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GM Screen
Bestiary
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Monster Creation
Step 8: Special Abilities and Qualities
Source
Pathfinder RPG Bestiary pg. 292
Monsters are different from characters in that they can have all sorts of different special abilities and qualities. Each of these is tied closely to the creature’s concept, allowing it to fill a specific role in the game. For examples, look at monsters in this book. Monsters should use abilities from the
Universal Monster Rules
whenever possible, instead of creating new yet similar abilities—when you do create new abilities, use the Universal Monster Rules as a template for how to present and create the new abilities.
Most special abilities that cause damage, such as breath weapons, give a save (Fortitude, Reflex, or Will depending on the ability). The DC for almost all special abilities is equal to 10 + 1/2 the creature’s Hit Dice + a relevant ability modifier (usually Constitution or Charisma depending on the ability). Special abilities that add to melee and ranged attacks generally do not allow a save, as they rely on the attacks hitting to be useful.
Special senses and resistances to certain energy types are common in creatures of CR 5 and lower. Damage reduction, energy immunities, and regeneration are more common in creatures above CR 5. Spell resistance and immunities become more common above CR 10. As a general rule a creature’s spell resitance should equal its CR + 11.