When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists. The size of the range increment varies with the creature. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land. 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. Nocticula is described in the apocryphal text Armies of the Abyssas often appearing as a voluptuous wild woman with dried mud between her toes and a feral look in her deep brown eyes. The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision. Format: unstoppable; Location: Defensive Abilities. Entropic Warding: Deflect incoming ranged attacks, leave no trail, and prevent being tracked by scent. Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). Some creatures treat one or more of their attacks differently, such as Dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. Unless otherwise stated, it does not allow lost body parts to be reattached. 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. If the creature’s opponent is holding its breath, the creature can reduce the time until the target has to attempt suffocation checks. These attacks fall into one of two categories, primary and secondary attacks. A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. Format: hold breath; Location: Special Qualities. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. In addition, all spellcasters must attempt this check at the start of their turns if they are concentrating on an active spell or effect. Devil’s Sight: See normally in darkness and magical darkness. Pathfinder Roleplaying Game Bestiary 5, © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Frost, and fiction by Amber Scott, is the fifth chapter in the Second Darkness adventure path and was released in December 2008. 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. There are three levels of light: bright light, dim light, and darkness. Note! The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fireball which is a 20' radius. 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. Items that give See In Darkness I'm looking for any items that let you see in magical darkness. Drow have no love for anyone but themselves, and are adept at manipulating other creatures. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks. Format: mental static (DC 18); Location: Aura. (This happens because there is no “partial charge” action.). The ability’s range is specified in the creature’s descriptive text. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Recent Changes Creatures that successfully save cannot be affected by the same creature’s stench for 24 hours. 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. The Mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Format: lycanthropic empathy (bears and dire bears); Location: Special Qualities. 99 people follow this. | FateCoreSRD 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. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. The creature with the gaze attack, however, gains concealment against that opponent. 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). 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. Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Format: stench (DC 15, 10 rounds); Location: Aura. When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage. It can expend one use of Mythic Power to increase any d20 roll it just made by rolling a die and adding it to the result. This spell causes an object to radiate darkness out to a 20-foot radius. Beyond this limit, this creature runs the risk of suffocation, as if it were drowning. How does DR (damage reduction) interact with magical effects that deal bludgeoning, piercing, or slashing damage? From outside, it appears as a globe of pure darkness. According to the rules as written, pounce would allow the creature its full attack, despite the slow effect. Format: paralysis (1d4 rounds, DC 18); Location: Special Attacks and individual attacks. They also help us understand how our site is being used. The creature never takes penalties on its attack rolls when fighting with multiple weapons. Undead are not at risk of death from massive damage. other ability to see in the dark, creatures in darkness are effectively blind. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell. The amount of light in an area can affect how well you see things. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. Some monsters are vulnerable to magic weapons. During this round, the creature does not heal any damage and can die normally. Format: smother; Location: Special Attacks. The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. 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. Attack forms that don’t deal hit point damage are not healed by regeneration. This rest is treated as 8 hours of sleep for such abilities. Sell at the Open Gaming Store! A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. 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. Format: Immune acid, fire, paralysis; Location: Defensive Abilities. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. 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. Summoned creatures automatically return whence they came after 1 hour. (Melee weapons with reach don’t endanger their users in this way.) A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. All creatures in the area gain concealment (20% miss chance). Roll20 Reserve is live with monthly perks for Pro Subscribers. You do not receive additional natural attacks for a high base attack bonus. Format: entrap (DC 13, 1d10 minutes, hardness 5, hp 10); Location: special attacks and individual attacks. This ability does not allow the creature to speak or understand languages it doesn’t know. The creature’s metallic melee weapons also conduct this heat. When the creature is within 5 feet of the source, it pinpoints the source’s location. Those deluded see everything in the light, or rather, darkness of the lie, rather than the light Jesus Christ. 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. A creature with this ability can poison those it attacks. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s 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. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. A creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision (Special Senses are on page 465). The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. It is immune to all nonmagical attack forms. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Format: Disease Name (Ex) Bite—injury; save Fort DC 15, onset 1d3 days, frequency 1 day, effect 1 Con damage, cure 2 consecutive saves; Location: Special Attacks and individual attacks. A creature cannot change shape to a form more than one size category smaller or larger than its original form. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Community See All. This darkness causes the illumination level in the area to drop one step, from bright illumination to normal illumination, from normal illumination to dim illumination, or from dim illumination to dark illumination. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects. Format: rock catching; Location: Defensive Abilities. The ability’s range is specified in the creature’s descriptive text. The Paizo Pathfinder Roleplaying Game rules. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. Cruel and cunning, drow are a dark reflection of the elven race. Format: capsize; Location: special attacks. This ability affects only opponents with fewer Hit Dice than the creature has. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. This spell causes an object to radiate shadowy illumination out to a 20-foot radius. The creature is still staggered and loses 1 hit point each round. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category Smaller than itself. 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