Offense Traits
Aura (Su)
A creature has the ability to generate an area of effect surrounding them. Some are passive some require activation.
All auras are [persistent] effects, meaning creature can only be affected by a negative aura once per round.
Breath Weapon (Su)
The creature has the ability to use a supernatural area of effect attack. Common forms include lines and cones of elemental damage.
Most breath weapons are [recharge] effects that have some condition to use them again.
Deathrattle
An effect happens when the creature dies, requiring no action. This typically involves exploding or releasing toxic gases.
Gaze (Su)
Merely by looking at another creature nearby, they can inflict some kind of effect. The creature can use a standard action in order to gaze at a specific creature within 30 ft. Some creatures have gaze attacks that automatically happen to all creatures within a specific range.
Anybody combating a creature with a gaze attack has a few options to try and negate it, made when they first are affected by the gaze attack.
They can choose to close their eyes (instant action), giving themselves the blinded condition until the start of their next turn, making them immune gaze attacks.
Alternatively they can choose to avert their gaze, giving them blurred vision and advantage on saves against gaze attacks.
Gaze attacks can be avoided entirely by looking at the creature through a proxy, like a reflective surface.
Grappling Abilities
Attach - When the creature grapples another creature it instead gains the grappled condition, typically due to its smaller size. Creatures with the attached property typically have special abilities that can only be used while attached.
Constrict - When a creature with the constrict property succeeds on a grapple check they automatically deal damage from a specified attack form. Every turn they maintain the grapple they also do this effect.
Engulf - When the creature succeeds on a grapple check they can engulf the target. The target gains the entombed condition.
Swallow - After successfully grappling a creature, the creature can choose to swallow its prey if it is at least one size category larger. The prey maintains the grapple penalties and the swallowing creature doesn't need to take any actions to maintain the grapple. The prey gains total cover and takes a specified amount of damage the turn it is swallowed immediately and at the end of the swallowed creatures turn thereafter.
A creature cannot use its swallow quality while sickened 2 or higher. Becoming sickened 2 causes it to vomit any swallowed creatures.
The prey escapes automatically when the swallowing creature is defeated.
Rend
Whenever the creature lands the listed attacks (including poise breaking the creature), they inflict an additional effect, usually damage.
Example
Rend - Two claws (2d6)
Summon Ally (Su) [companion]
Functions like a summoning contract, but does not require a contract, usually only summoning lesser creatures. Only requires a standard action and can potentially summon multiple creature at once.
Can also grant other bonuses to summoned creatures, in addition to the companion boost to attack.
Trample
Creature can move around through other creatures spaces to knock them over. As a FRA a creature can move its speed, or double its speed in a straight line, and harm all creatures along its path, dealing damage and knocking them down. Creatures can choose to either AoO or make a reflex save for a reduced effect.
Venomous
Inflicts the Envenomed status effect with one of its attacks or abilities, which functions as follows.
Venom comes in 3 stages. In order to advance from one to the next, the afflicted creature must fail a fortitude save. The venom continues until they creature passes a fortitude save. Some creatures may have different effects for their venom, but this is the assumed default if no other details are listed.
Stage 1 - Creature is sickened 1, which cannot be removed until the creature is no longer poisoned. 1 minute after the creature fails its first save, it must roll again or hit stage 2.
Stage 2 - Creature is sickened 2, which cannot be removed until the creature is no longer poisoned. The creature also has disadvantage on skill checks. 10 minutes after the creature fails its second save, it must roll again.
Stage 3 - Creature is sickened 3, which cannot be removed until the creature is no longer poisoned. The creature gains the defeated condition.
In stage 3, a creature must roll a save every 10 minutes. Each failure adds a stack of drain.
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