Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The amount of damage each round is determined in the creature’s entry.įormat: bleed (2d6) Location: Special Attacks and individual attacks. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. Bleed (Ex)Ī creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature’s turn. Most creatures with this ability have a racial bonus to maintain a grapple (listed in its CMB entry).įormat: attach Location: individual attacks. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. The creature is considered grappling, but the target is not. The creature automatically latches onto its target when it successfully makes the listed attack. Amphibious (Ex)Ĭreatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.įormat: amphibious Location: SQ. It is immune to precision damage (like sneak attacks) and critical hits.įormat: amorphous Location: Defensive Abilities. The creature’s body is malleable and shapeless. It can’t gain an extra action in this way more than once per round.įormat: amazing initiative Location: Special Attacks. This additional standard action can’t be used to cast a spell.
As a free action on its turn, it can expend one use of Mythic Power to take an additional standard action during that turn. The creature has a bonus on initiative checks equal to its Mythic Rank. It cannot be flanked.įormat: all-around vision Location: Defensive Abilities. The creature sees in all directions at once. Ability drain is permanent and can only be restored through magic.įormat: 1d4 Str drain Location: Special Attacks or individual attacks. Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block. Holminster Switch - Dohn Mheg - The Qitana Ravel - Malikah's Well - Mt.The following rules are standard and are referenced (but not repeated) in monster stat blocks. The Sirensong Sea - Shisui of the Violet Tides - Bardam's Mettle - Doma Castle - Castrum Abania - Ala Mhigo - Kugane Castle - The Temple of the Fist - The Drowned City of Skalla - Hells' Lid - The Fractal Continuum (Hard) - The Swallow's Compass - The Burn - Saint Mocianne's Arboretum (Hard) - The Ghimlyt Dark
The Dusk Vigil - Sohm Al - The Aery - The Vault - The Great Gubal Library - The Aetherochemical Research Facility - Neverreap - The Fractal Continuum - Saint Mocianne's Arboretum - Pharos Sirius (Hard) - The Antitower - The Lost City of Amdapor (Hard) - Sohr Khai - Hullbreaker Isle (Hard) - Xelphatol - The Great Gubal Library (Hard) - Baelsar's Wall - Sohm Al (Hard) Sastasha - The Tam-Tara Deepcroft - Copperbell Mines - Halatali - The Thousand Maws of Toto-Rak - Haukke Manor - Brayflox's Longstop - The Sunken Temple of Qarn - Cutter's Cry - The Stone Vigil - Dzemael Darkhold - The Aurum Vale - Castrum Meridianum - The Praetorium - The Wanderer's Palace - Amdapor Keep - Pharos Sirius - Copperbell Mines (Hard) - Haukke Manor (Hard) - The Lost City of Amdapor - Halatali (Hard) - Brayflox's Longstop (Hard) - Hullbreaker Isle - The Tam-Tara Deepcroft (Hard) - The Stone Vigil (Hard) - Snowcloak - Sastasha (Hard) - The Sunken Temple of Qarn (Hard) - The Keeper of the Lake - The Wanderer's Palace (Hard) - Amdapor Keep (Hard)