Creature Types

Each creature has one type, which broadly defines its abilities. Some creatures also have one or more subtypes, as described on pages 310–314. A creature cannot violate the rules of its subtype without a special ability or quality to explain the difference—templates can often change a creature's type drastically.

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. An aberration has the following features.

• d8 Hit Die.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• Good Will saves.

• Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for aberrations: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.

Traits: An aberration possesses the following traits (unless otherwise noted in a creature's entry).

• Darkvision 60 feet.

• Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.

• 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 breathe, eat, and sleep.

Animal

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following features (unless otherwise noted).

• d8 Hit Die.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• Good Fortitude and Reflex saves.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.

Traits: An animal possesses the following traits (unless otherwise noted in a creature's entry).

• Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).

• Low-light vision.

• Alignment: Always neutral.

• Treasure: None.

• Proficient with its natural weapons only. A noncombative herbivore treats its natural weapons as secondary attacks. Such attacks are made with a –5 penalty on the creature's attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.

• Proficient with no armor unless trained for war.

• Animals breathe, eat, and sleep.

Construct

A construct is an animated object or artificially created creature. A construct has the following features.

• d10 Hit Die.

• Base attack bonus equal to total Hit Dice (fast progression).

• No good saving throws.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.

Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

• No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).

• Low-light vision.

• Darkvision 60 feet.

• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

• Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

• Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.

• Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.

• 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.

• A construct cannot be raised or resurrected.

• A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.

Construct SizeBonus Hit Points
Fine
Diminutive
Tiny
Small10
Medium20
Large30
Huge40
Gargantuan60
Colossal80

• Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.

• Proficient with no armor.

• Constructs do not breathe, eat, or sleep.

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon has the following features.

• d12 Hit Die.

• Base attack bonus equal to total Hit Dice (fast progression).

• Good Fortitude, Reflex, and Will saves.

• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.

Traits: A dragon possesses the following traits (unless otherwise noted in a creature's entry).

• Darkvision 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 all simple weapons and any weapons mentioned in its entry.

• Proficient with no armor.

• Dragons breathe, eat, and sleep.

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. A fey has the following features.

• d6 Hit Die.

• Base attack bonus equal to 1/2 total Hit Dice (slow progression).

• Good Reflex and Will saves.

• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for fey: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device.

Traits: A fey possesses the following traits (unless otherwise noted in a creature's entry).

• Low-light vision.

• Proficient with all simple weapons and any weapons mentioned in its entry.

• Proficient with whatever type of armor (light, medium, or heavy) 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.

• Fey breathe, eat, and sleep.

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 are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu.

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 typically presented as 1st-level warriors, which means 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. A humanoid has the following features (unless otherwise noted in a creature's entry).

• d8 Hit Die, or by character class.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• One good save, usually Reflex.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die or by character class. The following are class skills for humanoids without a character class: Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival. Humanoids with a character class use their class's skill list instead. Humanoids with both a character class and racial HD add these skill sto their list of class skills.

Traits: A humanoid possesses the following traits (unless otherwise noted in a creature's entry).

• Proficient with all simple weapons, or by character class.

• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. 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 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features.

• d10 Hit Die.

• Base attack bonus equal to total Hit Dice (fast progression).

• Good Fortitude and Reflex saves.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim.

Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).

• Darkvision 60 feet.

• Low-light vision.

• Proficient with its natural weapons only.

• Proficient with no armor.

• Magical beasts breathe, eat, and sleep.

Monstrous Humanoid

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following features.

• d10 Hit Die.

• Base attack bonus equal to total Hit Dice (fast progression).

• Good Reflex and Will saves.

• Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for monstrous humanoids: Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.

Traits: A monstrous humanoid possesses the following traits (unless otherwise noted in a creature's entry).

• Darkvision 60 feet.

• Proficient with all simple weapons and any weapons mentioned in its entry.

• 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 breathe, eat, and sleep.

Ooze

An ooze is an amorphous or mutable creature, usually mindless. An ooze has the following features.

• d8 Hit Die.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• No good saving throws.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.

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). An ooze with an Intelligence score loses this trait.

• 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.

• Some oozes have the ability to deal acid damage to objects.

• Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

• 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. An outsider has the following features.

• d10 Hit Dice.

• Base attack bonus equal to total Hit Dice (fast progression).

• Two good saving throws, usually Reflex and Will.

• Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

• Darkvision 60 feet.

• Unlike most 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 and martial weapons and any weapons mentioned in its entry.

• 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. A plant creature has the following features.

• d8 Hit Die.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• Good Fortitude saves.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Some plant creatures, however, are mindless and gain no skill points or feats. The following are class skills for plants: Perception and Stealth.

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, morale effects, patterns, and phantasms).

• Immunity to paralysis, poison, polymorph, sleep effects, and stunning.

• Proficient with its natural weapons only.

• Not proficient with armor.

• Plants breathe and eat, but do not sleep.

Undead

Undead are once-living creatures animated by spiritual or supernatural forces. An undead creature has the following features.

• d8 Hit Die.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• Good Will saves.

• Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.

Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry).

• No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon's DC).

• Darkvision 60 feet.

• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

• Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.

• Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

• Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.

• 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, but is immediately destroyed when reduced to 0 hit points.

• Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

• Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

• Undead do not breathe, eat, or sleep.

Vermin

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. Vermin have the following features.

• d8 Hit Die.

• Base attack bonus equal to 3/4 total Hit Dice (medium progression).

• Good Fortitude saves.

• Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Most vermin, however, are mindless and gain no skill points or feats. Vermin have no class skills.

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, morale effects, patterns, and phantasms). A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.

• Darkvision 60 feet.

• Proficient with its natural weapons only.

• Proficient with no armor.

• Vermin breathe, eat, and sleep.

Creature SubTypes

Some creatures have one or more subtypes. Subtypes add additional abilities and qualities to a creature.

Air Subtype: This subtype is usually used for outsiders with a connection to the Elemental Plane of Air. Air creatures always have fly speeds and usually have perfect maneuverability. Air creatures treat Fly as a class skill.

Angel Subtype: Angels are a race of celestials, or good outsiders, native to the good-aligned outer planes. An angel possesses the following traits (unless otherwise noted in a creature's entry).

Aquatic Subtype: These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.

Archon Subtype: Archons are a race of celestials, or good outsiders, native to lawful good-aligned outer planes. An archon possesses the following traits (unless otherwise noted in a creature's entry).

Augmented Subtype: A creature receives this subtype when something (usually a template) changes its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type.

Azata Subtype: Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. An azata possesses the following traits (unless otherwise noted in a creature's entry).

Chaotic Subtype: This subtype is usually applied to outsiders native to the chaotically aligned outer planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields are chaotically aligned (see Damage Reduction, page 299).

Cold Subtype: A creature with the cold subtype has immunity to cold and vulnerability to fire.

Demon Subtype: Demons are chaotic evil outsiders that call the Abyss their home. Demons possess a particular suite of traits (unless otherwise noted in a creature's entry) as summarized here.

Devil Subtype: Devils are lawful evil outsiders that hail from the plane of Hell. Devils possess a particular suite of traits (unless otherwise noted in a creature's entry).

Dwarf Subtype: This subtype is applied to dwarves and creatures related to dwarves. Creatures with the dwarf subtype have darkvision 60 feet.

Earth Subtype: This subtype is usually used for outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock. Earth creatures with a burrow speed possess tremorsense.

Elemental Subtype: An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. An elemental has the following features.

Elf Subtype: This subtype is applied to elves and creatures related to elves. Creatures with the elf subtype have low-light vision.

Evil Subtype: This subtype is usually applied to outsiders native to the evil-aligned outer planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned (see Damage Reduction, page 299).

Extraplanar Subtype: This subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

Fire Subtype: A creature with the fire subtype has immunity to fire and vulnerability to cold.

Giant Subtype: A giant is a humanoid creature of great strength, usually of at least Large size. Giants have a number of racial Hit Dice and never substitute such Hit Dice for class levels like some humanoids. Giants have low-light vision, and treat Intimidate and Perception as class skills.

Gnome Subtype: This subtype is applied to gnomes and creatures related to gnomes. Creatures with the gnome subtype have low-light vision.

Goblinoid Subtype: Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin. Goblinoids treat Stealth as a class skill.

Good Subtype: This subtype is usually applied to outsiders native to the good-aligned outer planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned (see Damage Reduction, page 299).

Halfling Subtype: This subtype is applied to halflings and creatures related to halflings.

Human Subtype: This subtype is applied to humans and creatures related to humans.

Incorporeal Subtype: An incorporeal creature has no physical body. An incorporeal creature is immune to critical hits and precision-based damage (such as sneak attack damage) unless the attacks are made using a weapon with the ghost touch special weapon quality. In addition, creatures with the incorporeal subtype gain the incorporeal special quality.

Lawful Subtype: This subtype is usually applied to outsiders native to the lawfully aligned outer planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields are lawfully aligned (see Damage Reduction, page 299).

Native Subtype: This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

Orc Subtype: This subtype is applied to orcs and creatures related to orcs, such as half-orcs. Creatures with the orc subtype have darkvision 60 feet and light sensitivity (half-orcs do not have light sensitivity).

Reptilian Subtype: These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are true reptiles.

Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes has the shapechanger subtype. A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).

Swarm Subtype: A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has “swarm” in the Melee entry, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.

Swarm HDSwarm Base Damage
1–51d6
6–102d6
11–153d6
16–204d6
21 or more5d6

A swarm's attacks are nonmagical, unless the swarm's description states otherwise. Damage reduction sufficient to reduce a swarm attack's damage to 0, being incorporeal, or other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, blood drain, poison, or other special attacks in addition to normal damage.

Swarms do not threaten creatures, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Swarms possess the distraction universal monster rule. Spellcasting or concentrating on spells within the area of a swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save.

Water Subtype: This subtype is usually used for outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and can usually breathe air as well. Water creatures treat the Swim skill as a class skill.