Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. For each hour that the trail is cold, the DC increases by 2. These temporary hit points last for a maximum of 1 hour. A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. Format: sound mimicry (voices); Location: Special Qualities. Bright Light ‐ All characters can see clearly. Format: negative energy affinity; Location: Defensive Abilities. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. All plants within a 1-mile radius of the creature grow at double their normal rate and don’t suffer from any diseases or maladies. The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. A swimmer can’t swim and may drown. A creature with this ability can choose to make a free combat maneuver check with a successful attack. 4 years ago. A creature or object within darkness is hidden or undetected unless the seeker has darkvision or a precise sense other than vision (Special Senses are on page 465). Format: construct traits; Location: Immune. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn. When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction. How does DR (damage reduction) interact with magical effects that deal bludgeoning, piercing, or slashing damage? Empyreal lords are the greatest members of the agathion, angel, archon, and azata races, and are sometimes worshiped as if they were deities. Format: unstoppable; Location: Defensive Abilities. The creature can take 20 on its Stealth check to hide in plain sight as this kind of inanimate object. All creatures in the area gain concealment (20% miss chance). There’s a bunch of different charts, and I’m not sure which to use. Update your cookie preferences. other ability to see in the dark, creatures in darkness are effectively blind. Surge doesn’t have a separate entry in the monster stat block—the Surge die is listed in the Mythic Power ability. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. Undead are not subject to ability drain, energy drain, or nonlethal damage. The creature is rooted to the spot, frozen and helpless. Leaves, vines, greenery, and undergrowth offer no concealment to the monster’s sight, though solid wood still blocks its line of sight. Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15); Location: Special Attacks. A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The intent of this ability is that the creature is healed by negative energy (like an undead) and harmed by positive energy (like an undead); this is automatic and has nothing to do with the intent of the target or the energy-wielder. Format: mental static (DC 18); Location: Aura. Format: light blindness; Location: Weaknesses. The save DC is Strength-based. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Legal Information/Open Game License, Fan Labs This spell has no effect in an area that is already dark. On a success, the negative level goes away with no harm to the creature. The amount of damage each round is determined in the creature’s entry. A creature is immune to its own breath weapon unless otherwise noted. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 (1d4+1); Location: Melee and Ranged. Burrow details were not included in this game so the details shown here were copied from Fear Cone (Sp) and Ray (Su) These effects usually work like the fear spell. The monster can use this ability even if it’s mindless or of animal-level intelligence. While they are not born evil, malignancy is deep-rooted in their culture and society, and … The DC of this check is 25, or the result of the captain’s Profession (sailor) check, whichever is higher. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Frightful presence is a mind-affecting fear effect. Format: incorporeal; Location: Defensive Abilities. Like a deity, an empyreal lord has a favored weapon. From outside, it appears as a globe of pure darkness. The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). Creatures 5 feet away have concealment, while those farther away have total concealment. Format: tremorsense 60 ft.; Location: Senses. The bonus and damage caused by these attacks is included in the creature’s description. A creature with this ability causes disease in those it contacts. This darkness causes the illumination level in the area to drop one step, from bright illumination to normal illumination, from normal illumination to dim illumination, or from dim illumination to dark illumination. Spells that will allow to see in the darkness of any kind, but do not grant the special ability: Eyes in The Void (wizard 4); True Seeing (cleric 5, wizard 6); Not a spell, but also worth considering: Shadow Eyes Piercings (Greater) grant See in Darkness and are always on. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. Living creatures within 30 feet must succeed at a concentration check (DC = 10 + 1/2 the HD of the creature with a mental static aura + that creature’s Charisma modifier) to cast a spell with a thought component. They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. This increase does not apply if the creature has multiple attacks but only takes one. This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. 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