Hit Points

Pathfinder Gamemastery Guide (Second Edition), page 62

Give a creature HP in the moderate range unless its theme strongly suggests it should use another range. Spellcasters, for example, often have low HP. Brutish creatures usually have high HP, compensating with lower AC, weaker saves, few tactical options, or other limitations. As mentioned in the Armor Class section above, you don’t want a creature with extreme AC to have high HP too.

Hit Points are closely tied in with immunities, weaknesses, and resistances, so if your creature has any of those, look at that section before finalizing HP (page 63).

Regeneration and Healing Abilities

Your creature might have regeneration, fast healing, or some other ability to heal itself. These healing abilities can greatly affect the flow of a fight. Regeneration or fast healing heals some number of hits each round—usually one to one and a half hits. To determine the number of Hit Points it should restore, look at the high damage value on Table 2–10: Strike Damage (page 65) and multiply that value by the number of hits healed. For instance, if the high damage is 20, regeneration between 20 to 30 makes sense. The value should be higher if the regeneration is easy to overcome—and remember that most regeneration gets easier to overcome at higher levels. Also, you might want to decrease the creature’s total HP by double its regeneration value. Fast healing follows the same rules, but because it can’t prevent a creature’s death and there isn’t always have a way to deactivate it, you might want to give the creature more HP instead of fast healing to keep things simple.

If a creature can use an ability that heals it, that ability typically restores more HP since it costs actions. An at-will healing ability should be based on a heal spell 2 levels lower than the highest-level spell a creature of that level could ordinarily cast (for example, an 11th-level creature can typically cast up to 6th-level spells, so you would base its healing ability on a 4th-level heal spell). If the ability both deals damage and heals, use that same baseline scale from above but with vampiric touch instead of heal.

High

Moderate

Low

–1 9 8–7 6–5
0 20–17 16–14 13–11
1 26–24 21–19 16–14
2 40–36 32–28 25–21
3 59–53 48–42 37–31
4 78–72 63–57 48–42
5 97–91 78–72 59–53
6 123–115 99–91 75–67
7 148–140 119–111 90–82
8 173–165 139–131 105–97
9 198–190 159–151 120–112
10 223–215 179–171 135–127
11 248–240 199–191 150–142
12 273–265 219–211 165–157
13 298–290 239–231 180–172
14 323–315 259–251 195–187
15 348–340 279–271 210–202
16 373–365 299–291 225–217
17 398–390 319–311 240–232
18 423–415 339–331 255–247
19 448–440 359–351 270–262
20 473–465 379–371 285–277
21 505–495 405–395 305–295
22 544–532 436–424 329–317
23 581–569 466–454 351–339
24 633–617 508–492 383–367