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Chapter 2: Tools / Building Creatures

Trait Abilities

Source Gamemastery Guide pg. 70
Creatures with certain traits tend to have similar abilities to one another. Many of them appear here, to help you make your creatures match the theme of the trait when you build your own creatures.

Aberration

Senses usually darkvision
Languages usually Aklo

Aeon

Traits LN, monitor
Languages Utopian and other planar languages; envisioning for true aeons
Weaknesses chaotic
Damage Attacks always deal additional lawful damage.

Air

Languages usually Auran
Speed Many air creatures have fly Speeds.

Angel

Traits good (usually NG), celestial
Aura Angels each have a unique aura based on how they serve as messengers and how they deliver those messages.
Speed usually has a fly Speed
Rituals usually angelic messenger

Animal

Traits N
Languages none
Int –4 or –5

Archon

Traits LG, celestial
Virtue Ability Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent.

Astral

Senses darkvision

Azata

Traits CG, celestial
Weaknesses cold iron, evil
Freedom Ability Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent.

Beast

Int –3 or higher

Celestial

Traits good
Senses darkvision
Languages Celestial
Saves often a +1 status bonus to all saves vs. magic
Weaknesses evil
Damage Attacks always deal additional good damage.

Cold

Immunities or Resistances cold

Construct

Traits Many constructs lack minds and have the mindless trait.
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; if mindless, add mental

Daemon

Traits NE, fiend
Languages Daemonic, telepathy 100 feet
Immunities death effects
Death Ability Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent.

Demon

Traits CE, fiend
Languages Abyssal, telepathy (usually 100 feet)
Weaknesses cold iron, good
HP typically high to account for their multiple weaknesses
Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit.
Divine Innate Spells usually 5th-level dimension door and at-will 4th-level dimension door
Rituals usually Abyssal pact
Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others.

Devil

Traits LE, fiend
Languages Infernal, telepathy (usually 100 feet)
Immunities fire; Resistances physical (except silver), poison
Divine Innate Spells usually one 5th-level dimension door and at-will 4th-level dimension door
Rituals usually Infernal pact
Infernal Hierarchy Ability Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled, from the lowly lemure’s Subservience to the gelugon’s Tactician of Cocytus and the pit fiend’s Devil Shaping.

Dragon

Senses darkvision
Languages usually Draconic
Speed usually has a fly Speed
Breath Weapon Many dragons have the Breath Weapon ability, with specifics determined by the theme of the dragon.

Earth

Perception often tremorsense
Languages usually Terran
Speed usually a burrow Speed

Elemental

Senses darkvision
Immunities bleed, paralyzed, poison, sleep

Ethereal

Senses darkvision

Fey

Senses low-light vision
Languages usually Aklo, Sylvan, or both
Weaknesses cold iron

Fiend

Traits evil
Senses darkvision
Saves often a +1 status bonus to all saves vs. magic
Weaknesses good
Damage Attacks always deal additional evil damage.

Fire

Languages usually Ignan
Immunities fire; Resistances cold

Fungus

Traits fungi without minds have the mindless trait
Immunities if mindless, mental; Weaknesses sometimes slashing or fire

Giant

Traits Large or bigger, humanoid
Senses low-light vision
Languages usually Jotun

Humanoid

Int –3 or higher

Inevitable

Traits LN, aeon, monitor
Immunities death effects, disease, emotion, poison, unconscious Damage Attacks always deal additional lawful damage.

Monitor

Traits neither good nor evil
Senses darkvision

Ooze

Traits Almost all oozes lack minds and have the mindless trait.
Senses typically motion sense (Info here) and no vision
AC usually well below the low value for their level
HP usually around double
Immunities critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental

Plant

Traits plants without minds have the mindless trait
Senses usually low-light vision
Immunities if mindless, mental; Weaknesses sometimes fire

Protean

Traits CN, monitor
Languages Protean
Weaknesses lawful; Resistances precision, protean anatomy
Protean Anatomy (Info here)
Damage Attacks always deal additional chaotic damage.
Divine Innate Spells constant freedom of movement
Change Shape

Psychopomp

Traits N, monitor
Senses lifesense (typically 60 feet)
Languages Requian
Immunities death effects, disease
Resistances negative, poison
Damage spirit touch (Info here)

Rakshasa

Traits LE, fiend
Saves usually +2 status bonus to all saves vs. magic (+3 vs. divine magic)
Resistances physical (except piercing)
Change Shape

Spirit

Traits incorporeal, often undead

Swarm

Traits size based on the entire mass, usually Large or bigger
HP typically low; Immunities precision, swarm mind; Weaknesses area damage, splash damage; Resistances physical, usually with one physical type having lower or no resistance

Undead

Traits Almost all undead are evil. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
Senses darkvision
HP negative healing
Immunities death effects, disease, paralyze, poison, sleep (or unconscious if it never rests at all); if mindless, add mental

Water

Languages usually Aquan
Speed usually has a swim Speed