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