Special Attacks
Reduces a designated ability score; damage heals naturally, drain is permanent and only magic restores it.
View Rule
#ability-damage-and-drain
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.
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.
Special Attacks
Mechanized
Some creatures can exhale a cone, line, or cloud of energy or other magical effects.
Special Attacks
Mechanized
A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee.
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.
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...
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
Special Attacks
Mechanized
A creature with this ability causes disease in those it contacts.
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.
Special Attacks
Mechanized
The creature can engulf creatures in its path as part of a standard action.
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.
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.
Special Attacks
Fear attacks can have various effects. Fear auras, cones and rays are mind-affecting fear effects.
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
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
Special Attacks
Mechanized
A gaze attack takes effect when foes look at the attacking creature's eyes.
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.
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.
Special Attacks
Mechanized
A creature with this ability can poison those it attacks.
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).
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
Special Attacks
Mechanized
A creature with this ability can choose to make a free combat maneuver check with a successful attack.
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).
Special Attacks
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe.
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
Special Attacks
Mechanized
A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive.
Special Attacks
An opponent grappled by the creature cannot speak or cast spells with verbal components.
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...
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
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.
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.