(Em desenvolvimento!)
Uma criatura com esquiva extraordinária reage ao perigo antes que seus sentidos normalmente lhe permitam. A criatura não é considerada despreparada antes de seu primeiro turno em um combate nem em relação a um oponente invisível. A criatura ainda é considerada despreparada em outras situações, como quando agarrada, atordoada, equilibrando-se, escalando ou enganada por uma finta.
Uma criatura com esquiva extraordinária aprimorada nunca sofre uma penalidade de orientação. Esta defesa nega a um ladino a habilidade de atacá-la furtivamente ao flanqueá-la, a menos que o atacante tenha pelo menos quatro níveis de ladino a mais do que a criatura tem níveis raciais. (Se esta qualidade for adquirida por classe em vez de raça, um ladino precisa ter quatro níveis a mais do que a soma dos níveis das classes da criatura que concedem esquiva extraordinária.)
Mover para magia ou planos.
Uma criatura com evasão consegue reagir a ataques de área saltando ou contorcendo-se fora do caminho: quando alvejada por um ataque que permite uma jogada de Reflexos para metade do dano, a criatura não toma dano algum se resistir. Como uma jogada de Reflexos para qualquer criatura, uma criatura precisa de espaço para se mover para evadir-se; uma criatura amarrada, indefesa ou espremida não pode usar evasão. Como uma jogada de Reflexos para qualquer criatura, evasão é uma reação: a criatura não precisa estar ciente do ataque para usar evasão.
Classes que dão evasão costumam proibir seu uso quando o personagem usar uma armadura média ou pesada ou sustentar uma carga média ou pesada, mas algumas criaturas com a qualidade racial de evasão não têm esta limitação.
Esta qualidade é igual a evasão, com o benefício adicional da criatura tomar apenas metade do dano mesmo falhando na jogada de Reflexos.
Visão no escuro permite enxergar sem fonte de luz alguma, até uma distância especificada para a criatura. Visão no escuro é somente em preto e branco (cores não podem ser discernidas), mas fora isso é idêntica à visão normal e a criatura pode atuar muito bem sem nenhuma luz. Visão no escuro não permite que uma criatura enxergue algo que não poderia enxergar na luz: objetos invisíveis continuam invisíveis e ilusões ainda são vistas como aquilo que parecem ser. Da mesma forma, visão no escuro sujeita normalmente a criatura a ataques de olhar. A presença de luz não estraga a visão no escuro.
Uma criatura com visão na penumbra tem olhos tão sensíveis à luz que podem enxergar até o dobro da distância que um humano sob a luz das estrelas, do luar, de tochas e em outras condições similares de iluminação fraca. Ela retém a habilidade de distinguir cor e detalhes sob tais condições.
Um lançador de magias com visão na penumbra pode ler um pergaminho desde que exista a menor chama de vela próxima a ele como fonte de luz. Criaturas com visão na penumbra enxergam sob o luar tão bem quanto durante o dia.
Visão na penumbra aprimorada é como visão na penumbra, mas a criatura enxerga até quatro vezes a distância que um humano enxerga na penumbra e duas vezes a distância que um humano enxerga na luz clara.
Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object, and it still can't see ethereal creatures. 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. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature's description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.
Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures using blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.
A creature with this special quality 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 certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage.
Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus.
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature.
When a damage reduction entry has a dash (-) after the slash, no weapon negates the damage reduction.
A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk's stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target's damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.
Sometimes damage reduction is instant healing. Sometimes damage reduction represents the creature's tough hide or body. In either case, characters can see that conventional attacks don't work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.
Phase spiders and certain other creatures can exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal. Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane.
Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal creatures.
An ethereal creature can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature can't see through a material wall, for instance.) An ethereal creature inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature can't affect the Material Plane, not even magically. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.
Even if a creature on the Material Plane can see an ethereal creature the ethereal creature is on another plane. Only force effects can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally.
A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature, and a magic missile can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.
Ethereal creatures move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don't block them (though they can't see while their eyes are within solid material).
Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the creature's turns, it heals a certain number of hit points (defined in its description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.
Creatures with regeneration recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.
Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn't convert to nonlethal damage and so doesn't go away. The creature's description includes the details.
Attack forms that don't deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature's descriptive text. Severed parts that are not reattached wither and die normally.
A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace, but any attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage.
A creature must have a Constitution score to have the regeneration ability.
A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). The entry indicates the amount and type of damage ignored.
Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn't matter whether the damage has a mundane or magical source.
When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.
This special quality allows a 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, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) 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 how strong the quarry's odor is, the number of creatures, 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.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Sometimes spell immunity is conditional or applies to only spells of a certain kind or level. Spells that do not allow spell resistance are not affected by spell immunity.
A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance. (The defender's spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn't affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature's spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack. It overlaps.
Each spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:
Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature's spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
Area Spells: Spell resistance applies if the resistant creature is within the spell's area. It protects the resistant creature without affecting the spell itself.
Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.
Spell resistance can protect a creature from a spell that's already been cast. Check spell resistance when the creature is first affected by the spell.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.
Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected.
Spell resistance does not apply if an effect fools the creature's senses or reveals something about the creature.
Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.
When in doubt about whether a spell's effect is direct or indirect, consider the spell's school:
Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes aren't subject to spell resistance.
Abjurations that block or negate attacks are not subject to an attacker's spell resistance-it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).
Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.
Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.
Enchantment: Since enchantment spells affect creatures' minds, they are typically subject to spell resistance.
Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect.
Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack are exceptions.
Necromancy: Most of these spells alter the target creature's life force and are subject to spell resistance. Unusual necromancy spells that don't affect other creatures directly are not subject to spell resistance.
Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.
Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell's effect on another creature. Spell resistance prevents a spell from disrupting another spell.
Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.
A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water.
If no straight path exists through the ground from the creature to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the ground, and the creatures must be moving. The ability's range is specified in the creature's descriptive text.
As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a creature with tremorsense to detect them.
Some creatures (usually undead) are less easily affected by the turning ability of clerics or paladins. When resolving a turn, rebuke, command, or bolster attempt, added the appropriate bonus to the creature's Hit Dice total.
Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.