- Playing Creatures
- Ability Glossary
- All-Around Vision
- Aquatic Ambush
- Attack of Opportunity
- At-Will Spells
- Catch Rock
- Change Shape
- Constant Spells
- Coven (divination, mental, occult)
- Fast Healing
- Frightful Presence (aura, emotion, fear, mental)
- Greater Constrict
- Improved Grab, Improved Knockdown, or Improved Push
- Light Blindness
- Low-light Vision
- Retributive Strike
- Shield Block
- Sneak Attack
- Swallow Whole
- Swarm Mind
- Telepathy (aura, divination, magical)
- Throw Rock
- Creature Traits
- Rarity Traits
- Alignment Trait Abbreviation
- Other Traits
- Sea Devil
- Creatures by Type
- Creatures by Level
In this introduction, you can find advice on how to play these creatures in the game, including how to read and use their statistics, advice on roleplaying their interactions with player characters, and guidance on adjusting creature statistics to fit the needs of your setting.
Lastly, the appendix in the back of the book contains sections that provide information about frequently used monster abilities, creature traits, new rituals, uncommon languages, and lists of monsters sorted by type and level.
While the other players portray their characters, you as the Game Master get to play everyone else. This section provides the basics for using the creatures in this book. It guides you through the process of reading and understanding the creatures’ statistics so the creature can either provide a threat or serve as an ally in and out of combat. It also provides general advice for roleplaying creatures to help provide more depth to the creatures in your game’s world.
Reading Creature Statistics
Each creature’s rules appear in a stat block, with a structure similar to those of feats, spells, and magic items. Because creatures have more abilities than those game elements, however, their statistics include more entries, many of which have special formats.
A creature’s traits line sometimes begins with a rarity; if the creature’s rarity is common, no rarity is listed. The next entry is its alignment, which is given as a one- or two-letter abbreviation (LG for lawful good, N for neutral, CE for chaotic evil, and so on). Next is the creature’s size (Tiny, Small, Medium, Large, Huge, or Gargantuan). Any other traits are then listed.
Actions and activities the creature can use have the appropriate icons next to those abilities’ names noting how many actions they require. A creature always has the requisite proficiency ranks or other abilities required to use what’s listed in its stat block. For instance, a spellcasting creature can perform the Cast a Spell activity, and a creature is never untrained with any of its items.
Some abilities are abbreviated in stat blocks and described more in full in the Ability Glossary.
Perception The creature’s Perception modifier is listed here, followed by any special senses.
Languages The languages for a typical creature of that kind are listed here, followed by any special communication abilities. If a creature lacks this entry, it cannot communicate with or understand another creature through language.
Skills The creature is trained or better in these skills. For untrained skills, use the corresponding ability modifier.
Ability Modifiers The creature’s ability modifiers are listed here.
Items Any significant gear the creature carries is listed here.
Interaction Abilities Special abilities that affect how a creature perceives and interacts with the world are listed here.
AC, followed by any special bonuses to AC; Saving Throws A special bonus to a specific save appears in parentheses after that save’s bonus. Any special bonuses to all three saving throws against particular types of effects are listed after the three saves.
HP, followed by automatic abilities that affect the creature’s Hit Points or Healing; Immunities; Weaknesses; Resistances Any immunities, weaknesses, or resistances the creature has are listed here.
Automatic Abilities The creature’s auras, any abilities that automatically affect its defenses, and the like are listed here.
Reactive Abilities Free actions or reactions that are usually triggered when it’s not the creature’s turn are listed here.
Speed, followed by any other Speeds or movement abilities.
Melee [one-action] (traits; some weapon traits, such as deadly, include their calculations for convenience) The name of the weapon or unarmed attack the creature uses for a melee Strike, followed by the attack modifier and traits in parentheses. If a creature has any abilities or gear that would affect its attack modifier, such as a weapon with a +1 weapon Potency Rune, those calculations are already included, Damage amount and damage type, plus any additional effects (this entry is Effect if the Strike doesn’t deal damage).
Ranged [one-action] As Melee, but also lists range or range increment with traits, Damage as Melee.
Spells The entry starts with the magical tradition and whether the spells are prepared or spontaneous, followed by the DC (and attack modifier if any spells require spell attack rolls). Spells are listed by level, followed by cantrips. A spell prepared multiple times lists the number of times in parentheses—for example, “(×2).” Spontaneous spells list the number of spell slots after the spell level.
Innate Spells These are listed like other spells, but can also include constant, at-will, and focus spells. If the creature has a focus spell as an innate spell, it works like other innate spells with listed uses, rather than costing Focus Points. Spells that can be used an unlimited number of times list “(at will)” after the spell’s name. Constant spells appear at the end, separated by level. Rules for constant and at-will spells appear in the Ability Glossary.
Focus Spells If a creature has focus spells, this entry lists the spells’ level, the Focus Points in the creature’s focus pool, the DC, and those spells.
Rituals Any rituals the creature can cast appear here.
Offensive or Proactive Abilities Any actions, activities, or abilities that automatically affect the creature’s offense, as well as free actions or reactions that are usually triggered on the creature’s turn, appear here in alphabetical order.
Whether it’s an adversary or a potential ally, a creature might have a very different worldview than the PCs. When roleplaying creatures, think about how they experience the world differently due to their senses, physiology, and habitat. Each creature entry in this book gives you some context about the creature’s worldview, motivations, ecology, and societies. Many sections have sidebars that provide relevant facts about creatures (labeled with the icons listed in the Sidebar Icons section on page 7). You can use the information in each creature entry as cues on how to roleplaying the creature in and out of combat. These cues can be as simple as a difference in idioms (perhaps saying “in the other tentacle” rather than “on the other hand”) and as complex as determining motivations, hopes, and dreams for an individual creature. Understanding a creature you’re playing also informs what tactics they’ll use, as well as whether they are willing to surrender or flee when things don’t go their way.
Sometimes you might need to customize a creature based on the needs of your story or the narrative circumstances as your story unfolds. This section guides you through some basic strategies you can use to adjust creatures. It includes quick adjustments you can make to a creature to alter its level. You might also need to adjust a creature’s languages or gear, or know its proficiency ranks in skills or Perception.
The creatures presented in this book have appropriate statistics for their levels. In many cases, you can make relatively minor adjustments, called elite and weak adjustments, to their statistics to make them function 1 level higher or lower than presented.
Elite and weak adjustments work best with creatures that focus on physical combat. These adjustments overstate the normal numerical gains the creature would make from increasing its level to make up for the lack of new special abilities. As such, when applied multiple times to the same creature, these adjustments cause its statistics to become less accurate for the creature’s level. These adjustments have a greater effect on the power level of low-level creatures; applying elite adjustments to a level –1 creature gives you one closer to 1st level, and applying weak adjustments to a 1st-level creature gives you one whose level is closer to –1.
Creatures that cast spells or rely on noncombat abilities typically need specific adjustments to those spells or abilities.
Sometimes you’ll want a creature that’s just a bit more powerful than normal so that you can present a challenge that would otherwise be trivial, or show that one enemy is stronger than its kin. To do this quickly and easily, apply the elite adjustments to its statistics as follows:
- Increase the creature’s AC, attack modifiers, DCs,saving throws, Perception, and skill modifiers by 2.
- Increase the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster’s spells or a dragon’s Breath Weapon),increase the damage by 4 instead.
- Increase the creature’s Hit Points based on its starting level (see the table below).
|Starting Level||HP Increase|
|1 or lower||10|
Sometimes you’ll want a creature that’s weaker than normal so you can use a creature that would otherwise be too challenging, or show that one enemy is weaker than its kin. To do this quickly and easily, apply the weak adjustments to its statistics as follows.
- Decrease the creature’s AC, attack modifiers, DCs,saving throws, and skill modifiers by 2.
- Decrease the damage of its Strikes and other offensive abilities by 2. If the creature has limits on how many times or how often it can use an ability (such as a spellcaster’s spells or a dragon’s Breath Weapon),decrease the damage by 4 instead.
- Decrease the creature’s HP based on its starting level.
|Starting Level||HP Decrease|
The languages listed in a creature’s entry are what a typical creature of that type knows. However, you might want to vary these based on the specific creature. For instance, if a creature is interested in speaking with or understanding the people in its region, it would most likely know the language those people speak. This language is most often Common, but you can give it a more appropriate language depending on what region the creature lives in.
Beings from other planes are unlikely to know any languages from the Material Plane unless they frequently travel there. If such a creature knows a mortal language, then that creature likely is interested in communicating with mortals. This language is most often Common, although such keep in mind that such a creature should speak Common only if it specifically travels to or studies your campaign’s world and region above others.
Some creatures rely on gear, like armor and weapons. You might need statistics for such a creature that doesn’t have its gear. For example, a creature could be Disarmed, it might be ambushed while it’s out of its armor, or one of its worn magic items could be disabled with dispel magic. In most cases, you can simply improvise, but if you want to be more exacting, use these guidelines for weapons and armor.
If a creature loses its weapon, it might draw another weapon or use an unarmed attack. If it uses a Strike it doesn’t have listed in its stat block, find a Strike entry for the creature that most closely matches the substitute, reduce the attack modifier by 2, and use the damage dice for the new Strike. If the creature needs to make an unarmed attack and doesn’t have one listed in its stat block, it uses the statistics for a fist. If the creature loses a weapon with a weapon Potency Rune, you usually should reduce the attack modifier by 2 plus the bonus granted by the weapon’s Potency Rune for the new weapon. For example, if the creature is Disarmed of its +1 mace, then you would reduce the attack modifier by 3 instead of 2 for the new Strike.
If a creature doesn’t have its armor, find the armor in its Items entry and reduce the creature’s AC by that armor’s item bonus. If the armor has a Potency Rune, increase the reduction as appropriate; for example, if the creature has a suit of +2 chain mail in its statistics, and the characters catch the creature without its armor, you would reduce the creature’s AC by 6 instead of 4. If the armor has a Resilient Rune, reduce the creature’s saves based on the Rune’s type (1 for Resilient, 2 for greater Resilient, or 3 for major Resilient).
Skills, Perception, and Proficiency
In some situations, such as when a creature is trying to Disable a PC’s snare, you need to know the creature’s proficiency rank. Creatures are trained in the skills listed in their stat blocks. Because monsters aren’t created using the same rules as PCs, they are untrained in skills that aren’t listed. A creature usually has expert proficiency in its listed skills around 5th level, master proficiency around 9th level, and legendary proficiency around 17th level. A creature might need a certain proficiency rank in Perception to detect certain things. Many creatures have expert proficiency in Perception, and improve to master proficiency around 7th level and legendary proficiency around 13th level.
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.
This monster can see in all directions simultaneously, and therefore can’t be flanked.
Requirements The monster is hiding in water and a creature that hasn’t detected it is within the listed number of feet.
Effect The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is flat-footed against this Strike.
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.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.
The monster can cast its at-will spells any number of times without using up spell slots.
A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
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.
Trigger A creature Mounts or uses the Command an Animal action while riding the monster.
Effect The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.
Requirements The monster must have a free hand but can release anything it’s holding as part of this reaction.
Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.
Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.
Action(s): one-action] (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. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
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. After the coven is formed, each of its members gains elite adjustments (page 6), adjusting their levels accordingly. Coven members can sense other members’ locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level baleful polymorph spell and all the following spells, which the coven can cast at any level up to 5th: augury, charm, clairaudience, clairvoyance, dream message, illusory disguise, illusory scene, prying eye, and talking corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the control weather ritual, with a DC of 23 instead of the standard DC. If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can’t cast coven spells.
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A monster with greater darkvision, however, can see through even these forms of magical darkness.
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.
The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster’s size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster’s path) or pushed in front of the monster to the end of the monster’s movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space. A creature that fails its save is pulled into the monster’s body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it’s engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster’s space. If the monster dies, all creatures it has engulfed are automatically released as the monster’s form loses cohesion.
A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Trigger The monster is reduced to 0 HP.
Frightful Presence (aura, emotion, fear, mental)
A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 4.
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.
Effect The monster automatically Grabs the target until the end of the monster’s next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can’t be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster’s Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
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. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.
Improved Grab, Improved Knockdown, or Improved Push
Action(s): free-action] The monster can use Grab, Knockdown, or Push (as appropriate) as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has grabbed.
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 allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the Positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.
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. However, as long as the monster is in an area of bright light, it’s dazzled.
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.
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. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.
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. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to dying 4.
Action(s): one-action] A Rend entry lists a Strike the monster has. Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike’s damage again to the enemy.
Trigger An enemy damages the monster’s ally, and both are within15 feet of the monster.
Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster’s level. If the foe is within reach, the monster makes a melee Strike against it.
Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma). If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
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. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.
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. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.
Action(s): one-action] (attack) The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can’t use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature’s Reflex DC. If it succeeds, it swallows the creature. The monster’s mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can’t attack creatures it has swallowed. A swallowed creature is grabbed, is slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it’s swallowed. If the victim Escapes this ability’s grabbed condition, it exits through the monster’s mouth. This frees any other creature grabbed in the monster’s mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster’s space. If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
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. It is still subject to mental effects that affect all creatures in an area.
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. This doesn’t give any special access to their thoughts, and communicates no more information than normal speech would.
The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.
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. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
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). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
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). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.
Unless the creature is common, its trait list starts with a rarity trait. Creatures that don’t start with a rarity trait have the common rarity.
Common A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
Uncommon Less is known about uncommon creatures than common creatures. They typically can’t be summoned. The DC of Recall Knowledge checks related to this creature is increased by 2.
Rare As the name suggests, these creatures are rare. They typically can’t be summoned. The DC of Recall Knowledge checks related to this creature is increased by 5.
Unique A creature with this rarity is one of a kind. The DC of Recall Knowledge checks related to this creature is increased by 10.
Alignment Trait Abbreviation
Following any listed rarity trait is one of nine alignment trait abbreviations. They are listed below with the alignment traits that these abbreviations represent.
CE Chaotic and evil
CG Chaotic and good
CN Chaotic and neutral
LG Lawful and good
LE Lawful and evil
LN Lawful and neutral
NE Neutral and evil
NG Neutral and good
After any listed rarity trait and the alignment abbreviation, each creature has its size listed before its traits.
Gargantuan This size of creature takes up a space of at least 20 feet by 20 feet (16 squares on the grid), but can be much larger. Gargantuan creatures typically have a reach of 20 feet if they are tall, or 15 feet if they are long, but larger ones could have a much longer reach.
Huge A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long.
Large A Large creature takes up a 10-foot-by-10-foot space (4 squares on the grid). It typically has a reach of 10 feet if the creature is tall or 5 feet if the creature is long.
Medium A Medium creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet.
Small A Small creature takes up a 5-foot-by-5-foot space (1 square on the grid) and typically has a reach of 5 feet.
Tiny A creature of this size takes up less than a 5-foot-by-5- foot space (1 square on the grid), and multiple Tiny creatures can occupy the same square on the grid. At least four Tiny creatures can occupy the same square, and even more can occupy the same square, at the GM’s discretion. They can also occupy the same space as larger creatures, and if their reach is 0 feet, they must do so in order to attack.
After any rarity traits, the alignment abbreviation, and the size trait, each creature’s trait line lists all other traits the creature has in alphabetical order. The following is a list of those traits found in the book.
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
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.
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.
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.
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.
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.
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 creatures are native of the Astral Plane. They can survive the basic environmental effects of the Astral Plane.
This family of celestials is native to Elysium. They are chaotic good and have darkvision and a weakness to evil and cold iron.
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.
Boggards are frog-like humanoids. They typically have darkvision.
These subterranean people have darkvision, and some have powers to create darkness.
Catfolk are humanoids with feline features.
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.
These humanoids are the children of hags and members of other humanoid ancestries.
Effects with this trait deal cold damage. Creatures with this trait have a magical connection to cold.
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.
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.
A family of fiends hailing from the Abyss, most demons are chaotic evil. Most demons have darkvision.
A family of fiends from Hell, most devils are lawful evil. They typically have greater darkvision, immunity to fire, and telepathy.
These humanoids are the immortal offspring of vampires and members of other ancestries.
These reptiles have survived from prehistoric times.
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.
Subterranean kin of the elves, drow typically have darkvision and inborn magical abilities.
Subterranean kin of the dwarves, duergars typically have darkvision and immunity to poison. They are not easily fooled by illusions.
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.
Effects with this trait deal electricity damage.
A creature with this trait has a magical connection to electricity.
Elementals are creatures directly tied to an element and are native to the Elemental Planes. Elementals don’t need to breathe.
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 creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Creatures of the Fey World are called the fey.
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.
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.
Fungal creatures have the fungus trait. They are distinct from normal fungi.
The diverse families of genies hold positions of prominence on the Elemental Planes. They have powerful magical abilities.
Lost souls that haunt the world as incorporeal undead are called ghosts.
Ghouls are vile undead creatures that feast on flesh.
Giants are massive humanoid creatures.
Gnolls are humanoids that resemble hyenas.
A creature with this trait can come from multiple groups of creatures, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins.
A weapon with this trait is created and used by goblins.
Golems are a special type of construct. Golems are immune to almost all magic, but most have a weakness to certain spells.
Cruel and mischievous fey, gremlins have acclimated to life on the Material Plane.
These creatures are malevolent spellcasters who form covens.
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings.
A weapon with this trait is created and used by halflings.
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can’t perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can’t end their movement in its space. An incorporeal creature can’t attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property Rune. Likewise, a corporeal creature can’t attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property Rune), with double the resistance against non-magical damage.
These constructed aeons were created by the axiomites. Each type of inevitable is dedicated to a specific task. Most inevitables have weakness to chaotic damage.
Kobolds are reptilian humanoids who are usually Small and typically have darkvision.
Leshys are small plant creatures, roughly humanoid in form.
Lizardfolk are a family of reptilian humanoids.
Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic.
A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
These aquatic humanoids have an upper body similar to a human and a lower body similar to a fish.
A mindless creature has either programmed or rudimentary mental attributes. Most, if not all, of their mental ability modifiers are –5. They are immune to all mental effects.
Creatures that hail from or have a strong connection to the neutrally aligned planes are called monitors. Monitors can survive the basic environmental effects of planes in the Outer Sphere.
A mummy is an undead creature created from a preserved corpse.
The monster has mutated or evolved, granting it unusual benefits, drawbacks, or both.
This family of beautiful fey creatures has strong ties to natural locations.
Oozes are creatures with simple anatomies. They tend to have low mental ability scores and immunity to mental effects and precision damage.
A creature with this trait is a member of the orc ancestry. These green-skinned people tend to have darkvision. An ability with this trait can be used or selected only by orcs. An item with this trait is created and used by orcs.
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
A family of monitors spawned within the Maelstrom, these creatures are guardians of disorder and are chaotic neutral. They typically have darkvision, an amorphous anatomy, and a weakness to lawful damage.
A family of monitors spawned within the Boneyard to convey souls to the Outer Planes, most psychopomps are true neutral. They typically have darkvision, lifesense, and spirit touch, and they are immune to death effects.
Reincarnations of evil souls, rakshasas are fiends that live on the Material Plane.
Ratfolk are humanoids who resemble rats.
Evil ocean-dwelling humanoids, sea devils usually have darkvision and wavesense.
This undead is made by animating a dead creature’s skeleton with negative energy.
These constructs are mentally augmented by a fragment of a once-living creature’s soul.
Spirits are ephemeral creatures defined by their spiritual essence. They often lack a material form.
A family of diminutive winged fey with a strong connection to primal magic.
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny.
A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action.
A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons).
Tengu are humanoids who resemble birds.
Trolls are giant, brutish creatures and are well known for their ability to regenerate.
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by Positive energy, are healed by negative energy, and don’t benefit from Healing effects.
Undead creatures who thirst for blood, vampires are notoriously versatile and hard to destroy.
Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait are primarily constituted of water or have a magical connection to the element.
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
These subterranean reptilian creatures tend to have darkvision and smell awful.
These undead are mindless rotting corpses that hunger for living flesh.
|Alghollthu||Alghollthus and their thralls|
|Arboreal||Arboreals and other plant creatures|
|Utopian||Axiomites and inevitables|
Creatures by Type
The following lists organize the creatures by their most important type, subdivided by level. A superscript “U” indicates that a creature is uncommon, “R” that it’s rare, and “Uq” that it’s unique.
|3||grothlut, rust monster, web lurker|
|4||faceless stalker, mimic, otyugh|
|5||cloaker, gibbering mouther|
|7||alghollthu masterU, chuul, dark nagaU|
|10||guardian nagaU, gug, nilith, ofalth, roperU|
|14||grikkitog, veiled masterR|
|–1||bloodseeker, eagle, flash beetle, giant centipede, giant rat, guard dog, viper|
|0||riding pony, spider swarm|
|1||ball python, electric eel, giant gecko, goblin dog, hunting spider, hyena, rat swarm, riding dog, riding horse, vampire bat swarm, velociraptor, war pony, wolf|
|2||boar, crocodile, deinonychus, giant bat, giant monitor lizard, giant viper, leopard, pteranodon, slurk, war horse|
|3||ankhrav, bunyip, centipede swarm, dire wolf, giant mantis, giant scorpion, giant wasp, gorilla, grizzly bear, hyaenodon, lion|
|4||daeodon, giant stag beetle, great white shark, griffon, scorpion swarm, tiger, wasp swarm|
|5||giant moray eel, giant frilled lizard|
|6||ankylosaurus, cave bear, giant tarantula, smilodon|
|7||elephant, quetzalcoatlus, stegosaurus|
|8||bulette, giant anaconda, giant octopus, hive motherU, krooth, megaprimatus, triceratops|
|9||deinosuchus, megalodonU, roc|
|10||brontosaurus, mammoth, tyrannosaurus|
|11||deadly mantis, goliath spider|
|3||centaur, cockatrice, giant eagle, pegasus|
|4||gargoyle, owlbear, porachaU|
|5||basilisk, ether spider, winter wolf|
|6||hydra, lamia, manticore|
|8||chimeraU, lamia matriarch, sphinx|
|18||crimson wormR, krakenU, simurghR|
|1||cassisian, lantern archon, lyrakien|
|4||gancanagh, horned archon|
|7||legion archon, lillend|
|2||animated armor, soulbound doll|
|7||giant animated statue|
|6||jungle drake, wyvern, young white dragon|
|7||frost drake, young black dragon, young brass dragon|
|8||desert drake, young copper dragon, young green dragon|
|9||dragon turtle, young blue dragon, young bronze dragon|
|10||adult white dragon, young red dragon, young silver dragon|
|11||adult black dragon, adult brass dragon, young gold dragon|
|12||adult copper dragon, adult green dragon|
|13||adult blue dragon, adult bronze dragon|
|14||adult red dragon, adult silver dragon, crag linnormU|
|15||adult gold dragon, ancient white dragonU|
|16||ancient black dragonU, ancient brass dragonU|
|17||ancient copper dragonU, ancient green dragonU, ice linnormU|
|18||ancient blue dragonU, ancient bronze dragonU|
|19||ancient red dragonU, ancient silver dragonU|
|20||ancient gold dragonU, tarn linnormU|
|1||air mephit, earth mephit, fire mephit, water mephit|
|3||brine shark, cinder rat, sod hound, zephyr hawk|
|5||living landslide, living waterfall, living whirlwind, living wildfire, djinniU|
|7||invisible stalker, quatoid, salamander, shaitanU, xorn|
|9||efreetiU, firewyrm, maridU, stone mauler, storm lord, tidal master|
|11||elemental avalanche, elemental hurricane, elemental inferno, elemental tsunami|
|1||grig, jinkin, naiad|
|1||cacodaemon, imp, quasit|
|7||greater barghestU, succubus|
|9||leukodaemon, nessian warhound, night hag, vrock|
|10||phistophilus, raja rakshasa|
|20||balor, pit fiend|
|7||hill giant, ogre boss|
|10||fire giant, troll king|
|–1||goblin warrior, kobold warrior|
|0||duergar sharpshooter, orc brute|
|1||boggard scout, caligni dancer, catfolk pouncer, deep gnome scout, drow fighter, duergar bombardier, goblin commando, goblin pyro, goblin war chanter, hobgoblin soldier, kobold scout, lizardfolk defender, lizardfolk scout, merfolk warrior, orc warrior, xulgath warrior|
|2||boggard warrior, bugbear thug, caligni creeper, deep gnome warrior, dero stalker, dhampir wizard, drow rogue, duergar taskmaster, gnoll hunter, kobold dragon mage, lizardfolk stargazer, merfolk wavecaller, orc warchief, sea devil scout, tengu, wererat, xulgath skulker|
|3||boggard swampseer, bugbear tormentor, dero strangler, doppelgangerU, dream may exile, drow priestess, gnoll cultist, sea hag, tiefling adept, werewolf, xulgath leader|
|4||caligni stalker, duskwalker ghost hunter, gnoll sergeant, green hag, hobgoblin archer, minotaur, ratfolk grenadier, sea devil brute, werebearU|
|5||aasimar redeemer, deep gnome rockwarden, dero magisterU, harpy, yetiU|
|6||annis hag, hobgoblin general, sea devil baron|
|1||arbiter, nosoi, voidworm|
|6||awakened tree, shambler|
|10||dezullon, giant flytrap|
|–1||skeleton guard, zombie shambler|
|1||ghoul, plague zombie|
|2||ghast, skeletal champion, skeletal horse, zombie brute|
|3||skeletal giant, wight|
|4||ghost commoner, shadow, vampire spawn rogue|
|6||mummy guardian, vampire count, wraith, zombie hulk|
|7||dullahanU, skeletal hulk|
|9||mummy pharaohR, vampire mastermindU|
|10||ghost mage, graveknight|
|16||lesser deathR, warswornU|
Creatures by Level
The following tables present every single stat block organized by level. Each entry also details the creature’s category, showing under which entry it can be found and the general group it belongs to, its type trait, which is useful for summoning and some other abilities, along with the creature’s rarity and page number.
|Animated broom||–1||Animated object||Construct||Common|
|Air mephit||1||Elemental, mephit||Elemental||Common|
|Deep gnome scout||1||Deep gnome||Humanoid||Common|
|Earth mephit||1||Elemental, mephit||Elemental||Common|
|Fire mephit||1||Elemental, mephit||Elemental||Common|
|Goblin dog||1||Goblin dog||Animal||Common|
|Goblin war chanter||1||Goblin||Humanoid||Common|
|Vampire bat swarm||1||Bat||Animal||Common|
|Water mephit||1||Elemental, mephit||Elemental||Common|
|Animated armor||2||Animated object||Construct||Common|
|Deep gnome warrior||2||Deep Gnome||Humanoid||Common|
|Faerie dragon||2||Faerie dragon||Dragon||Uncommon|
|Giant Monitor lizard||2||Lizard||Animal||Common|
|Kobold dragon mage||2||Kobold||Humanoid||Common|
|Sea devil scout||2||Sea devil||Humanoid||Common|
|Soulbound doll||2||Soulbound doll||Construct||Common|
|Animated statue||3||Animated object||Construct||Common|
|Brine shark||3||Elemental, water||Elemental||Common|
|Cinder rat||3||Elemental, fire||Elemental||Common|
|Hell hound||3||Hell hound||Fiend||Common|
|Rust monster||3||Rust monster||Aberration||Common|
|Sod hound||3||Elemental, earth||Elemental||Common|
|Tiefling adept||3||Planar scion||Humanoid||Common|
|Web lurker||3||Web lurker||Aberration||Common|
|Zephyr hawk||3||Elemental, air||Elemental||Common|
|Duskwalker ghost hunter||4||Planar scion||Humanoid||Common|
|Giant stag beetle||4||Beetle||Animal||Common|
|Great white shark||4||Shark||Animal||Common|
|Sea devil brute||4||Sea devil||Humanoid||Common|
|Vampire spawn rogue||4||Vampire||Undead||Common|
|Aasimar redeemer||5||Planar scion||Humanoid||Common|
|Deep gnome rockwarden||5||Deep gnome||Humanoid||Common|
|Ether spider||5||Ether spider||Ethereal||Common|
|Giant frilled lizard||5||Lizard||Animal||Common|
|Giant moray eel||5||Eel||Animal||Common|
|Gibbering mouther||5||Gibbering mouther||Aberration||Common|
|Living landslide||5||Elemental, earth||Elemental||Common|
|Living waterfall||5||Elemental, water||Elemental||Common|
|Living whirlwind||5||Elemental, air||Elemental||Common|
|Living wildfire||5||Elemental, fire||Elemental||Common|
|Sea devil baron||6||Sea devil||Humanoid||Common|
|Young white dragon||6||Dragon, chromatic||Dragon||Common|
|Giant animated statue||7||Animated object||Construct||Common|
|Invisible stalker||7||Elemental, air||Elemental||Common|
|Young black dragon||7||Dragon, chromatic||Dragon||Common|
|Young brass dragon||7||Dragon, metallic||Dragon||Common|
|Brain collector||8||Brain collector||Aberration||Uncommon|
|Giant octopus||8||Octopus, giant||Animal||Common|
|Young copper dragon||8||Dragon, metallic||Dragon||Common|
|Young green dragon||8||Dragon, chromatic||Dragon||Common|
|Dragon turtle||9||Dragon turtle||Dragon||Common|
|Nessian warhound||9||Hell hound||Fiend||Common|
|Stone mauler||9||Elemental, earth||Elemental||Common|
|Storm lord||9||Elemental, air||Elemental||Common|
|Tidal master||9||Elemental, water||Elemental||Common|
|Young blue dragon||9||Dragon, chromatic||Dragon||Common|
|Young bronze dragon||9||Dragon, metallic||Dragon||Common|
|Adult white dragon||10||Dragon, chromatic||Dragon||Common|
|Young red dragon||10||Dragon, chromatic||Dragon||Common|
|Young silver dragon||10||Dragon, metallic||Dragon||Common|
|Adult black dragon||11||Dragon, chromatic||Dragon||Common|
|Adult brass dragon||11||Dragon, metallic||Dragon||Common|
|Elemental avalanche||11||Elemental, earth||Elemental||Common|
|Elemental hurricane||11||Elemental, air||Elemental||Common|
|Elemental inferno||11||Elemental, fire||Elemental||Common|
|Elemental tsunami||11||Elemental, water||Elemental||Common|
|Young gold dragon||11||Dragon, metallic||Dragon||Common|
|Adult copper dragon||12||Dragon, metallic||Dragon||Common|
|Adult green dragon||12||Dragon, chromatic||Dragon||Common|
|Sea serpent||12||Sea serpent||Animal||Uncommon|
|Shining child||12||Shining child||Astral||Common|
|Adult blue dragon||13||Dragon, chromatic||Dragon||Common|
|Adult bronze dragon||13||Dragon, metallic||Dragon||Common|
|Purple worm||13||Cave worm||Beast||Common|
|Adult red dragon||14||Dragon, chromatic||Dragon||Common|
|Adult silver dragon||14||Dragon, metallic||Dragon||Common|
|Adult gold dragon||15||Dragon, metallic||Dragon||Common|
|Ancient white dragon||15||Dragon, chromatic||Dragon||Uncommon|
|Azure worm||15||Cave worm||Animal||Uncommon|
|Ancient black dragon||16||Dragon, chromatic||Dragon||Uncommon|
|Ancient brass dragon||16||Dragon, metallic||Dragon||Uncommon|
|Lesser death||16||Grim Reaper||Undead||Rare|
|Ancient copper dragon||17||Dragon, metallic||Dragon||Uncommon|
|Ancient green dragon||17||Dragon, chromatic||Dragon||Uncommon|
|Ancient blue dragon||18||Dragon, chromatic||Dragon||Uncommon|
|Ancient bronze dragon||18||Dragon, metallic||Dragon||Uncommon|
|Crimson worm||18||Cave worm||Beast||Rare|
|Ancient red dragon||19||Dragon, chromatic||Dragon||Uncommon|
|Ancient silver dragon||19||Dragon, metallic||Dragon||Uncommon|
|Ancient gold dragon||20||Dragon, metallic||Dragon||Uncommon|
|Grim Reaper||21||Grim Reaper||Undead||Unique|
|Mu spore||21||Mu spore||Fungus||Common|