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Archives of Nethys
Rules Index
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Player's Guide
Introduction
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Playing Creatures
Reading Creature Statistics
Source
Bestiary pg. 5
Each creature’s rules appear in a stat block, with a structure similar to those of feats, spells, and magic items. Because creatures have more abilities than those game elements, however, their statistics include more entries, many of which have special formats.
A creature’s traits line sometimes begins with a rarity; if the creature’s rarity is common, no rarity is listed. The next entry is its alignment, which is given as a one- or two-letter abbreviation (LG for lawful good, N for neutral, CE for chaotic evil, and so on); these abbreviations are listed comprehensively on page 345. Next is the creature’s size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed. The traits appearing in this book, including some traits from the
Pathfinder Core Rulebook
, can be found in Creature Traits on page 344.
Actions and activities the creature can use have the appropriate icons next to those abilities’ names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use what’s listed in its stat block. For instance, a spellcasting creature can perform the Cast a Spell activity, and a creature is never untrained with any of its items.
Some abilities are abbreviated in stat blocks and described in full in the Ability Glossary on pages 342–344.
Creature Name
Level
Uncommon
Alignment Abbreviation
Size
Other Traits
Perception
The creature’s Perception modifier is listed here, followed by any special senses.
Languages
The languages for a typical creature of that kind are listed here, followed by any special communication abilities. If a creature lacks this entry, it cannot communicate with or understand another creature through language.
Skills
The creature is trained or better in these skills. For untrained skills, use the corresponding ability modifier.
Ability Modifiers
The creature’s ability modifiers are listed here.
Items
Any significant gear the creature carries is listed here.
Interaction Abilities
Special abilities that affect how a creature perceives and interacts with the world are listed here.
AC
, followed by any special bonuses to AC;
Saving Throws
A special bonus to a specific save appears in parentheses after that save’s bonus. Any special bonuses to all three saving throws against particular types of effects are listed after the three saves.
HP
, followed by automatic abilities that affect the creature’s Hit Points or healing;
Immunities; Weaknesses; Resistances
Any immunities, weaknesses, or resistances the creature has are listed here.
Automatic Abilities
The creature’s auras, any abilities that automatically affect its defenses, and the like are listed here.
Reactive Abilities
Free actions or reactions that are usually triggered when it’s not the creature’s turn are listed here.
Speed
, followed by any other Speeds or movement abilities.
Melee
(traits; some weapon traits, such as
deadly
, include their calculations for convenience) The name of the weapon or unarmed attack the creature uses for a melee Strike, followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a weapon with a
+1 weapon potency
rune, those calculations are already included,
Damage
amount and damage type, plus any additional effects (this entry is
Effect
if the Strike doesn’t deal damage).
Ranged
As Melee, but also lists range or range increment with traits,
Damage
as Melee.
Spells
The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed by the DC (and attack modifier if any spells require spell attack rolls). Spells are listed by level, followed by cantrips. A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell level.
Innate Spells
These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by level. Rules for constant and at-will spells appear on page 342 in the Ability Glossary.
Focus Spells
If a creature has focus spells, this entry lists the spells’ level, the Focus Points in the creature’s focus pool, the DC, and those spells.
Rituals
Any rituals the creature can cast appear here.
Offensive or Proactive Abilities
Any actions, activities, or abilities that automatically affect the creature’s offense, as well as free actions or reactions that are usually triggered on the creature’s turn, appear here in alphabetical order.