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.
Some aberrations may have multiple versions of the abilities listed here or more upgraded versions

ANIMAL BEAST
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.



Old TypeNew TypeNew Subtype
AberrationCryptid, Humanoid, or ProtozoidAberration
AnimalBeast-
ConstructHumanoid or ProtozoidGolem, Homonculus, or Robotic
DragonCryptid or HumanoidDragon
FeyCryptid, Humanoid, or SpiritFey
HumanoidHumanoid-
Magical BeastCryptid-
Monstrous HumanoidHumanoidMonstrous
OozeProtozoidOoze
OutsiderSpirit-
Outsider (Native)HumanoidNephilim
PlantHumanoid or ProtozoidFungus or Plant
UndeadCryptid, Humanoid, or ProtozoidUndead
VerminBeast or CryptidVermin
Aberration, fey, nephilim, and undead are subtypes that can never be on the same creature. You can have only one of these subtypes.

TypeDescription
BeastsBeasts are creatures that run on instinct more than thought.
CryptidsCryptids are similar to beasts but with greater intelligence and often possessing supernatural abilities.
HumanoidHumanoids are similar to humans in mind and body though they may have variation.
ProtozoidsProtozoids have simple forms such as a creature with a spherical body, or amorphous body or a fungus or plant.
SpiritsSpirits are creatures with a body and soul made of ectoplasm formed from their home plane.


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.

ClassHit DiceMana DiceSkill PointsPrimary Features
Bruted10 + Cond8 + Cha6 + Int8 RP per HD and they can buy Combat Feats and Rage Powers, for 1 RP cheaper than normal.
Casterd6 + Cond10 + Cha8 + Int2 RP per HD, spells as an oracle or sorcerer (can use Int or Wis instead of Cha but must pick one) and one of the following: bloodline as bloodrager or sorcerer, 2 domains as a cleric, 1 mystery as an oracle, 1 arcane school as a wizard (as well as Scribe scroll and bonus feats as a wizard).
Exemplard8 + Cond8 + Cha8 + Int8 RP per HD, 2 good saves instead of 1
Lurkerd8 + Cond6 + Cha10 + Int6 RP per HD and Sneak Attack, Evasion, Uncanny Dodge, and Improved Uncanny Dodge as an UC rogue. They can buy Deeds, Ki Powers, Ninja Tricks or Rogue Talents for 3 RP but treat their class level as 2 + twice the number of ninja tricks and/or rogue talents they already have for the purposes of determining which they can select.



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