A–G
Pathfinder Bestiary (Second Edition), page 345
Aberration: Aberrations are creatures from beyond the planes or corruptions of the natural order.
Acid: Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
WEAPON TRAITS
The creatures in this book use one new trait—brutal— and list the finesse trait differently. The bonuses from these traits are already included in creatures’ statistics, but the traits are still shown because they’re relevant for the clumsy and enfeebled conditions.
Brutal: A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
Finesse: This melee attack is Dexterity-based. Even if a weapon normally has the finesse trait, this trait is omitted in the Strike entry if the monster is applying its Strength.
Aeon: These monitors are the self-styled defenders of reality. Traditional aeons have dualistic natures and forms, and they hold a dichotomy of interests, though axiomites and inevitables do not. Aeons other than axiomites and inevitables communicate via a strange telepathic hodgepodge of sensory sending called envisioning.
Air: Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or in areas without air. Creatures with this trait consist primarily of air or have a magical connection to that element.
Amphibious: An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater.
Angel: This family of celestials is native to the plane of Nirvana. Most angels are neutral good, have darkvision, and have a weakness to evil damage.
Animal: An animal is a creature with a relatively low intelligence. It typically doesn’t have an Intelligence modifier above –4, can’t speak languages, and can’t be trained in Intelligence-based skills.
Aquatic: Aquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
Archon: Members of this family of celestials are the protectors of Heaven and are lawful good. They have darkvision and a weakness to evil damage.
Astral: Astral creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.
Azata: This family of celestials is native to Elysium. They are chaotic good and have darkvision and a weakness to evil and cold iron.
Beast: A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Boggard: Boggards are frog-like humanoids. They typically have darkvision.
Caligni: These subterranean people have darkvision, and some have powers to create darkness.
Catfolk: Catfolk are humanoids with feline features.
Celestial: Creatures that hail from or have a strong connection to the good-aligned planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
Changeling: These humanoids are the children of hags and members of other humanoid ancestries.
Cold: Effects with this trait deal cold damage. Creatures with this trait have a magical connection to cold.
Construct: A construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.
Daemon: A family of fiends spawned on the desolate plane of Abaddon, most daemons are neutral evil. They typically have darkvision and weakness to good damage.
Demon: A family of fiends hailing from the Abyss, most demons are chaotic evil. Most demons have darkvision.
Dero: This family of humanoids are the descendants of fey creatures that fell into darkness and confusion after being abandoned in the Darklands. They are immune to confusion and vulnerable to sunlight.
Devil: A family of fiends from Hell, most devils are lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
Dhampir: These humanoids are the immortal offspring of vampires and members of other ancestries.
Dinosaur: These reptiles have survived from prehistoric times.
Dragon: Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and the paralyzed condition.
Drow: Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Duergar: Subterranean kin of the dwarves, duergars typically have darkvision and immunity to poison. They are not easily fooled by illusions.
Earth: Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.
Electricity: Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Elemental: Elementals are creatures directly tied to an element and are native to the Elemental Planes. Elementals don’t need to breathe.
Elf: A creature with this trait is a member of the elf ancestry. Elves are mysterious people with rich traditions of magic and scholarship who typically have low-light vision. An ability with this trait can be used or selected only by elves. A weapon with this trait is created and used by elves.
Ethereal: Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Fey: Creatures of the First World are called the fey.
Fiend: Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait are primarily constituted of fire or have a magical connection to that element.
Fungus: Fungal creatures have the fungus trait. They are distinct from normal fungi.
Genie: The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
