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[System] Types and Subtypes

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[System] Types and Subtypes

Postby Fax » Tue Jan 18, 2011 11:16 am

Types
Aberration
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Generally, aberrations do not mimic creatures that exist in reality.

Features
An aberration has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Good Will saves, medium Fortitude saves.
  • 4 prowess per Hit Die.
  • Training in the Conniving monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
An aberration possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Proficient with its natural weapons. If generally humanoid in form, proficient with simple weapons and any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
  • Naturally adept with supernatural abilities: an aberration's supernatural abilities increase their DC by 2.
  • Aberrations eat, sleep, and breathe.

Animal
An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Most animals appear (or once appeared) in reality.

Features
An animal has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Good Fortitude and Reflex saves. Dire animals have good Fortitude, Reflex, and Will saves.
  • 2 prowess per Hit Die.
  • Training in the Perceptive monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
An animal possesses the following traits (unless otherwise noted in a creature's entry).
  • Intelligence score of 1 or 2. Creatures that would be of the animal type with 3 or more Intelligence are instead generally Magical Beasts.
  • Low-light vision.
  • Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, and the animal receives only half its Strength modifier as a damage adjustment.
  • Proficient with no armor unless trained for war.
  • Animals eat, sleep, and breathe.

Avatar
An avatar is an embodiment of a concept, energy, or spirit, such as an elemental or a ghost.

Features
An avatar has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Medium Fortitude, Reflex, and Will saves.
  • 4 prowess per Hit Die.
  • Training in the Perceptive monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
An avatar possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Unlike most other living creatures, an avatar does not have a dual nature—its soul and body form one unit. When an avatar is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an avatar. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with simple weapons and any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with no armor, unless generally humanoid in form, in which case proficient with any armor it is described as wearing in its statistics block. If an avatar is proficient with any armor, it is also proficient with shields.
  • Avatars do not eat, sleep, or breathe.

Construct
A construct is an animated object or artificially constructed creature.

Features
A construct has the following features (unless otherwise noted in a creature's entry).
  • 10-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Good Fortitude saves.
  • 4 prowess per Hit Die.
  • Training in the Strong monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
A construct possesses the following traits (unless otherwise noted in a creature's entry).
  • No Constitution score.
  • Darkvision out to 60 feet and low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) unless possessing Intelligence of 3 or greater.
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table below.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with simple weapons and any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with no armor, unless generally humanoid in form, in which case proficient with any armor it is described as wearing in its statistics block. If a construct is proficient with any armor, it is also proficient with shields.
  • Constructs do not eat, sleep, or breathe.

Construct SizeBonus Hit Points
Fine10
Diminutive20
Tiny30
Small40
Medium50
Large60
Huge80
Gargantuan100
Colossal150


Dragon
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.

Features
A dragon has the following features (unless otherwise noted in a creature's entry).
  • 12-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice.
  • Good Fortitude, Reflex, and Will saves.
  • 6 prowess per Hit Die.
  • Training in the Smart and Conniving monstrous skill sets and one other set (monstrous or normal) as determined in their statistics block.

Traits
A dragon possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet and low-light vision.
  • Immunity to sleep effects and paralysis effects.
  • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with light armor.
  • Dragons eat, sleep, and breathe.

Fey
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.

Features
A fey has the following features (unless otherwise noted in a creature's entry).
  • 6-sided Hit Dice.
  • Base attack bonus equal to 1/2 total Hit Dice.
  • Good Reflex and Will saves.
  • 4 prowess per Hit Die.
  • Training in the Conniving, Perceptive, and Quick monstrous skill sets and one other set (monstrous or normal) as determined in their statistics block.

Traits
A fey possesses the following traits (unless otherwise noted in a creature's entry).
  • Low-light vision.
  • Immunity to all negative mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); positive mind-affecting effects (such as a bard's bardsong) affect fey creatures as normal. A fey can reflexively lower this defense at will.
  • Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor. A fey creature not described as wearing armor with at least 2 fey HD receives its Charisma bonus to its Armor Class as a deflection bonus unless otherwise noted.
  • Fey eat, sleep, and breathe.

Humanoid
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a racial subtype.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.

Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.

Features
A humanoid has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Good Reflex saves.
  • 4 prowess per Hit Die.
  • Training in one monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
A humanoid possesses the following traits (unless otherwise noted in a creature's entry).
  • Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.

Magical Beast
Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.

Features
A magical beast has the following features (unless otherwise noted in a creature's entry).
  • 10-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice.
  • Good Fortitude and Reflex saves.
  • 2 prowess per Hit Die.
  • Training in the Perceptive monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
A magical beast possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet and low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with any armor it is described as wearing in its statistics block, as well as all lighter types. If a magical beast is proficient with any armor, it is also proficient with shields.
  • Magical beasts eat, sleep, and breathe.

Magical Humanoid
Magical humanoids are similar to humanoids, but with fantastic, abnormal, or animalistic features. They often have magical abilities as well. Some magical humanoids also have racial subtypes.

Features
A magical humanoid has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice.
  • Good Reflex and Will saves.
  • 4 prowess per Hit Die.
  • Training in the Quick monstrous skill set and one other set (monstrous or normal) as determined in their statistics block.

Traits
A magical humanoid possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Magical humanoids not indicated as wearing armor are not proficient with armor. Magical humanoids are proficient with shields if they are proficient with any form of armor.
  • Magical humanoids eat, sleep, and breathe.

Ooze
An ooze is an amorphous or mutable creature, usually mindless.

Features
An ooze has the following features (unless otherwise noted in a creature's entry).
  • 10-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • All medium saving throws.
  • 2 prowess per Hit Die, if the ooze has an Intelligence score. However, most oozes are mindless and gain no prowess.
  • Training in the Tough monstrous skill set and one other set (monstrous or normal) as determined in their statistics block, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats.

Traits
An ooze possesses the following traits (unless otherwise noted in a creature's entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. An ooze's blindsight is generally 10' per Hit Die.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Oozes have the ability to deal acid damage to objects. The amount of damage is equal to 10 + 1/2 ooze's HD + ooze's Con modifier per full round of contact.
  • Not subject to critical hits or flanking.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

Outsider
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

Features
An outsider has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice.
  • Good Fortitude, Reflex, and Will saves.
  • 6 prowess per Hit Die.
  • Training in the Quick, Smart, and Strong monstrous skill sets and one other set (monstrous or normal) as determined in their statistics block.

Traits
An outsider possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision out to 60 feet.
  • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Plant
This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive.

Features
A plant creature has the following features (unless otherwise noted in a creature's entry).
  • 8-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Good Fortitude saves.
  • 2 prowess per Hit Die, if the plant creature has an Intelligence score. However, most plants are mindless and gain no prowess.
  • Training in the Strong monstrous skill set and one other set (monstrous or normal) as determined in their statistics block However, some plant creatures are mindless and gain no skill points or feats.

Traits
A plant creature possesses the following traits (unless otherwise noted in a creature's entry).
  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) unless possessing an Intelligence score of 3 or more.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Plants breathe and eat, but do not sleep.

Vermin
This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Features
Vermin have the following features (unless otherwise noted in a creature's entry).
  • 6-sided Hit Dice.
  • Base attack bonus equal to 3/4 total Hit Dice.
  • Good Reflex saves. Medium Fortitude saves.
  • 4 prowess per Hit Die, if the vermin creature has an Intelligence score. However, most vermin are mindless and gain no prowess.
  • Training in the Quick monstrous skill set and one other set (monstrous or normal) as determined in their statistics block, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.

Traits
Vermin possess the following traits (unless otherwise noted in a creature's entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Darkvision out to 60 feet.
  • Proficient with their natural weapons only.
  • Proficient with no armor.
  • Vermin breathe, eat, and sleep.

Subtypes
Air
This subtype usually is used for avatars and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Aquatic
These creatures always have swim speeds and thus can move in water without making Athletics checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Augmented
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type (for instance, Aberration (Augmented Humanoid). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type.

Cold
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Earth
This subtype usually is used for avatars and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Extraplanar
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Fire
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Giant
A creature with the giant subtype is oversized for its type. Giant creatures possess all traits and features of their base type, and are generally several times larger than their base creature counterparts, though not always. Some creatures use the Giant subtype to annotate their ancestry (such as the Half-Giant race). Giants of Huge size or greater have access to the Crush special ability, described below:

Crush (Ex): This special attack allows a flying or jumping giant creature of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the giant creature (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the giant creature's body. Creatures in the affected area must succeed on a Reflex save (DC 10 + the creature's Hero Value + its Constitution modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the giant creature moves off them. If the giant creature chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.

A crush attack deals unarmed strike, slam, or grapple damage (whichever does the most damage) plus 1 and 1/2 times the giant creature's Strength bonus (round down).

Incorporeal
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all non-magical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for radiant energy, entropic energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature's Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. 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. An incorporeal creature cannot pass through a force effect.

An incorporeal creature's attacks target its opponent's touch AC instead of their full AC, although force effects (such as mage armor) also apply. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Awareness checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Native
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name). Unlike true outsiders, native outsiders need to eat and sleep.

Psionic
Any creature with psionic powers has the psionic subtype. A psionic creature can be born with the subtype or can gain the subtype during its life.

A creature meeting any one of the following criteria has the psionic subtype:
  • Creatures with a power point reserve, including characters who have levels in a character class that grants them a power point reserve or creatures who have the Wild Talent feat.
  • Creatures with psi-like abilities, including characters who have racial psi-like abilities.
  • Creatures that have spell-like abilities described as "psionics."

Mindless Psionic Creatures
A psionic mindless creature, although rare, is a force to be reckoned with.

Because mindless creatures are immune to mind-affecting effects (including charms and compulsions), they are particularly threatening to other psionic creatures and characters (especially telepaths). Psionic mindless creatures can use mind-affecting powers on the living, even though they themselves are immune to such attacks. However, a mindless creature may have the psionic subtype if it meets the criteria described above, and thus be vulnerable to non-mind-affecting powers or effects that specifically affect psionic creatures. Intelligent constructs and plants share this advantage.

Racial
Humanoid races carry a subtype to help determine differing creatures from one another. Generally these subtypes are only used for prerequisites, but some abilities or items (such as an arrow of elf-slaying or the Favored Enemy feat) interact with these subtypes. If a subtype is not listed here or is not described in a later section, it can be assumed it is a racial subtype and follows the rules presented here. Some example racial subtypes are Reptilian, Goblinoid, Human, Dwarf, and Elf.

Shapechanger
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shape has the shapechanger subtype.

Swarm
A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of non-flying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of non-flying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Traits
A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.

Swarm HDSwarm
BaseDamage
1-51d6
6-102d6
11-153d6
16-204d6
21 or more5d6


A swarm's attacks are non-magical unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + the swarm's Hero Value + swarm's Constitution modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Undead
Undead are the walking dead.

Traits
An undead possesses the following traits (unless otherwise noted in a creature's entry).

  • No Constitution score. An undead creature uses its Charisma modifier for Concentration checks, Fortitude saves, and Hit Point calculations.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), unless the undead creature possesses an Intelligence score.
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to ability damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Entropic damage (such as an inflict light wounds spell) can heal undead creatures in some cases. The fast healing special quality works regardless of the creature's Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Undead do not breathe, eat, or sleep.

Water
This subtype usually is used for avatars and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Athletics checks. A water creature can breathe underwater and usually can breathe air as well.
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