Creature Abilities

Universal creature abilities. All 79 entries with full rules text.

All-Around Vision · Aquatic Ambush · Aquatic Bones · At-Will Spells · Attack of Opportunity · Aura · Blaze · Bloody · Bone Missile · Bone Powder · Bone Storm · Buck · Butter Up · Call Your Bluff · Catch Rock · Change Shape · Child Care · Collapse · Constant Spells · Constrict · Corrupting Gaze · Coven · Crumbling Bones · Curse of the Werecreature · Darkvision · Disease · Draining Touch · Engulf · Explosive Death · Fast Healing · Ferocity · Find Footing · Frightful Moan · Frightful Presence · Frozen · Golem Antimagic · Gone Fishing · Grab · Grave Eruption · Greater Constrict · Improved Grab · Improved Knockdown · Improved Push · Inhabit Object · Keen Eyes · Knockdown · Lacquered · Lifesense · Light Blindness · Local Lore · Low-Light Vision · Malevolent Possession · Moon Frenzy · Negative Healing · Nimble · Poison · Push · Quick Transcription · Regeneration · Rejuvenation · Rend · Retributive Strike · Rotten · Scent · Screaming Skull · Shield Block · Site Bound · Skeleton of Roses · Sneak Attack · Swallow Whole · Swarm Mind · Telekinetic Assault · Telepathy · Throw Rock · Trample · Tremorsense · Troop Defenses · Warpwave · Wavesense

All-Around Vision

This monster can see in all directions simultaneously, and therefore can't be flanked.

Bestiary, page 342.

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Aquatic Ambush [>]

Requirements The monster is hiding in water and a creature that hasn't detected it is within the listed number of feet.

The monster moves up to its swim Speed + 10 feet toward the triggering creature, traveling on water and on land. Once the creature is in reach, the monster makes a Strike against it. The creature is flat-footed against this Strike.

Bestiary, page 342.

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Aquatic Bones

The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the aquatic trait and the aquatic ambush ability.

Book of the Dead, page 146.

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At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Bestiary, page 342.

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Attack of Opportunity [R]

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.

The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Bestiary, page 342.

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Aura

A monster's aura automatically affects everything within a specified emanation around that monster. The monster doesn't need to spend actions on the aura; rather, the aura's effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura.

If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster's aura doesn't affect its own allies. For example, a creature might be immune to a monster' frightful presence if they have been around each other for a long time.

Bestiary, page 342.

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Blaze

The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its Strikes deal additional persistent fire damage equal to half the skeleton's level (minimum 1 damage).

Bestiary 3, page 236.

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Bloody

The skeleton is covered in dripping blood and gains fast healing equal to its level.

Bestiary, page 298.

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Bone Missile [>>]

The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged Strike. This uses the attack bonus of whichever of the skeleton's other Strikes has the highest attack bonus and deals piercing damage equal to that Strike's damage plus the skeleton's level (minimum 1).

Bestiary 3, page 236.

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Bone Powder

When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take 1d6 persistent poison damage (plus an additional 1d6 for every 6 levels the skeleton has).

Bestiary 3, page 236.

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Bone Storm [>>>]

Frequency once per day

The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take 1d6 slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms.

Book of the Dead, page 146.

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Buck [R]

Trigger A creature Mounts or uses the Command an Animal action while riding the monster.

Most monsters that serve as mounts can attempt to buck off unwanted or annoying riders, but most mounts will not use this reaction against a trusted creature unless the mounts are spooked or mistreated. The triggering creature must succeed at a Reflex saving throw against the listed DC or fall off the creature and land prone. If the save is a critical failure, the triggering creature also takes 1d6 bludgeoning damage in addition to the normal damage for the fall.

Bestiary, page 342.

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Butter Up

emotion mental 

When someone eats a dish or treat made by this NPC, the NPC can attempt a Baking Lore, Cooking Lore, or similar check against that creature's Will DC, with the same results as the Make an Impression action of Diplomacy. If more than one creature partakes, the NPC uses the same check result against each creature's Will DC.

Gamemastery Guide, page 204.

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Call Your Bluff

When gambling, the NPC may use Games Lore to Sense Motive instead of Perception.

Gamemastery Guide, page 205.

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Catch Rock [R]

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock.

Bestiary, page 342.

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Change Shape [>]

[magical tradition] concentrate polymorph transmutation 

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Bestiary, page 342.

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Child Care

When treating infants, the NPC can use their Midwifery Lore skill in place of Medicine, and can use Medicine's trained actions on infants.

Gamemastery Guide, page 205.

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Collapse [R]

Trigger The skeleton is critically hit.

The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is immobilized and flat-footed.

Bestiary, page 298.

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Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Bestiary, page 342.

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Constrict [>]

The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.

Bestiary, page 342.

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Corrupting Gaze [>>]

The ghost stares at a creature it can see within 30 feet. The target takes 1d6 negative damage + 1d6 per 2 levels with a basic Will save. A creature that fails its save is also stupefied 1 for 1 minute.

Bestiary, page 166.

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Coven

divination mental occult 

This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the concentrate, and can sense what another coven member is sensing as a two-action activity, which has the concentrate as well.

Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level baleful polymorph spell and all the following spells, which the coven can cast at any level up to 5th: augury, charm, clairaudience, clairvoyance, dream message, illusory disguise, illusory scene, prying eye, and talking corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the control weather ritual, with a DC of 23 instead of the standard DC.

If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can't cast coven spells.

Bestiary, page 342.

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Crumbling Bones

The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through.

Book of the Dead, page 146.

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Curse of the Werecreature

curse necromancy primal 

This curse affects only humanoids.

Saving Throw DC is the standard DC for the werecreature's new level – 1 Fortitude; Effect On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn

Bestiary, page 329.

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Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. A monster with greater darkvision, however, can see through even these forms of magical darkness.

Bestiary, page 343.

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Disease

When a creature is exposed to a monster's disease, it attempts a Fortitude save or succumbs to the disease. The level of a disease is the level of the monster inflicting the disease. The disease follows the rules for afflictions found on page 457 of the Core Rulebook.

Bestiary, page 343.

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Draining Touch [>>]

With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level.

Bestiary, page 166.

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Engulf [>>]

The monster Strides up to double its Speed and can move through the spaces of any creatures in its path. Any creature of the monster's size or smaller whose space the monster moves through can attempt a Reflex save with the listed DC to avoid being engulfed. A creature unable to act automatically critically fails this save. If a creature succeeds at its save, it can choose to be either pushed aside (out of the monster's path) or pushed in front of the monster to the end of the monster's movement. The monster can attempt to Engulf the same creature only once in a single use of Engulf. The monster can contain as many creatures as can fit in its space.

A creature that fails its save is pulled into the monster's body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the swallowing monster's space.

If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.

Bestiary, page 343.

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Explosive Death

When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take 1d6 slashing damage per 2 levels (minimum 1d6) with a basic Reflex save.

Bestiary, page 298.

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Fast Healing

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Bestiary, page 343.

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Ferocity [R]

Trigger The monster is reduced to 0 HP.

The monster avoids being knocked out and remains at 1 HP, but its wounded value increases by 1. When it is wounded 3, it can no longer use this ability.

Bestiary, page 343.

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Find Footing [>]

concentrate 

The NPC attempts an Architecture Lore, Engineering Lore, or similar skill check to find a stable path across uneven ground. This grants them and anyone they share this information with a +2 circumstance bonus on Acrobatics checks to Balance across that ground.

Gamemastery Guide, page 205.

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Frightful Moan [>>]

auditory divine emotion enchantment fear mental 

The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.

Bestiary, page 166.

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Frightful Presence

aura emotion fear mental 

A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.

Critical Success The creature is unaffected by the presence.Success The creature is frightened 1.Failure The creature is frightened 2.Critical Failure The creature is frightened 4.

Bestiary, page 343.

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Frozen

The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn (basic Reflex save with a standard DC for its level).

Book of the Dead, page 146.

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Golem Antimagic

A golem is immune to spells and magical abilities other than its own, but each type of golem is affected by a few types of magic in special ways. These exceptions are listed in shortened form in the golem's stat block, with the full rules appearing here. If an entry lists multiple types (such as "cold and water"), either type of spell can affect the golem.

Bestiary, page 184.

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Gone Fishing

The NPC can use Fishing Lore to Track aquatic creatures or to Aid checks to Track them.

Gamemastery Guide, page 205.

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Grab [>]

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.

The monster automatically Grabs the target until the end of the monster's next turn. The creature is grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Bestiary, page 343.

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Grave Eruption [>>]

Requirements The skeleton is undetected and buried in dirt, gravel, or other loose material

The skeleton erupts from the ground, Stands, and makes a melee Strike. The target is flat-footed against this Strike. If the Strike hits, the target is frightened 1 (or frightened 2 on a critical hit).

Book of the Dead, page 146.

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Greater Constrict [>]

The monster deals the listed amount of damage to any number of creatures grabbed or restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC. A creature that fails this save falls unconscious, and a creature that succeeds is then temporarily immune to falling unconscious from Greater Constrict for 1 minute.

Bestiary, page 343.

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Improved Grab [F]

The monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has grabbed.

Bestiary, page 343.

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Improved Knockdown [F]

The monster can use Knockdown as a free action triggered by a hit with its initial attack.

Bestiary, page 343.

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Improved Push [F]

The monster can use Push as a free action triggered by a hit with its initial attack.

Bestiary, page 343.

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Inhabit Object [>]

The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object (pages 20–21). This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for 1d4 rounds.

Bestiary, page 166.

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Keen Eyes

Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Gamemastery Guide, page 204.

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Knockdown [>]

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.

The monster knocks the target prone.

Bestiary, page 343.

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Lacquered

During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains acid resistance 5 and a +2 status bonus to saves against effects that age or erode the target.

Book of the Dead, page 146.

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Lifesense

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the positive energy animating living creatures and the negative energy animating undead creatures, much as sight distinguishes colors.

Bestiary, page 343.

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Light Blindness

When first exposed to bright light, the monster is blinded until the end of its next turn. After this exposure, light doesn't blind the monster again until after it spends 1 hour in darkness. However, as long as the monster is in an area of bright light, it's dazzled.

Bestiary, page 343.

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Local Lore

When they first meet a given person from their home settlement, the NPC can automatically attempt one check to Recall Knowledge about that person. This uses the Lore skill for that settlement.

Gamemastery Guide, page 205.

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Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Bestiary, page 343.

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Malevolent Possession [>>]

The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.

Bestiary, page 167.

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Moon Frenzy

polymorph primal transmutation 

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.

Bestiary, page 329.

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Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Bestiary 2, page 305.

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Nimble

The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the Nimble Dodge reaction (Core Rulebook 183).

Book of the Dead, page 146.

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Poison

When a creature is exposed to a monster's poison, it attempts a Fortitude save to avoid becoming poisoned. The level of a poison is the level of the monster inflicting the poison. The poison follows the rules for afflictions found on page 457 of the Core Rulebook.

Bestiary, page 343.

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Push [>]

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.

The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.

Bestiary, page 343.

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Quick Transcription

The NPC can attempt to copy a document faster than normal, provided they don't alter the content. They attempt a Scribing Lore check, completing the task in half the time on a success (one-quarter on a critical success).

Gamemastery Guide, page 205.

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Regeneration

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its dying condition never increases beyond dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to dying 4.

Bestiary, page 343.

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Rejuvenation

divine necromancy 

When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Bestiary, page 166.

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Rend [>]

Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.

A Rend entry lists a Strike the monster has. The monster automatically deals that Strike's damage again to the enemy.

Bestiary, page 344.

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Retributive Strike [R]

Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.

The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.

Bestiary, page 344.

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Rotten

The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the standard DC of the skeleton's level or become sickened 1 (plus slowed 1 for as long as it remains sickened on a critical failure). While within the aura, affected creatures take a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water.

Book of the Dead, page 146.

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Scent

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma)

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Bestiary, page 344.

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Screaming Skull [>>]

auditory emotion fear mental 

The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to Demoralize each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then.

Bestiary, page 298.

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Shield Block [R]

Trigger The monster has its shield raised and takes damage from a physical attack.

The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Bestiary, page 344.

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Site Bound

A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

Bestiary, page 166.

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Skeleton of Roses

Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms.

Bestiary 3, page 236.

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Sneak Attack

When the monster Strikes a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Bestiary, page 344.

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Swallow Whole [>]

attack 

The monster attempts to swallow a creature of the listed size or smaller that it has grabbed in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an Athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is grabbed, is slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is flat-footed against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Bestiary, page 344.

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Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Bestiary, page 344.

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Telekinetic Assault [>>]

divine evocation 

The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 1d6 bludgeoning damage + 1d6 per 2 levels, subject to a basic Reflex save.

Bestiary, page 167.

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Telepathy

aura divination magical 

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Bestiary, page 344.

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Throw Rock [>]

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Bestiary, page 344.

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Trample [>>>]

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Bestiary, page 344.

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Tremorsense

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Bestiary, page 344.

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Troop Defenses

Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, fleeing, or easily dispatched, depending on their nature. A damaging single-target effect, such as a Strike, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a Strike for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot. Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect.

Bestiary 3, page 306. Reprinted in BotD.

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Warpwave

Many proteans can inflict disorienting alterations in time and space called warpwaves. When a creature fails its saving throw and is affected by a warpwave, roll 1d8 and consult the table below for the specific effect on that creature. Unless indicated otherwise, a warpwave effect lasts for 1d4 rounds, and a new warpwave effect negates any previous warpwave effect already affecting a creature.

D8
Warpwave Effect
1
Clumsy 2 (clumsy 3 on a critical failure)
2
Confused and gains 4d6 temporary Hit Points
3
Dazzled (permanent on a critical failure)
4
Enfeebled 2 (3 on a critical failure)
5
Immobilized by filaments of energy
6
Quickened (Stride, Strike, or Step only)
7
Slowed 1
8
Stupefied 2 (3 on a critical failure)

AoE6, page 81.

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Wavesense

This sense allows a monster to feel vibrations caused by movement through a liquid. It's an imprecise sense with a limited range (listed in the ability). Wavesense functions only if monster and the subject are in the same body of liquid, and only if the subject is moving through the liquid.

Bestiary, page 344.

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