Universal Monster Rules

Rules Index

Universal Monster Rules are special abilities and traits referenced in monster stat blocks throughout the Bestiary. Each rule defines mechanics, formatting conventions, and interactions for combat and adventure encounters.

90 rules 46 Mechanized | ExExtraordinary SuSupernatural SpSpell-Like

Senses 9 rules

Senses Mechanized
Using nonvisual senses (sound, vibration, scent), the creature notices and pinpoints things it cannot see within the specified range.
View Rule #blindsense
Senses Mechanized
Using nonvisual senses, the creature maneuvers and fights as effectively as a sighted creature within the specified range, ignoring invisibility and darkness.
View Rule #blindsight
Senses Mechanized
The creature can notice other creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.
View Rule #keen-scent-universal-monster-rule
Senses Mechanized
The creature notices and locates living creatures within 60 feet, as if it possessed the blindsight ability.
View Rule #lifesense-universal-monster-rule
Senses Mechanized
A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light.
View Rule #low-light-vision-universal-monster-rule

Scent

Ex
Senses Mechanized
A creature with the scent ability can detect approaching enemies, sniff out hidden foes, and track by sense of smell within 30 feet (60 upwind, 15 downwind).
View Rule #scent-universal-monster-rule
Senses Mechanized
The creature can see perfectly in darkness of any kind, including that created by deeper darkness.
View Rule #see-in-darkness-universal-monster-rule
Senses Mechanized
Sensitive to ground vibrations; automatically pinpoints the location of anything in contact with the ground within the specified range.
View Rule #tremorsense

Defenses 15 rules

Defenses Mechanized
Body is malleable and shapeless; immune to precision damage (such as sneak attacks) and critical hits.
View Rule #amorphous
Defenses
A creature with channel resistance (usually an undead) adds the listed bonus on saves made to resist the effects of channel energy.
View Rule #channel-resistance
Defenses Mechanized
Constructs are immune to death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, stun, ability damage/drain, fatigue, exhaustion, energy drain, and nonlethal damage.
View Rule #construct-traits
Defenses Mechanized
Ignores damage from physical attacks unless bypassed by the specified material, alignment, or magic weapon property.
View Rule #damage-reduction
Defenses Mechanized
A creature with fast healing regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry.
View Rule #fast-healing-universal-monster-rule
Defenses Mechanized
Takes no damage and suffers no adverse effects from the indicated energy type, condition, or affliction.
View Rule #immunity
Defenses Mechanized
Has no physical body; immune to nonmagical attacks, trip, grapple, and falling damage; gains Cha deflection bonus to AC.
View Rule #incorporeal
Defenses
The creature is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature.
View Rule #negative-energy-affinity
Defenses
The monster does not breathe, and is immune to effects that require breathing (such as inhaled poison).
View Rule #no-breath
Defenses Mechanized
Plants are immune to all mind-affecting effects, paralysis, poison, polymorph, sleep, and stun.
View Rule #plant-traits
Defenses Mechanized
Heals damage at a fixed rate each round and cannot die while regeneration is active, except from attack forms that bypass it.
View Rule #regeneration
Defenses Mechanized
Ignores a fixed amount of damage of the indicated energy type each time it takes damage of that kind.
View Rule #resistance
Defenses Mechanized
Avoids the effects of spells and spell-like abilities unless the caster's level check (1d20 + CL) equals or exceeds the creature's SR.
View Rule #spell-resistance-universal-monster-rule
Defenses Mechanized
Undead are immune to death effects, disease, mind-affecting effects, paralysis, poison, sleep, stun, ability drain, energy drain, nonlethal damage, physical ability score damage/penalties, fatigue, and exhaustion.
View Rule #undead-traits
Defenses
A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or whether the save is a...
View Rule #vulnerabilities

Movement 5 rules

Movement
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
View Rule #amphibious
Movement
When the creature burrows, it can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water.
View Rule #earth-glide-universal-monster-rule

Flight

Ex
Movement
A creature with this ability can cease or resume flight as a free action.
View Rule #flight-universal-monster-rule

Jet

Ex
Movement
The creature can swim backward as a full-round action at the listed speed.
Movement
A creature with this special ability can breathe underwater indefinitely.
View Rule #water-breathing

Special Attacks 39 rules

Special Attacks
Reduces a designated ability score; damage heals naturally, drain is permanent and only magic restores it.
View Rule #ability-damage-and-drain

Bleed

Ex
Special Attacks
A creature with this ability causes wounds that continue to bleed, dealing the listed damage each round at the start of the affected creature's turn.
Special Attacks
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
View Rule #blood-drain
Special Attacks Mechanized
When the creature takes damage in combat, on its next turn it can fly into a rage as a free action, gaining +2 Constitution and +2 Strength but taking a –2 penalty to its AC.
View Rule #blood-rage
Special Attacks Mechanized
Some creatures can exhale a cone, line, or cloud of energy or other magical effects.
View Rule #breath-weapon

Burn

Ex
Special Attacks Mechanized
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee.

Capsize

Ex
Special Attacks
A creature with this special quality can attempt to capsize a boat or a ship by ramming it as a charge attack and making a combat maneuver check.
View Rule #capsize
Special Attacks
A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a...
View Rule #constrict

Curse

Su
Special Attacks Mechanized
A creature with this ability bestows a curse upon its enemies.
Special Attacks
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates).
View Rule #curse-of-lycanthropy

Disease

Ex
Special Attacks Mechanized
A creature with this ability causes disease in those it contacts.
View Rule #disease
Special Attacks Mechanized
A creature with this ability can nauseate the creatures that it damages.
View Rule #distraction-universal-monster-rule
Special Attacks Mechanized
This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits.
View Rule #energy-drain

Engulf

Ex
Special Attacks Mechanized
The creature can engulf creatures in its path as part of a standard action.
View Rule #engulf

Entrap

Ex
Special Attacks Mechanized
The creature has an ability that restricts another creature's movement, usually with a physical attack such as ice, mud, lava, or webs.
View Rule #entrap
Special Attacks
The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn.
View Rule #fast-swallow

Fear

Sp
Special Attacks
Fear attacks can have various effects. Fear auras, cones and rays are mind-affecting fear effects.

Fear Aura

Special Attacks General Rule
A free-action area effect that can freeze an opponent or work like the fear spell. The creature's entry gives its size and kind.
Core Bestiary Appendix 3 Rule #fear-aura

Fear Cone and Ray

Special Attacks General Rule
Usually works like the fear spell. A save is a Will save (DC 10 + 1/2 the creature's racial HD + its Cha modifier); all fear attacks are mind-affecting fear effects.
Core Bestiary Appendix 3 Rule #fear-cone-and-ray
Special Attacks Mechanized
This special quality makes a creature's very presence unsettling to foes.
View Rule #frightful-presence

Gaze

Su
Special Attacks Mechanized
A gaze attack takes effect when foes look at the attacking creature's eyes.

Grab

Ex
Special Attacks Mechanized
Creatures with grab can start a grapple as a free action without provoking an attack of opportunity, and receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Heat

Ex
Special Attacks
The creature generates so much heat that its mere touch deals additional fire damage.
Special Attacks Mechanized
This special attack renders the victim immobile.
View Rule #paralysis

Poison

Ex
Special Attacks Mechanized
A creature with this ability can poison those it attacks.
View Rule #poison

Pounce

Ex
Special Attacks
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
View Rule #pounce
Special Attacks
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.
View Rule #powerful-charge

Pull

Ex
Special Attacks Mechanized
A creature with this ability can choose to make a free combat maneuver check with a successful attack.

Push

Ex
Special Attacks Mechanized
A creature with the push ability can choose to make a free combat maneuver check with a particular successful attack (often a slam attack).

Rake

Ex
Special Attacks
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe.

Rend

Ex
Special Attacks Mechanized
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh.
Special Attacks Mechanized
This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks.
View Rule #rock-throwing-universal-monster-rule

Stench

Ex
Special Attacks Mechanized
A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive.
View Rule #stench
Special Attacks
An opponent grappled by the creature cannot speak or cast spells with verbal components.
View Rule #strangle
Special Attacks
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin...
View Rule #swallow-whole

Trample

Ex
Special Attacks Mechanized
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.
View Rule #trample-universal-monster-rule

Trip

Ex
Special Attacks Mechanized
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack.

Web

Ex
Special Attacks Mechanized
Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size.
Special Attacks Mechanized
Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have.
View Rule #whirlwind

Special Qualities 22 rules

Attach

Ex
Special Qualities
The creature automatically latches onto its target when it successfully makes the listed attack.
View Rule #attach
Special Qualities
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical...
View Rule #change-shape
Special Qualities
The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
View Rule #compression
Special Qualities
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0.
View Rule #ferocity

Freeze

Ex
Special Qualities
The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on).
View Rule #freeze
Special Qualities
The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
View Rule #hold-breath-universal-monster-rule
Special Qualities
Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell.
View Rule #light-blindness
Special Qualities
Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
View Rule #light-sensitivity
Special Qualities Mechanized
Natural lycanthropes can communicate and empathize with animals related to their animal form, gaining a +4 racial bonus on Diplomacy checks to alter such an animal's attitude.
View Rule #lycanthropic-empathy
Special Qualities
The creature never takes penalties on its attack rolls when fighting with multiple weapons.
View Rule #multiweapon-mastery
Special Qualities
Natural attacks are primary or secondary; primary use the full attack bonus and Strength bonus, secondary use –5 and half Strength.
View Rule #natural-attacks
Special Qualities
This ability is constant—the creature remains invisible at all times, even when attacking.
View Rule #natural-invisibility
Special Qualities
The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape).
View Rule #rock-catching
Special Qualities Mechanized
The creature perfectly imitates certain sounds or specific voices, with a +8 racial bonus on its Bluff check to mimic sounds it has listened to for at least 10 minutes.
View Rule #sound-mimicry
Special Qualities
Magical and works like a spell, without components; limited by use, subject to spell resistance, can be disrupted.
View Rule #spell-like-abilities

Split

Ex
Special Qualities
The creature splits into two identical copies of itself if subject to certain attacks or effects.

Summon

Sp
Special Qualities
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...
View Rule #summon
Special Qualities
If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered.
View Rule #sunlight-powerlessness
Special Qualities
The creature can mentally communicate with any other creature within a certain range (usually 100 feet) that has a language.
View Rule #telepathy
Special Qualities Mechanized
The creature uses manufactured weapons as if it were one size category smaller than the creature's actual size.
View Rule #undersized-weapons
Special Qualities
Animals do not willingly approach the creature unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check.
View Rule #unnatural-aura
Special Qualities
A creature with this special ability can survive out of water for 1 minute per point of Constitution.
View Rule #water-dependency
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