions for details. Summoned creatures automatically return whence they came after 1 hour. They see four times as well as a human in dim light and twice as well in normal light. Format: construct traits; Location: Immune. Leaps and Bounds: Gain bonus on Balance, Jump, and Tumble checks. A swimmer can’t swim and may drown. In addition, any spellcaster casting spells with the emotion or fear descriptor on targets inside this aura must succeed at this check or the spell fails to affect targets within the aura (although others outside the area are affected as normal). Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). How does DR (damage reduction) interact with magical effects that deal bludgeoning, piercing, or slashing damage? Creatures with darkvision and the power to see in darkness have difficulty seeing through this darkness, and can see as well as a human can in dim light. While they are not born evil, malignancy is deep-rooted in their culture and society, and … Constructs are not at risk of death from massive damage. Format: 1d4 Str drain; Location: Special Attacks or individual attacks. For each size category the ship is larger than the creature attempting to capsize it, the creature attempting to capsize the ship takes a cumulative –10 penalty on its combat maneuver check. The creature sees in all directions at once. | d20PFSRD Piccolo wrote: ... (such as See in Darkness) but not using normal vision then yes, you know it is there. Except where noted here, fast healing is just like natural healing. Fireball which is a 20' radius. If it succeeds, the opponent reduces the remaining duration it can hold its breath by 1d6 rounds. The creature can detect opponents within 30 feet by sense of smell. Entertainment Website. Each day, it can expend a number of uses of Mythic Power equal to its Mythic Rank. In addition to having agathion, angel, archon, or azata traits, Empyreal lords have a particular suite of traits (unless otherwise noted in a creature’s entry) as summarized here. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The saving throw to resist a poison is usually a Fort save (DC 10 + 1/2 the poisoning creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Log In. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block. A creature with this special ability can survive out of water for 1 minute per point of Constitution. Format: all-around vision; Location: Defensive Abilities. Wiker with support articles by Mike Ferguson, James Jacobs, Hal Maclean, Sean K Reynolds, and James L. Sutter, a set piece adventure by Joshua J. According to the rules as written, pounce would allow the creature its full attack, despite the slow effect. 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