Monster Types
Types and subtypes are now just "types". Creatures also have Lifeform and Shape added to their stats.
LIFEFORMS
There are 3 known forms of life: organic, spirit, and synthetic.
Spirit creatures are made of a form of energy. Some are mostly made of spiritual essence (ectoplasm) formed from their home plane while others are mostly physical energy like electricity, magnetism, or radiation. They do not have physical bodies, bu some can manifest physical forms for convenience. Destroying a spirit creature's physical form doesn't kill it, but does greatly weaken it and forces it back into its incorporeal form.
Most creatures are organic in nature, being made up of multiple cells made of organic matter which work together to maintain homeostasis.
Some creatures are synthetic in nature, made of synthetic mechanical parts that work together to make living machines. This can include androids, droids, homonculi, golems, etc.
SHAPES
There are 6 known forms of life: bipedal, bloblike, piscine, quadrupedal, serpentine, tauric.
Bipedal
TYPES
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ABERRATION
Aberrations are strange alien creatures from another galaxy.
- Strange Anatomy: Critical hits, bleed, and precision damage have a 25% chance of not affecting an aberration. A successful knowledge check against the aberration creature type can reduce this by half (rounded down).
- Strange Mind: Compulsion, confusion, emotion, linguistic, and mental effects have a 25% chance of not affecting an aberration. A successful knowledge check against the aberration creature type can reduce this by half (rounded down).
- Strange Reach: All aberrations either have +5 feet reach more than normal for their size, telekinesis as a tier 1 innate occult power, the Extra Arm quality, or Extra Leg quality.
Animal has been renamed "Beast". Beasts are creatures with Int, Wis, and Cha scores above 1 but Int below 4. They have some basic semblance of intelligence, but run mostly on instinct and have difficulty (if not total incapability) of understanding language of any kind. On the occasion they can understand, it's only simple commands and tricks and typically only through domestication and training.
Aberration, fey, nephilim, and undead are subtypes that can never be on the same creature. You can have only one of these subtypes.
Monsters do not get HD based on type. Instead, every monster is assigned a class. Some monsters might be dual-classed, possessing half their hit dice from one class and half in the other but typically not any more complex than this. All monsters begin with 30 race points and gain additional ones based on class and level.
Brutes
Brutes are fighters and warriors that prefer to attack without pretense when provoked or hunting prey.
Starting Array (other): Str 13, Con 12, Dex 11, Int 9, Wis 10, Cha 10
Starting Array (beast): Str 16, Con 15, Dex 12, Int 2, Wis 14, Cha 6
Starting Array (mindless): Str 20, Con 20, Dex 13, Int 1, Wis 10, Cha 1
Elite: +2 to highest 3 scores, +1 to lowest 3 scores (cannot increase Int or Cha for beasts and mindless creatures)
Class Skills: Acrobatics, Brawn, Craft (Pick 1), Lore (Pick 1), Perception, Perform (Pick 1), Profession (Pick 1), Intimidate, Survival, + pick 4 more.
Casters
Casters cannot be beasts but can be cryptids or even protozoids. attempt to buff themselves and summon aid before combat, either physically avoiding foes until their spells are set up or socially presenting themselves as allies or neutral parties before striking later. Their primary skills are:
Class Skills: Appraise, Craft (Pick 1), Lore (Pick 4), Perform (Pick 1), Profession (Pick 1), Spellcraft, Use Magic Device, + pick 6 more.
Starting Array (other): Str 9, Con 10, Dex 10, Int 12, Wis 11, Cha 13
Starting Array (beast): Str 12, Con 12, Dex 13, Int 2, Wis 14, Cha 6
Starting Array (mindless): Str 14, Con 14, Dex 15, Int 1 (or 20), Wis 20 (or 1), Cha 1
Elite: +2 to highest 3 scores, +1 to lowest 3 scores (cannot increase Int or Cha for beasts and mindless creatures)
Lurkers
Lurkers typically remain hidden or disguised until they see a weakness in the party (party splits up, someone uses up their most powerful resource, someone is already gravely injured). They then pounce on the weakest target and attempt to subdue them before the rest can act. Once combat has started, lurkers tend to use hit and run tactics to wear down their foes. They are the highest risk of character death because they tend to focus fire. At higher levels lurkers tend to purchase special abilities that specifically bleed, curse, or poison foes and subvert fortification. Their primary skills are: Acrobatics, Climb, Craft (Pick 1), Disable Device, Disguise, Escape Artist, Initiative, Lore (Dungeoneering), Lore (Pick 1), Perception, Perform (Pick 1), Profession (Pick 1), Sense Motive, Sleight of Hand, Stealth, Survival, Swim, and Use Magic Device. Creatures with a Fly speed will have Fly instead of one of Swim these other skills and creatures with a mount will have Handle Animal and Ride instead of Disguise and Disable Device. Creatures in an environment with no water will have Appraise instead of Swim.
Class Skills: Acrobatics, Climb, Craft (Pick 1), Escape Artist, Lore (Pick 1), Perception, Perform (Pick 1), Profession (Pick 1), Sleight of Hand, Stealth, Survival, + pick 8 more.
Starting Array (other): Str 9, Con 10, Dex 13, Int 11, Wis 12, Cha 10
Starting Array (beast): Str 12, Con 13, Dex 18, Int 2, Wis 14, Cha 6
Starting Array (mindless): Str 14, Con 15, Dex 20, Int 1, Wis 14, Cha 1
Elite: +2 to highest 3 scores, +1 to lowest 3 scores (cannot increase Int or Cha for beasts and mindless creatures)
Universal Monster Abilities