Ability Glossary

Pathfinder Bestiary (Second Edition), page 342

The following creature abilities are listed here because they are shared by many creatures or are highly complex. The statistics for individual creatures might alter the traits, the number of actions, or other rules of these abilities. Anything noted in a specific creature’s stat block overrides the general rules for the ability below. In these abilities, “monster” is used for the creature that has the ability, to differentiate it from any other creatures the ability might affect.

In this section

  • All-Around Vision This monster can see in all directions simultaneously, and therefore can’t be flanked.
  • Aquatic Ambush ◆ Requirements The monster is hiding in water and a creature that hasn’t detected it is within the listed number of feet.
  • Attack of Opportunity ↩ Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
  • At-Will Spells The monster can cast its at-will spells any number of times without using up spell slots.
  • Aura A monster’s aura automatically affects everything within a specified emanation around that monster.
  • Buck ↩ Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated.
  • Catch Rock ↩ Requirements The monster must have a free hand but can Release anything it’s holding as part of this reaction.
  • Change Shape ◆ (concentrate, [magical tradition], polymorph, transmutation) The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape.
  • Constant Spells A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited.
  • Constrict ◆ The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
  • Coven (divination, mental, occult) This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members.
  • Darkvision A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only.
  • Disease When a creature is exposed to a monster’s disease, it attempts a Fortitude save or succumbs to the disease. The level of a disease is the level of the monster inflicting the disease.
  • Engulf ◆◆ The monster Strides up to double its Speed and can move through the spaces of any creatures in its path.
  • Fast Healing A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
  • Ferocity ↩ Trigger The monster is reduced to 0 HP. Effect The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.
  • Frightful Presence (aura, emotion, fear, mental) A creature that first enters the area must attempt a Will save.
  • Grab ◆ Requirements The monster’s last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
  • Greater Constrict ◆ The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
  • Improved Grab, Improved Knockdown, or Improved Push ◇ The monster can use Grab, Knockdown, or Push (as appropriate) as a free action triggered by a hit with its initial attack.
  • Knockdown ◆ Requirements The monster’s last action was a success with a Strike that lists Knockdown in its damage entry. Effect The monster knocks the target prone.
  • Lifesense Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range.
  • Light Blindness When first exposed to bright light, the monster is blinded until the end of its next turn. After this exposure, light doesn’t blind the monster again until after it spends 1 hour in darkness.
  • Low-Light Vision The monster can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.
  • Poison When a creature is exposed to a monster’s poison, it attempts a Fortitude save to avoid becoming poisoned. The level of a poison is the level of the monster inflicting the poison.
  • Push ◆ Requirements The monster’s last action was a success with a Strike that lists Push in its damage entry. Effect The monster automatically knocks the target away from the monster.
  • Regeneration This monster regains the listed number of Hit Points each round at the beginning of its turn. Its dying condition never increases beyond dying 3 as long as its regeneration is active.
  • Rend ◆ A Rend entry lists a Strike the monster has.
  • Retributive Strike ↩ Trigger An enemy damages the monster’s ally, and both are within 15 feet of the monster.
  • Scent Scent involves sensing creatures or objects by smell, and is usually a vague sense.
  • Shield Block ↩ Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow.
  • Sneak Attack When the monster Strikes a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage.
  • Swallow Whole ◆ (attack) The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth.
  • Swarm Mind This monster doesn’t have a single mind (typically because it’s a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures.
  • Telepathy (aura, divination, magical) A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language.
  • Throw Rock ◆ The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
  • Trample ◆◆◆ The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters.
  • Tremorsense Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability).
  • Wavesense This sense allows a monster to feel vibrations caused by movement through a liquid. It’s an imprecise sense with a limited range (listed in the ability).