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The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block.

The following rules have changed from the original Pathfinder versions so use this instead of those. If a rule is not listed here than it has not changed and you should refer to the Pathfinder version.

Absorb (Ex or Su)

A creature with absorption absorb all damage from listed sources. A creature that has absorption does not suffer from these effects, or any secondary effects that are triggered due to an absorb effect but instead heal by it.

FormatAbsorb fire, ice.
Location: Defensive Abilities.

Beatdown (Ex) [Counter]

Whenever struck by a melee attack, as a counter attack, the creature will return one secondary attack with double the dice and double the Strength Mod. Example: One claw attack at 1d8+13 = 2d8+26 with beatdown.

Format: beatdown.
Location: SQ.

Berserk (Ex)

A creature with this ability causes berserk status effect in those it contacts. The effects of the berserk, including its save, frequency, and cure, are included in the creature’s description. The saving throw to negate the berserk is usually a Will save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text).

Format: Berserk (Ex) Slam – injury; save Will DC 30; frequency for 1d6+1 rounds; berserk status effect; cure 1 save.
Location: Special Attacks and individual attacks.

Blinder (Ex)

A creature can make an attempt to blind an opponent with their attack, if they hits, their target must make a Fortitude save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text) or have the Blind status effect for 1d (the creature’s Con modifier) rounds.

Format: blinder.
Location: Special Attacks and individual attacks.

Blindness (Ex)

A creature with this ability causes blind status effect in those it contacts. The effects of the blind, including its save, frequency, and cure, are included in the creature’s description. their target must make a Will save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Blind can be removed through blindna, esuna, and similar effects.

FormatBlindness (Ex) Slam – injury; save Will DC 24; frequency 1/round for 8 rounds; blind status effect; cure 1 save.
Location: Special Attacks and individual attacks.

Burrow Attack (Ex) [Must have Burrow]

A creature can come out of the ground and surprise their opponent. If they succeed at hitting with their bite or claw attack, they do thier base damage plus 1d4 points of earth damage per every 5 HD.

Format: burrow attack.
Location: Special Attacks and individual attacks.

Carrot (Su)

A creature with carrort, can use this ability once every 1d4 rounds, who pulls a carrot out and chews on it healing themselves for (see chart below) points of damage plus casting mod.

Table: Carrot Chart

HDHealing Chart
1 to 31d4
4 to 61d6
7 to 91d8
10 to 122d6
13 to 153d6
16 to 184d6
19 to 216d6
22 to 248d6
25 to 2712d6
28 to 3016d6

Format: carrot.
Location: Special Ability.

Cat Scratch (Ex) [Claw or Talon Only]

A creature with cat scratch can attack twice in an arc hitting all enemies within a 15-ft.-cone doing normal attack damage plus 3 per attack.

Format: cat scratch.
Location: Special Attacks and individual attacks.

Change Shape (Su)

A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions like true veil, except it is 100% real and therefore does not retain the illusion school. The type of creature they change shape to is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Format: change shape (wolf, beast shape I).
Location: SQ, and in Special Abilities for creatures with a unique listing.

Cloud Sight (Su)

A creature with cloud sight is not impeded by clouds or fog, or by spells that create areas of fog.

Format: cloud sight.
Location: Senses.

Cold (Ex)

A creature with cold has a body generates intense cold, dealing 1d6 points of ice damage with its touch. Creatures attacking a creature with cold with unarmed strikes or natural weapons take this same ice damage each time one of their attacks hits.

Format: cold.
Location: Special Attacks.

Critical Attack (Ex)

A creature can inflict more pain than normal as a standard action. If they succeed at hitting with their one primary attack, the damage is their normal dice roll for their primary attack times 1.5 for damage. (150% damage)

Format: critical attack.
Location: Special Attacks and individual attacks.

Crunch (Ex) [Bite Only]

A creature can bite an additional time while tearing some flesh from their opponent as a swift action. If they succeed at hitting with their bite attack, the damage is their normal bite damage plus 1d4 (every 5 HD) points of bleeding damage per round for (the creature’s Con modifier) rounds.

Format: crunch.
Location: Special Attacks and individual attacks.

Darting Claw (Ex) [Claw, Pincer, and Stinger only]

Evolved for snatching fast prey, a creature is exceptionally quick with its claws. When making a full attack, if a creature misses with both of its claw attacks, it can make an additional claw attack at a -2 penalty against any creature within its reach.

Format: darting claw.
Location: Special Attacks and individual attacks.

Delay Buster (Su)

A creature bumps into it’s opponent delaying their next turn. This attack confers a -20 Initiative penalty for the next round upon an opponent struck by a successful melee attack; affected creatures must make a Will save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text) to negate it.

Format: delay buster.
Location: Special Attacks

Destructive Strike (Ex) [Claw, Gore, Pincer, Slam, and Talon only]

A creature’s attacks threaten a critical hit on a 18-20. In addition, whenever the creature scores a critical hit, it deals double the base damage and double the strength in points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Format: destructive strike.
Location: Special Attacks and individual attacks.

Divine Swipe (Ex) [Claw, Pincer, and Stinger only]

Infused with holy energy as a swift action, a creature can add 1d6 holy damage per successfully hit melee attack on the following round.

Format: divine swipe.
Location: Special Attacks and individual attacks.

Drench (Ex)

A creature with drench special attack deals water damage in addition to damage dealt on a successful hit in melee. Those affected by the drench ability must also succeed on a Reflex save or have the drench status effect (DC 10 + 1/2 drench creature’s racial HD + drench creature’s Con modifier). The drench special touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of one size smaller than it and smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals creature’s HD).

Format: drench (2d6 water damage, DC 15).
Location: Special Attacks and individual attacks.

Extraordinary Abilities

A creature with extraordinary abilities (Ex) for short will always use their Con ability modifier, but may sometimes use their highest phyiscal which is usually stated in the ability or shown in here in this index explaining what stat that ability uses. The format for the save is DC 10 + 1/2 creature’s racial HD + the creature’s Con modifier unless otherwise stated in the ability (it could be Str/Dex as well).

Flight (Ex)

A creature with Flight are naturally buoyant which allows them to fly at a speed of 20 feet, as well as a permanent choco feather effect with personal range.

Format: flight.
Location: SQ.

Float (Su)

A creature with Float has the float effect (always floating 5 feet into the air) status effect continuously unless unconscious or dead. This effect cannot be dispelled.

Format: float.
Location: SQ.

Force Field (Ex)

A creature with a force field is sheathed in a thin layer of shimmering energy that grants it (HD x 5) bonus hit points. All damage dealt to that creature with an active force field is reduced from these hit points first. As long as the force field is active, the creature is immune to critical hits (but not precision-based damage, such as sneak attacks). The creature’s force field has fast healing equal to HD, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

DR, hardness, resistances, weaknesses, absorption, and immunities don’t affect the force field.

Format: force field.
Location: SQ.

Frosty (Ex)

A creature with the frosty special attack deals ice damage in addition to damage dealt on a successful hit in melee. Those affected by the frosty ability must also succeed on a Reflex save or get frostbite, taking the listing damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 frosting creature’s racial HD + frosting creature’s Con modifier). A freezing creature can attempt a new save as a full-round action by shivering and rubbing their arms and legs. Creatures that hit a burning creature with natural weapons or unarmed attacks take ice damage as though hit by the burning creature and must make a Reflex save to avoid catching frostbite.

Format: frosty (2d6 ice damage, DC 15).
Location: Special Attacks and individual attacks.

Guarded Thoughts (Ex)

A creature with guarded thoughts are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Format: guarded thoughts.
Location: SQ.

Haste (Su)

After it has engaged in at least 1 round of combat, a creature can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Format: haste.
Location: Special Attacks.

Head Butt (Ex) [Gore only]

As a standard action, a creature can slam into an opponent with their horns doing one dice higher than their gore damage plus 1.5 times their strength modifier in damage and stuns their opponent for 1d4 rounds unless they succeed at Fortitude Save (DC 10 + 1/2 creature’s racial HD + creature’s Con modifier).

Format: head butt.
Location: Special Attacks and individual attacks.

HP

All creature’s have HP based on their HD, Constitution modifier or Charisma modifier (if undead), monster type and feats. The format being used for creatures is average dice first, then max health, and finally the HD with the creature’s type dice plus modifiers.

Format: HP 16 [25] (2d10+5)
Location: HP.

Hypersenses (Ex)

A creature with hypersense entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it cannot be flanked.

Format: hypersenses (special attack) & blindsense 30 ft. (senses).
Location: Special Attacks and Senses.

Ice Glide (Ex)

When the creature burrows, it can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing creature flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Format: ice glide
Location: Speed.

Icewalking (Ex)

This ability works like wall climb spell, but the surfaces it climbs must be icy. The creature can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Format: icewalking.
Location: Speed.

Icy Destruction (Su)

When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 6d6 points of slashing damage and 4d6 points of ice damage; a (DC 10 + 1/2 icy destruction creature’s racial HD + icy destruction creature’s Con modifier) Reflex save halves the damage.

Format: icy destruction.
Location: Special Attacks.

Immunity (Ex or Su)

A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

FormatImmune burn, earth, paralysis; Location: Defensive Abilities.

Impale (Ex) [Must have a Gore or Sting attack]

When charging, a creature kit deals double damage with gore/sting attacks.

Format: impale.
Location: Special Attacks and individual attacks.

Impaled Pounce (Ex) [Must have a Gore or Sting attack]

A creature with impaled can make a full attack when it makes a charge attack, it also deals double damage with it’s gore/sting.

Format: impaled pounce.
Location: Special Attacks and individual attacks.

Integrated Weaponry (Ex)

A robot that has a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot’s body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.

Format: Integrated Chain Guns +19 (8d6/x4)
Location: Special Attacks and individual attacks.

Leap (Ex)

A creature with leap can perform a special kind of pounce attack by jumping into combat. When that creature charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it deals an additional +1d6 points of damage. If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the leap frog jumps beyond the first 10 feet (10 feet per dice), the creature deals an extra 1d6 points of damage (maximum dice is based on the creature’s HD / 2).

Format: leap.
Location: Special Attacks and individual attacks.

Magic Shell (Su)

As a move action, a creature can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a creature gains an all Elemental Resist of HD. This cannot be active during Shell.

Format: magic shell.
Location: Special ABilities.

Mirrorskin (Ex) [Must have a SR]

All hostile spells and spell-like abilities that affect this creature of a 3rd-level or lower are automatic reflected back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like abilities that fail to penetrate the creature’s spell resistance have a 50% chance of reflecting back at the caster; those that are not reflected are simply nullified.

Format: mirrorskin.
Location: SR.

Mist Vision (Su)

A creature with mist vision can see through fog, clouds, and similar obscuring effects with perfect clarity.

Format: mist vision.
Location: Senses.

Metal Mastery (Ex)

A creature with metal mastery gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron giant).

Format: metal mastery.
Location: Special Attacks and individual attacks.

Monster MP Chart

Creatures who cast spells have MP. Each creature follows the same trend that normal casters do: full casters like black and white mages (9th level spells), semi-casters like blue and red mages (6th level spells), and partial-caster like dark knights and holy knights (4th level spells) for following maximum spell levels and MP. The only real difference is creatures use their highest casting mod unless the creature states it otherwise and creatures are not bound to a type of spell caster type unless they have a class added on them which all humanoid creatures do. Any creature with a class follows their class for MP and spell level maximums. Creatures still get a bonus MP on their highest casting mod unless stated otherwise.

Table: Monster Full Casters

HDMPSpell LevelBoss Spell Level
111st1st
221st1st
331st2nd
451st2nd
582nd3rd
6112nd3rd
7152nd4th
8192nd4th
9243rd5th
10293rd5th
11353rd6th
12414th6th
13484th7th
14554th7th
15635th8th
16715th8th
17805th9th
18896th9th
19986th9th
201076th9th
211167th9th
221257th9th
231347th9th
241438th9th
251528th9th
261618th9th
271709th9th
281799th9th
291889th9th
301979th9th

Table: Monster Semi Casters

HDMPSpell LevelBoss Spell Level
111st1st
211st1st
321st1st
441st2nd
551st2nd
671st2nd
792nd3rd
8112nd3rd
9132nd3rd
10162nd4th
11192nd4th
12223rd4th
13263rd5th
14303rd5th
15343rd5th
16384th6th
17434th6th
18474th6th
19524th6th
20565th6th
21605th6th
22645th6th
23685th6th
24726th6th
25766th6th
26806th6th
27846th6th
28886th6th
29926th6th
30966th6th

Table: Monster Partial Casters

HDMPSpell LevelBoss Spell Level
1---
2---
3---
411st1st
511st1st
621st1st
721st2nd
831st2nd
931st2nd
1041st3rd
1152nd3rd
1262nd3rd
1372nd4th
1482nd4th
15102nd4th
16112nd4th
17123rd4th
18143rd4th
19153rd4th
20173rd4th
21193rd4th
22214th4th
23234th4th
24254th4th
25274th4th
26294th4th
27314th4th
28334th4th
29354th4th
30374th4th

Format: MP 8.
Location: MP.

Needles (Ex) [Stinger only]

A creature can shoot out needles from it’s stinger. The needles reach up to 30 feet and do it’s standard stinger damage plus their poison or any status effect bonus if they have one.

Format: needles.
Location: Special Attacks and individual attacks.

Oversized Maw (Ex) [Bite only]

The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the powerful bite that the certain creatures can deliver. If forced into a melee combat battle or cornered, the creature will make use of its bite attack. The creature’s maw is immensely large, and this ability increases the damage dice of its bite attack as if it was two size categories larger.

Format: oversized maw.
Location: SQ.

Pincers (Ex) [Claw, Pincer, or Talon only]

A creature can use both claws as a standard action every 1d4 rounds while doing one damage dice increase plus 1.5 strength bonus modifier for bludgeoning damage per claw.

Format: pincers.
Location: Special Attacks and individual attacks.

Powerful Blows (Ex)

A creature inflicts one and a half times its Strength modifier and threatens a critical hit on a 18–20 with its attacks.

Format: powerful blows.
Location: Special Attacks and individual attacks.

Powerful Swings (Ex) [Two handed Melee Weapon]

A creature inflicts two times its Strength modifier and increases the critical hit by 2 with a two handed weapon.

Format: powerful swings.
Location: Special Attacks and individual attacks.

Rapid Stinging (Ex) [Stinger Only]

A creature’s stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.

Format: rapid stinging.
Location: Special Attacks and individual attacks.

Ray Reflection (Ex) [Must have a SR]

A creature’s natural armor reflects ray spells back upon the ray’s source if the ray fails to overcome the creature’s spell resistance.

Format: ray reflection.
Location: Defensive Abilities.

Red Hot (Su)

When an creature takes damage from a melee attack critical hit, it can, as an immediate action, make a primary attack against the creature that made the critical hit.

Format: red hot.
Location: Special Attacks.

Resilience (Ex)

A creature with resilience has all its saves considered as good saves.

Format: resilience.
Location: SQ.

Reteethe (Ex)

Whenever a creature with reteethe succeeds on a critical they gain +2 temporary strength bonus (max +4) for 4 rounds.

Format: reteethe.
Location: Special Attacks and individual attacks.

Rush Attack (Su)

A creature rushes into it’s opponent delaying their next turn. If he succeeds at a melee attack, it deals double  damage and double strength bonus points of bludgeoning damage; in addition, an opponent struck by this attack must make a Fortitude save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Str modifier; the exact DC is given in the creature’s descriptive text) or be inflicted with Berserk status and a -20 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity.

Format: rush attack.
Location: Special Attacks

Savage Bite (Ex) [Bite only]

A creature’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Format: savage bite.
Location: Special Attacks and individual attacks.

Shell (Su)

As a move action, a creature can completely withdraw into its shell, leaving him almost completely impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a creature gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.

Format: shell.
Location: Special Abilities.

Slow (Ex)

A creature with this ability causes slow status effect in those it contacts. The effects of the slow, including its save, frequency, and cure, are included in the creature’s description. The saving throw to negate the slow is usually a Fort save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Slow can be removed through haste and similar effects.

FormatSlow (Ex) Slam – injury; save Fort DC 24; frequency 1/round for 8 rounds; slow status effect; cure 1 save.
Location: Special Attacks and individual attacks.

Snow Vision (Ex)

A creature with snow vision can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Format: snow vision.
Location: Senses.

Spark Leap (Ex)

A creature with spark leap gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against. The creature must have metal mastery to use this.

Format: spark leap.
Location: Special Attacks.

Spines (Ex)

A creature has large spines that jut from between its armor plates; any creature attacking it with natural attacks or unarmed strikes take 1d6 damage and must make a Reflex save (DC 10 + 1/2 the spiny creature’s racial HD + the creature’s Dex modifier) or have the quill break off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill checks per quill. The save DC is Dexterity-based.

Format: spines.
Location: Special Attacks and individual attacks.

Splinter (Su)

As a free action once every 1d4+1 rounds, a wooden creature can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC 10 + 1/2 splinter creature’s racial HD + splinter creature’s Con modifier halves).

Format: splinter.
Location: Special Attacks.

Staticwalking (Ex)

This ability works like wall climb spell, but the surfaces it climbs must be metal. The creature can move across metal surfaces without penalty and does not need to make Acrobatics checks to run or charge on metal.

Format: staticwalking.
Location: Speed.

Supernatural Abilities

A creature with any supernatural abilities or (Su) for short will always use their highest mental stat unless otherwise stated in the ability or shown in here in this index explaining what stat that ability uses. The format for the save is DC 10 + 1/2  creature’s racial HD + the creature’s Int/Wis/Cha modifier unless otherwise stated in the ability (it could be Str/Dex/Con as well). This includes supernatural abilities that can be learned as blue magic.

Format: ability (Su)
Location: Defensive abilities, individual attack, SQ, and special attack.

Superior Reflect (Su)

A creature with superior reflect are masters of weaponizing defensive spells, and as such, have unrivaled prowess with the reflect line of spells in particular. Whenever they use an ability that grants the effects of the reflect spell, the total number of spell levels it can deflect doubles. When casting spells upon those with the Reflect effect, any spell the creature casts penetrates any other Reflect effect that the creature targeted by the reflected spell may have. At no point does a creature create a resonating field if the spell they cast is reflected to another creature with the Reflect effect. Whenever casting a spell upon itself while a Reflect effect is in play, the spell bounces off and targets an enemy at random, and it does not deplete any levels from the total level of spells that their Reflect effect can affect. Any Reflect effect that the creature has also functions on spells that have an area of effect; when reflected, such spells only target a single enemy within the spell’s normal range.

Format: superior reflect.
Location: SQ.

Tentacle Mastery (Ex)

A creature with tentacle mastery are very skilled at using their tentacle and use it as it were a primary attack.

Format: tentacle mastery.
Location: SQ.

Thought Tentacle (Ex) [Tentacle Only]

If a creature with a tentacle has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.

Throat-Rip (Ex)

As a full-round action, a creature with throat-rip can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + half of damage dealt from primary attack) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.

Format: throat-rip.
Location: Special Attacks and individual attacks.

Toboggan (Ex)

On snow- or ice-covered terrain, a creature with toboggan can move by sliding on its belly rather than walking.

Format: toboggan 30 ft.
Location: Speed.

Water Dependency (Ex)

A creature with water dependency can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a creature runs the risk of suffocation, as if it were drowning.

Format: water dependency.
Location: SQ.

Weakness (Ex or Su)

A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a -2 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. A spellcaster casting a spell of an element that a creature with elemental resistance is weak to, he gets a +2 bonus on his caster level check.

Format: Weakness earth.
Location: Weaknesses.

Whirlwind (Su)

Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster’s slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 damage, DC 15)
Location: Special Attacks.