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{{d20r}} ==Types== ===Aberration=== An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Generally, aberrations do not mimic creatures that exist in reality. ====Features==== An aberration has the following features (unless otherwise noted in a creature's entry). *8-sided Hit Dice. *Base attack bonus equal to 3/4 total Hit Dice. *Good Will saves, medium Fortitude saves. *Training in the Conniving [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== An aberration possesses the following traits (unless otherwise noted in a creature's entry). * Darkvision out to 60 feet. * Proficient with its natural weapons. If generally humanoid in form, proficient with simple weapons and any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. * Aberrations eat, sleep, and breathe. ===Animal=== An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Most animals appear (or once appeared) in reality. ====Features==== An animal has the following features (unless otherwise noted in a creature's entry). * 8-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * Good Fortitude and Reflex saves. Dire animals have good Fortitude, Reflex, and Will saves. * Training in the Perceptive [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== An animal possesses the following traits (unless otherwise noted in a creature's entry). * Intelligence score of 1 or 2. Creatures that would be of the animal type with 3 or more Intelligence are instead generally Magical Beasts. * Low-light vision. * Proficient with its natural weapons only. A non-combative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, and the animal receives only half its Strength modifier as a damage adjustment. * Proficient with no armor unless trained for war. * Animals eat, sleep, and breathe. ===Avatar=== An avatar is an embodiment of a concept, energy, or spirit, such as an elemental or a ghost. ====Features==== An avatar has the following features (unless otherwise noted in a creature's entry). * 8-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * Medium Fortitude, Reflex, and Will saves. * Training in the Perceptive [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== An avatar possesses the following traits (unless otherwise noted in a creature's entry). * Darkvision out to 60 feet. * Immunity to poison, sleep effects, paralysis, and stunning. * Not subject to critical hits or flanking. * Unlike most other living creatures, an avatar does not have a dual nature—its soul and body form one unit. When an avatar is slain, no soul is set loose. Spells that restore souls to their bodies, such as ''raise dead'', ''reincarnate'', and ''resurrection'', don't work on an avatar. It takes a different magical effect, such as ''limited wish'', ''wish'', ''miracle'', or ''true resurrection'', to restore it to life. * Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with simple weapons and any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with no armor, unless generally humanoid in form, in which case proficient with any armor it is described as wearing in its statistics block. If an avatar is proficient with any armor, it is also proficient with shields. * Avatars do not eat, sleep, or breathe. ===Construct=== A construct is an animated object or artificially constructed creature. ====Features==== A construct has the following features (unless otherwise noted in a creature's entry). * 10-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * Good Fortitude saves. * Training in the Strong [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== A construct possesses the following traits (unless otherwise noted in a creature's entry). * No Constitution score. * Darkvision out to 60 feet and low-light vision. * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). * Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. * Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality. * Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. * Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). * Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. * Since it was never alive, a construct cannot be raised or resurrected. * Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table below. * Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with simple weapons and any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with no armor, unless generally humanoid in form, in which case proficient with any armor it is described as wearing in its statistics block. If a construct is proficient with any armor, it is also proficient with shields. * Constructs do not eat, sleep, or breathe. {|border=1px !Construct Size !!Bonus Hit Points |- |Fine || 10 |- |Diminutive || 20 |- |Tiny || 30 |- |Small || 40 |- |Medium || 50 |- |Large || 60 |- |Huge || 80 |- |Gargantuan || 100 |- |Colossal || 150 |} ===Dragon=== A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. ====Features==== A dragon has the following features (unless otherwise noted in a creature's entry). * 12-sided Hit Dice. * Base attack bonus equal to total Hit Dice. * Good Fortitude, Reflex, and Will saves. * Training in the Smart and Conniving [[d20r:Monstrous Skill Sets|monstrous skill sets]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== A dragon possesses the following traits (unless otherwise noted in a creature's entry). * Darkvision out to 60 feet and low-light vision. * Immunity to magic sleep effects and paralysis effects. * Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with light armor. * Dragons eat, sleep, and breathe. ===Fey=== A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. ====Features==== A fey has the following features (unless otherwise noted in a creature's entry). * 6-sided Hit Dice. * Base attack bonus equal to 1/2 total Hit Dice. * Good Reflex and Will saves. * Training in the Conniving, Perceptive, and Quick [[d20r:Monstrous Skill Sets|monstrous skill sets]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== A fey possesses the following traits (unless otherwise noted in a creature's entry). * Low-light vision. * Immunity to all negative mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); positive mind-affecting effects (such as a bard's bardsong) affect fey creatures as normal. A fey can reflexively lower this defense at will. * Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor. A fey creature not described as wearing armor with at least 2 fey HD receives its Charisma bonus to its armor class as a deflection bonus unless otherwise noted. * Fey eat, sleep, and breathe. ===Humanoid=== A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype. Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws. Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type. ====Features==== A humanoid has the following features (unless otherwise noted in a creature's entry). * 8-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * Good Reflex saves. * Training in one [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== A humanoid possesses the following traits (unless otherwise noted in a creature's entry). * Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. * Humanoids breathe, eat, and sleep. ===Magical Beast=== Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits. ====Features==== A magical beast has the following features (unless otherwise noted in a creature's entry). * 10-sided Hit Dice. * Base attack bonus equal to total Hit Dice. * Good Fortitude and Reflex saves. * Training in the Perceptive [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== A magical beast possesses the following traits (unless otherwise noted in a creature's entry). * Darkvision out to 60 feet and low-light vision. * Proficient with its natural weapons only. * Proficient with any armor it is described as wearing in its statistics block, as well as all lighter types. If a magical beast is proficient with any armor, it is also proficient with shields. * Magical beasts eat, sleep, and breathe. ===Monstrous Humanoid=== Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. ====Features==== A monstrous humanoid has the following features (unless otherwise noted in a creature's entry). * 8-sided Hit Dice. * Base attack bonus equal to total Hit Dice. * Good Reflex and Will saves. * Training in the Quick [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== A monstrous humanoid possesses the following traits (unless otherwise noted in a creature's entry). * Darkvision out to 60 feet. * Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. * Monstrous humanoids eat, sleep, and breathe. ===Ooze=== An ooze is an amorphous or mutable creature, usually mindless. ====Features==== An ooze has the following features (unless otherwise noted in a creature's entry). * 10-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * All medium saving throws. * Training in the Tough [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats. ====Traits==== An ooze possesses the following traits (unless otherwise noted in a creature's entry). * Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). * Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. * Immunity to poison, sleep effects, paralysis, polymorph, and stunning. * Oozes have the ability to deal acid damage to objects. The amount of damage is equal to 10 + 1/2 ooze's HD + ooze's Con modifier per full round of contact. * Not subject to critical hits or flanking. * Proficient with its natural weapons only. * Proficient with no armor. * Oozes eat and breathe, but do not sleep. ===Outsider=== An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. ====Features==== An outsider has the following features (unless otherwise noted in a creature's entry). * 8-sided Hit Dice. * Base attack bonus equal to total Hit Dice. * Good Fortitude, Reflex, and Will saves. * Training in the Quick, Smart, and Strong [[d20r:Monstrous Skill Sets|monstrous skill sets]] and one other set (monstrous or normal) as determined in their statistics block. ====Traits==== An outsider possesses the following traits (unless otherwise noted in a creature's entry). * Darkvision out to 60 feet. * Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as ''raise dead, reincarnate'', and ''resurrection'', don't work on an outsider. It takes a different magical effect, such as ''limited wish, wish, miracle'', or ''true resurrection'' to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. * Proficient with all simple weapons and proficient with any weapon groups necessary for weapons it is described as wielding in its statistics block. * Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor. * Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep. ===Plant=== This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. ====Features==== A plant creature has the following features (unless otherwise noted in a creature's entry). * 8-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * Good Fortitude saves. * Training in the Strong [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block, if the plant creature has an Intelligence score. However, some plant creatures are mindless and gain no skill points or feats. ====Traits==== A plant creature possesses the following traits (unless otherwise noted in a creature's entry). * Low-light vision. * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). * Immunity to poison, sleep effects, paralysis, polymorph, and stunning. * Not subject to critical hits. * Proficient with its natural weapons only. * Proficient with no armor. * Plants breathe and eat, but do not sleep. ===Vermin=== This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. ====Features==== Vermin have the following features (unless otherwise noted in a creature's entry). * 6-sided Hit Dice. * Base attack bonus equal to 3/4 total Hit Dice. * Good Reflex saves. Medium Fortitude saves. * Training in the Quick [[d20r:Monstrous Skill Sets|monstrous skill set]] and one other set (monstrous or normal) as determined in their statistics block, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats. ====Traits==== Vermin possess the following traits (unless otherwise noted in a creature's entry). * Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). * Darkvision out to 60 feet. * Proficient with their natural weapons only. * Proficient with no armor. * Vermin breathe, eat, and sleep. ==Subtypes==
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