Special Abilities

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public use under the terms of the Open Game License v1.0a.

SPECIAL ABILITIES

# Ability Score Reduction (Su):

Some attacks reduce an opponent’s score in one or more
abilities. This loss can be permanent or temporary

**Permanent**
Ability Drain: **This effect permanently reduces a living**
opponent’s ability score when the creature hits with a melee attack. The
creature’s descriptive text gives the ability and the amount drained. If an
attack that causes permanent ability drain scores a critical hit, it drains
twice the given amount (if the damage is expressed as a die range, roll two
dice). A draining creature heals 5 points of damage (10 on a critical hit)
whenever it drains an ability score no matter how many points it drains. If the
amount of healing is more than the damage the creature has taken, it gains any
excess as temporary hit points.

Some ability drain attacks allow a Fortitude save with a DC
of 10 +1/2 draining creature’s HD + draining creature’s Charisma modifier (the
exact DC is given in the creature’s descriptive text). If no saving throw is
mentioned, none is allowed.

**Temporary**
Ability Damage: **This attack damages an opponent’s**
ability score. The creature’s descriptive text gives the ability and the amount
of damage. If an attack that causes ability damage scores a critical hit, it
deals twice the given amount (if the damage is expressed as a die range, roll two
dice). Temporary ability damage returns at the rate of 1 point per day.

# Blindsight (Ex):

Using nonvisual senses, such as sensitivity to vibrations,
scent, acute hearing, or echolocation, the creature maneuvers and fights as
well as a sighted creature. Invisibility and darkness are irrelevant. The
ability’s range is specified in the creature’s descriptive text. The creature
usually does not need to make Spot or Listen checks to notice creatures within
range of its blindsight ability.

# Breath Weapon (Su):

A breath weapon attack usually causes damage and is often
based on some type of energy. It allows a Reflex save for half damage with a DC
equal to 10 + ½ breathing creature’s HD + breathing creature’s Constitution
modifier (the exact DC is given in the creature’s Species Traits). A creature
is immune to its own breath weapon and those of others of its kind unless noted
otherwise.

# Constrict (Ex):

The creature crushes the opponent, dealing bludgeoning
damage, after making a successful grapple check. The amount of damage is given
in the creature’s entry. If the creature also has the improved grab ability
(see below), it deals constriction damage in addition to damage dealt by the
weapon used to grab.

# Damage Reduction (Su):

= The creature ignores damage from most weapons and natural attacks. Wounds
heal im­mediately, or the weapon bounces off harmlessly (in either case, the
opponent knows the attack was ineffective). The creature takes normal damage
from energy attacks (even nonmagical ones), spells, spell-like abilities, and
supernatural abilities. A magic weapon or a creature with its own damage
reduction can sometimes damage the creature normally, as noted below. =

The entry indicates the amount of damage ignored and the
type of weapon that negates the ability.

Any weapon more powerful than the type listed in the note
also negates the ability. A weapon with an enhancement bonus due to magic is
considered more powerful than any weapon that does not have such a bonus.

For purposes of harming other creatures with damage
reduction, a creature’s natural weapons count as the type that ignores its own
innate damage reduction. However, damage reduction from spells does not confer
this ability. The amount of damage reduction is irrelevant.

# Darkvision (Ex):

The creature can see in total darkness, out to the specified
range (usually 60 feet). Darkvision is black-and-white only, but is otherwise
like normal light.

# Energy Drain (Su):

This attack saps a living opponent’s vital energy. With each
successful melee attack, the creature bestows one or more negative levels. If
an attack that includes an energy drain scores a critical hit, it drains double
the given amount. For each negative level inflicted on an opponent, the
draining creature heals 5 points of damage. If the amount of healing is more
than the damage the creature has taken, it gains any excess as temporary hit
points that remain for a maximum of 1 hour.

For each negative level, the opponent takes a –1 penalty on
all skill checks and ability checks, attack rolls, and saving throws, and loses
one effective level or Hit Die (whenever level is used in a die roll or
calculation). A character with spellcasting ability loses the ability to cast
one spell of the highest level he or she can cast (player’s choice); this loss
persists until the negative level is removed.

Negative levels remain until 24 hours have passed or until
removed with a spell.
If a negative level is not removed before 24 hours have passed, the afflicted
opponent must attempt a Fortitude save with a DC of 10 + 1/2 draining
creature’s HD + draining creature’s Charisma modifier (the exact DC is given in
the creature’s Species Traits). On a success, the negative level goes away with
no harm to the creature. On a failure, the negative level goes away, but the
creature’s level is reduced by one. A separate saving throw is required for
each negative level. A creature that loses all of its levels or Hit Dice dies
and, depending on the source of the energy drain, might rise as an undead
creature of some kind.

# Fast Healing (Ex):

The creature regains hit points at an exceptionally fast
rate, usually 1 or more hit points per round.
Fast healing stops working when a creature is reduced to –10 hp or
fewer. Except as noted here, fast healing works just like natural healing.

Fast healing doesn’t provide any benefit against attack
forms that don’t deal hit point damage. Fast healing also doesn’t restore hit
points lost to starvation, thirst, or suffocation, and it doesn’t allow a
creature to regrow or reattach severed body parts.

# Fear Aura (Su):

A fear aura either operates continuously or can be used at
will. In either case, it’s a free action. This ability can freeze an opponent
or cause opponents to become panicked.
Other effects are possible. Negating the fear effect requires a
successful Will save with a DC equal to 10 + 1/2 fearsome creature’s HD +
fearsome creature’s Charisma modifier (the exact DC is given in the creature’s
descriptive text).

# Gaze (Su):

A gaze attack takes effect when opponents look at the
creature’s eyes. The attack can have almost any sort of effect: petrification,
death, charm, and so on. The typical range is 30 feet, but check the creature’s
entry for details. The type of saving throw for a gaze attack varies, but it is
usually a Will or Fortitude save. The DC is equal to 10 + 1/2 gazing creature’s
HD + gazing creature’s Charisma modifier (the exact DC is given in the
creature’s Species Traits). A successful saving throw negates the effect.

Each opponent within range of the gaze attack must attempt a
saving throw each round at the beginning of his or her turn. Opponents can
avoid the saving throw by averting their eyes or by using a barrier to sight.

== Averting One’s
Eyes: ==

The opponent avoids looking at the creature’s face and
instead looks at its body, watching its shadow, tracking it in a reflective
surface, or the like. Each round, the opponent has a 50% chance to not need to
make a saving throw against the gaze attack. The creature with the gaze attack,
however, gains one-half concealment against that opponent.

# == Barrier to Sight:

An opponent that cannot see the creature at all cannot be
affected by its gaze attack. This can be accomplished by turning one’s back on
the creature, shutting one’s eyes, or wearing a blindfold or head covering that
prevents sight. The creature with the gaze attack gains total concealment
against the opponent.

A creature with a gaze attack can actively gaze as an attack
action by choosing a target within range. That opponent must attempt a saving
throw but can try to avoid the gaze as described above. Thus, a target may need
to save against a creature’s gaze twice during the same round: once before the
target’s action and once during the creature’s turn.

A creature is im­mune to its own gaze attack unless
otherwise noted.

# Improved Grab (Ex):

If the creature hits with a melee weapon it deals normal
damage and attempts to start a grapple as a free action, doing so without
provoking attacks of opportunity. No initial touch attack is required. Unless
otherwise stated, improved grab works only against opponents at least one size
category smaller than the creature. A Small or smaller creature using improved
grab does not apply its grapple modifier to its grapple check.

The creature has the option to conduct the grapple normally,
or simply use the part of its body it used in the improved grab to hold the
opponent. If it chooses to do the latter, it takes a –20 penalty on grapple
checks but is not considered grappled itself; the creature does not lose its
Dexterity bonus to Defense, still threatens an area, and can use its remaining
attacks against other opponents.

A successful hold does not deal additional damage unless the
creature also has the constrict ability (see above). If the creature does not
constrict, each successful grapple check it makes during successive rounds
automatically deals the damage given for the attack that established the hold.

When a creature gets a hold after an improved grab attack,
it pulls the opponent into its space. This act does not provoke attacks of
opportunity. The creature is not considered grappled while it holds the
opponent, so it still threatens adjacent squares and retains its Dexterity
bonus. It can even move, provided it can drag the opponent’s weight.

# Low-Light Vision (Ex):

A creature with low-light vision can see twice as far as
normal in poor lightning conditions. The creature can still distinguish colors,
even in dim lighting.

# Poison (Ex):

Poison attacks deal initial damage, such as temporary
ability damage (see above) or some other effect, to the opponent on a failed
Fortitude save. Unless otherwise noted, another saving throw is required 1
minute later (regardless of the first save’s result) to avoid secondary damage.

The Fortitude save against poison has a DC equal to 10 + 1/2
poisoning creature’s HD + poisoning creature’s Constitution modifier (the exact
DC is given in the creature’s Species Traits). A successful save negates the
damage.

# Power Resistance (Ex):

A creature with power resistance can avoid the effects of
psionic powers that directly affect it. To determine whether a spell or
spell-like ability works, the psionic power manifester must make a level check
(1d20 + manifester’s level). If the result equals or exceeds the creature’s
power resistance, the power works normally, although the creature is still
allowed a saving throw.

# Psionics (Sp):

Psionics refers to abilities the creature generates with the
power of its mind. Most psionic abilities can be used at will and have no use
limit.

# Regeneration (Ex):

This ability makes the creature impervious to most types of
damage. Any damage dealt to the creature that falls below its massive damage
threshold doesn’t reduce its hit points, unless that damage is of a type it is
specifically vulnerable to, as mentioned in the creature’s description.  Massive damage that doesn’t match the
creature’s vulnerability reduces its hit points, but such damage automatically
heals at a fixed rate, as detailed in the creature’s description. When the
creature takes massive damage from an attack type it isn’t vulnerable to, a
failed save renders it dazed for 1 round (instead of reducing it to –1 hit
points).

Damage the creature is vulnerable to deals damage with every
successful attack. Such damage can’t be regenerated, and massive damage from
such an attack follows the normal massive damage rules.

Regeneration doesn’t provide any benefit against attack
forms that don’t deal hit point damage. Regeneration also doesn’t restore hit
points lost to starvation, thirst, or suffocation.

Regenerating creatures can regrow and reattach severed body
parts. Severed parts that aren’t reattached wither and die normally.
Regeneration continues to work no matter how low the creature’s hit points
drop, restoring lost hit points from any damage other than from attack forms
the creature is specially vulnerable to.

# Resistance to Energy (Ex):

The creature ignores some damage of the given energy type
(acid, cold, electricity, fire, or sonic/concussion) each time the creature is
subjected to such damage. The entry indicates the amount and type of damage
ignored.

# Scent (Ex):

This ability allows the creature to detect approaching
enemies, sniff out hidden foes, and track by sense of smell. Creatures with the
scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of
smell. If the opponent is upwind, the range increases to 60 feet; if downwind,
it drops to 15 feet. Strong scents can be detected at twice the ranges noted
above. Overpowering scents can be detected at triple normal range.

When a creature detects a scent, the exact location is not
revealed—only its presence somewhere within range. The creature can take a move
or attack action to note the direction of the scent. If it moves within 5 feet
of the source, the creature can pinpoint that source.

A creature with the scent ability can follow tracks by smell,
making a Wisdom check to find or follow a track. The typical DC for a fresh
trail is 10 (no matter what kind of surface holds the scent). This DC increases
or decreases depending on the strength of the quarry’s odor, the number of
creatures being tracked, and the age of the trail. For each hour that the trail
is cold, the DC increases by 2. The ability otherwise follows the rules for the
Track feat. Creatures tracking by scent ignore the effects of surface
conditions and poor visibility.

# Spell Resistance (Ex):

A creature with spell resistance can avoid the effects of
spells and spell-like abilities that directly affect it. To determine whether a
spell or spell-like ability works, the spellcaster must make a level check
(1d20 + caster level). If the result equals or exceeds the creature’s spell
resistance, the spell works normally, although the creature is still allowed a
saving throw.

# Spells (Sp):

Some creatures can cast arcane spells or divine spells (and
can activate magic items accordingly). These creatures are subject to the same
spellcasting rules as characters.

Spellcasting creatures are not members of an advanced class
unless their entries say so, and they do not gain any class features. A
creature with access to divine spells must prepare them in the normal manner.

# Swallow Whole (Ex):

If the creature begins its turn with an opponent held in its
mouth (see improved grab, above), it can attempt a new grapple check (as though
attempting to pin the opponent). If it succeeds, it swallows its opponent and
deals bite damage. Unless noted otherwise, the opponent can be up to one size
category smaller than the swallowing creature.

Being swallowed has various consequences depending on the
creature, but a swallowed opponent is considered grappled, while the creature
is not. A swallowed opponent can try to cut its way free with any light
piercing or slashing weapon (the amount of cutting damage required to get free
is noted in the creature’s descriptive text), or it can just try to escape the
grapple. If the swallowed opponent chooses the latter course, success puts it
back in the creature’s mouth, where it may be bitten or swallowed again.

# Trample (Ex):

As an attack action during its turn each round, the creature
can run over an opponent at least one size category smaller than itself,
entering the opponent’s fighting space to do so. The trample deals bludgeoning
damage, and the creature’s descriptive text lists the amount.

Trampled opponents can attempt attacks of opportunity, but
these incur a –4 penalty. If they do not make attacks of opportunity, trampled
opponents can attempt Reflex saves for half damage. The save DC equals 10 + 1/2
trampling creature’s HD + trampling creature’s Strength modifier (the exact DC
is given in the creature’s descriptive text).

# Turn Resistance (Ex):

The creature (usually undead) resists attempts by divine
spellcasters to turn it (see Turn or Rebuke Undead). When resolving a turn or
rebuke attempt, add the given bonus to the creature’s Hit Dice total.