MSRD:Creature Types

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CREATURE TYPES

A creature’s type determines many of its characteristics and abilities: physical ability scores, Hit Die type, base attack bonus, saving throw bonuses, skill points, feats, and special qualities. Mental ability scores (Intelligence, Wisdom, and Charisma) can vary widely among creatures of a type; unless a type description specifies a particular score for one of these abilities, the GM will assign values as he or she deems appropriate.

A creature belongs to one of the fifteen types described below. A single creature cannot have more than one type.

Table: Creature Saves and Base Attack Bonuses provides the modifiers to a creature’s saving throws and attack rolls based on its type and Hit Dice.

Table: Creature Saves and Base Attack Bonuses
Creature’s Hit DiceGood Save BonusPoor Save BonusBase Attack Bonus (A)Base Attack Bonus (B)Base Attack Bonus (C)
1 or less+2+0+0+1+0
2+3+0+1+2+0
3+3+1+2+3+1
4+4+1+3+4+1
5+4+1+3+5+2
6+5+2+4+6/+1+2
7+5+2+5+7/+2+3
8+6+2+6/+1+8/+3+4
9+6+3+6/+1+9/+4+4
10+7+3+7/+2+10/+5+5
11+7+3+8/+3+11/+6/+1+5
12+8+4+9/+4+12/+7/+2+6/+1
13+8+4+9/+4+13/+8/+3+6/+1
14+9+4+10/+5+14/+9/+4+7/+2
15+9+5+11/+6/+1+15/+10/+5+7/+2
16+10+5+12/+7/+2+16/+11/+6/+1+8/+3
17+10+5+12/+7/+2+17/+12/+7/+2+8/+3
18+11+6+13/+8/+3+18/+13/+8/+3+9/+4
19+11+6+14/+9/+4+19/+14/+9/+4+9/+4
20+12+6+15/+10/+5+20/+15/+10/+5+10/+5

Base Attack Bonus (A): Use this column for aberrations, animals, constructs, elementals, giants, humanoids, oozes, plants, and vermin.

Base Attack Bonus (B): Use this column for dragons, magical beasts, monstrous humanoids, and outsiders.

Base Attack Bonus (C): Use this column for fey and undead.

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. See Table: Aberrations for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Will.

Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: Int modifier (minimum +0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Aberrations share the following additional traits.

Weapon and Armor Proficiency: Aberrations receive one of the following as a bonus feat: Archaic Weapons Proficiency or Simple Weapons Proficiency. They are proficient with their natural weapons and any weapon mentioned in their entries. Aberrations noted for wearing armor gain the Armor Proficiency bonus feat for whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Darkvision (Ex): Most aberrations have darkvision with a range of 60 feet.

Table: Aberrations
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal42–4310–1128–2932d82d64d82d84d6
Gargantuan34–3510–1124–2516d81d84d62d62d8
Huge26–2710–1120–218d81d62d82d42d6
Large18–1912–1316–172d81d42d61d61d8
Medium-size10–1114–1512–131d81d32d41d41d6
Small6–716–1710–111/2 d81d21d61d31d4
Tiny2–318–1910–111/4 d811d41d21d3
Diminutive120–2110–111/8 d81d311d2
Fine122–2310–111/16 d81d21

Animal

An animal is a nonhumanoid creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. See Table: Animals for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude and Reflex (some animals have different good saves).

Skill Points: 10–15.

Feats: None.

Animals share the following additional traits.

Weapon and Armor Proficiency: Animals are proficient with their natural weapons only. They are not proficient with armor.

Ability Scores: Animals have Intelligence scores of 1 or 2 (predatory animals tend to have Intelligence scores of 2). No creature with an Intelligence score of 3 or higher can be an animal.

Low-Light Vision (Ex): Most animals have low-light vision.

|| || || || || || || ||

Table: Animals
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal42–4310–1128–2932d82d64d62d84d6
Gargantuan34–3510–1124–2516d81d82d82d62d8
Huge26–2710–1120–214d81d62d62d42d6
Large18–1912–1316–172d81d41d81d61d8
Medium-size10–1114–1512–131d81d31d61d41d6
Small6–716–1710–111/2 d81d21d41d31d4
Tiny2–318–1910–111/4 d811d31d21d3
Diminutive120–2110–111/8 d81d211d2
Fine122–2310–111/16 d811

Construct

A construct is an animated object or artificially constructed creature. See Table: Constructs for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d10.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: None.

Skill Points: None.

Feats: None.

Constructs share the following additional traits.

Weapon and Armor Proficiency: Constructs are proficient with their natural weapons only. They are not proficient with armor.

Ability Scores: Constructs have no Constitution score and usually no Intelligence score.

Extra Hit Points: Constructs gain extra hit points according to size, as shown on Table: Constructs.

Darkvision (Ex): Most constructs have darkvision with a range of 60 feet.

Immunities: Constructs are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.

Repairable: Constructs cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a construct, and each check represents 1 hour of work. A construct reduced to 0 hit points is immediately destroyed and cannot be repaired.

Special: Constructs cannot be raised from the dead.

Table: Constructs
SizeStrDexConMinimum HDExtra Hit PointsSlamBiteClawGore
Colossal44–476–732d101204d62d62d84d6
Gargantuan36–396–716d10802d81d82d62d8
Huge28–316–78d10402d61d62d42d6
Large20–238–92d10201d81d41d61d8
Medium-size12–1510–111d10101d61d31d41d6
Small8–1112–131/2 d1051d41d21d31d4
Tiny4–714–151/4 d101d311d21d3
Diminutive2–516–171/8 d101d211d2
Fine118–191/16 d1011

Dragon

A dragon is a reptilian creature, usually winged, with magical or unusual abilities. See Table: Dragons for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d12.

Base Attack Bonus: Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude, Reflex, Will.

Skill Points: 6 + Int modifier per Hit Dice beyond 1 HD.

Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Dragons share the following additional traits.

Weapon and Armor Proficiency: Dragons are proficient with their natural weapons only. They are not proficient with armor.

Darkvision (Ex): Most dragons have darkvision with a range of 60 feet.

Immunities: Dragons are immune to sleep, hold, and paralysis effects.

Table: Dragons
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal46–476–730–3138d122d84d84d64d6
Gargantuan38–396–726–2727d122d64d62d82d8
Huge30–316–722–2319d121d82d82d62d6
Large22–238–918–1910d121d62d61d81d8
Medium-size14–1510–1114–157d121d41d81d61d6
Small10–1112–1312–134d121d61d41d4
Tiny6–714–1512–133d121d41d31d3
Diminutive4–516–1712–131d121d31d21d2
Fine4–518–1912–131/2 d121d211

Elemental

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water. See Table: Elementals for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table 8–2: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Varies by element: Fortitude (earth, water) or Reflex (air, fire).

Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Elementals share the following additional traits.

Weapon and Armor Proficiency: Elementals are proficient with their natural weapons only. They are not proficient with armor.

Darkvision (Ex): Most elementals have darkvision with a range of 60 feet.

Immunities: Elementals are immune to poison, sleep, paralysis, and stunning. They are not subject to critical hits, flanking, or the effects of massive damage.

Special: Elementals cannot be raised from the dead.

Table: Elementals
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal44–456–728–2932d84d64d62d82d6
Gargantuan36–376–724–2516d82d82d82d61d8
Huge28–296–720–218d82d62d62d41d6
Large20–218–916–174d81d81d81d61d4
Medium-size12–1310–1112–132d81d61d61d41d3
Small8–912–1310–111d81d41d41d31d2
Tiny6–714–1510–111/2 d81d31d31d21
Diminutive4–516–1710–111/4 d81d21d21
Fine4–518–1910–111/8 d811

Fey

A fey is a creature with supernatural abilities and connections to nature or some other force or place. Fey are usually human-shaped. See Table: Fey for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d6.

Base Attack Bonus: 1/2 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Will.

Skill Points: 3 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Fey share the following additional traits.

Weapon and Armor Proficiency: A fey receives either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. Fey are proficient with any weapon mentioned in their entries. Fey noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Low-Light Vision (Ex): Most fey have low-light vision.

Table: Fey
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal42–438–926–2732d62d62d82d84d6
Gargantuan34–358–922–2316d61d82d62d62d8
Huge26–278–918–198d61d61d82d42d6
Large18–1910–1114–152d61d41d61d61d8
Medium-size10–1112–1310–111d61d31d41d41d6
Small6–714–168–91/2 d61d21d31d31d4
Tiny2–316–178–91/4 d611d21d21d3
Diminutive118–198–91/8 d6111d2
Fine120–218–91/16 d61

Giant

A giant is a humanoid creature of Large size or larger. Giants are known for their great strength. See Table: Giants for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude.

Skill Points: 6 + Int modifier (minimum 1), plus 1 points per Hit Dice beyond 1 HD.

Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Giants share the following additional traits.

Size: Giants must be Large or larger.

Weapon and Armor Proficiency: Giants receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Giants noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Low-Light Vision (Ex): Most giants have low-light vision.

Table: Giants
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal46–476–728–3132d82d62d82d84d6
Gargantuan38–396–724–2716d81d82d62d62d8
Huge30–316–720–238d81d61d82d42d6
Large22–238–916–192d81d41d61d61d8

Humanoid

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and head. A humanoid has few or no supernatural or extraordinary abilities. See Table: Humanoids for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Choose one (usually Reflex).

Skill Points: 6 + Int modifier, plus 1 point per Hit Dice beyond 1 HD.

Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Humanoids share the following additional traits.

Size: Humanoids must be Medium-size or smaller.

Weapon and Armor Proficiency: Humanoids with more than 1 Hit Die receive one bonus feat selected from the following list: Archaic Weapons Proficiency, Armor Proficiency (light), or Simple Weapons Proficiency.

Keen Sight (Ex): Humanoids accustomed to living underground may have darkvision with a range of 60 feet, low-light vision, or both (as noted in their entries).

Table: Humanoids
SizeStrDexConMinimum HDSlam 1 BiteClawGore
Medium-size10–1510–1310–111d81d31d41d41d6
Small6–1112–158–91/2 d81d21d31d31d4
Tiny2–714–178–91/4 d811d21d21d3
Diminutive116–198–91/8 d8111d2
Fine118–218–91/16 d81
  1. Unarmed attacks qualify as slam attacks that deal nonlethal damage.

Magical Beast

A magical beast is similar to an animal but can have an Intelligence score higher than 2. A magical beast might possess supernatural or extraordinary abilities, or it might be bizarre in appearance and habits. See Table: Magical Beasts for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d10.

Base Attack Bonus: Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude, Reflex.

Skill Points: 2 x Int score, plus 1 point per Hit Dice beyond 1 HD, or 10–15 points if Int score is 1 or 2.

Feats: 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Magical beasts share the following additional traits.

Weapon and Armor Proficiency: Magical beasts are proficient with their natural weapons only. They are not proficient with armor.

Keen Sight (Ex): Magical beasts have darkvision with a range of 60 feet and low-light vision (unless noted otherwise).

Table: Magical beasts
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal42–4310–1128–2932d102d64d62d84d6
Gargantuan34–3510–1124–2516d101d82d82d62d8
Huge26–2710–1120–218d101d62d62d42d6
Large18–1912–1316–172d101d41d81d61d8
Medium-size10–1114–1512–131d101d31d61d41d6
Small6–716–1710–111/2 d101d21d41d31d4
Tiny2–318–1910–111/4 d1011d31d21d3
Diminutive120–2110–111/8 d101d211d2
Fine122–2310–111/16 d1011

Monstrous Humanoid

A monstrous humanoid is a humanoid creature with monstrous or animalistic features. A monstrous humanoid often possesses supernatural abilities as well. See Table: Monstrous Humanoids for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Reflex, Will.

Skill Points: 2 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: 1 + Int modifier (minimum 0), plus 1 feat per 4 Hit Dice beyond 1 HD.

Monstrous humanoids share the following additional traits.

Weapon and Armor Proficiency: Monstrous humanoids receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural attacks and any weapon mentioned in their entries. Monstrous humanoids noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Darkvision (Ex): Most monstrous humanoids have darkvision with a range of 60 feet.

Table: Monstrous Humanoids
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal42–438–926–2732d82d62d82d84d6
Gargantuan34–358–922–2316d81d82d62d62d8
Huge26–278–918–198d81d61d82d42d6
Large18–1910–1114–152d81d41d61d61d8
Medium-size10–1112–1310–111d81d31d41d41d6
Small6–714–158–91/2 d81d21d31d31d4
Tiny2–316–178–91/4 d811d21d21d3
Diminutive118–198–91/8 d8111d2
Fine120–218–91/16 d81

Ooze

An ooze is an amorphous or mutable creature. See Table: Oozes for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d10.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: None.

Skill Points: None.

Feats: None.

Oozes share the following additional traits.

Weapon and Armor Proficiency: Oozes are proficient with their natural weapons only, but not with armor.

Ability Scores: Oozes have no Intelligence score.

Extra Hit Points: An ooze has no natural armor rating but is difficult to kill because of its protoplasmic body. It gains extra hit points (in addition to those from its Hit Dice and Constitution score) according to size, as shown on Table: Oozes.

Immunities: Oozes are immune to mind-affecting effects, poison, sleep, paralysis, stunning, gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Oozes are not subject to critical hits, flanking, or the effects of massive damage.

Blindsight (Ex): Most oozes have blindsight with a range of 60 feet.

Table: Oozes
SizeStrDexConMinimum HDExtra Hit PointsSlamBiteClawGore
Colossal44–456–726–2932d10404d64d62d82d6
Gargantuan36–376–722–2516d10302d82d82d61d8
Huge28–296–718–218d10202d62d62d41d6
Large20–218–914–172d10151d81d81d61d4
Medium-size12–1310–1110–131d10101d61d61d41d3
Small8–912–138–91/2 d1051d41d41d31d2
Tiny4–514–158–91/4 d101d31d31d21
Diminutive2–316–178–91/8 d101d21d21
Fine2–318–198–91/16 d1011

Outsider

An outsider is a nonelemental creature originating from some other dimension, reality, or plane. See Table: Outsiders for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: Total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude, Reflex, Will.

Skill Points: 8 + Int modifier per Hit Dice.

Feats: 1, plus 1 feat per 4 Hit Dice beyond 1 HD.

Outsiders share the following additional traits.

Weapon and Armor Proficiency: Outsiders receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. They are proficient with their natural weapons and any weapon mentioned in their entries. Outsiders noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Darkvision (Ex): Most outsiders have darkvision with a range of 60 feet.

Special: Outsiders cannot be raised from the dead.

Table: Outsiders
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal44–476–728–2932d84d64d62d82d6
Gargantuan36–396–724–2516d82d82d82d61d8
Huge28–316–720–218d82d62d62d41d6
Large20–238–916–172d81d81d81d61d4
Medium-size12–1510–1112–131d81d61d61d41d3
Small8–1112–1310–111/2 d81d41d41d31d2
Tiny4–714–1510–111/4 d81d31d31d21
Diminutive2–316–1710–111/8 d81d21d21
Fine2–318–1910–111/16 d811

Plant

A plant is a vegetable creature. See Table: Plants for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude.

Skill Points: None.

Feats: None.

Plants share the following additional traits.

Weapon and Armor Proficiency: Plants are proficient with their natural weapons only. They are not proficient with armor.

Immunities: Plants are immune to sleep, paralysis, stunning, and mind-affecting effects. They are not subject to critical hits or the effects of massive damage.

Low-Light Vision (Ex): Most plants with visual sensory organs have low-light vision.

Blindsight (Ex): Most plants without visual sensory organs have blindsight with a range of 60 feet.

Table: Plants
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal44–456–728–2932d84d62d62d84d6
Gargantuan36–376–724–2516d82d81d82d62d8
Huge28–296–720–214d82d61d62d42d6
Large20–218–916–172d81d81d41d61d8
Medium-size12–1310–1112–131d81d61d31d41d6
Small8–912–1310–111/2 d81d41d21d31d4
Tiny4–514–1510–111/4 d81d311d21d3
Diminutive2–316–1710–111/8 d81d211d2
Fine2–318–1910–111/16 d811

Undead

An undead is a once-living creature animated by spiritual or supernatural forces. See Table: Undead for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d12.

Base Attack Bonus: 1/2 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Will.

Skill Points: 3 x Int score, plus 2 points per Hit Dice beyond 1 HD.

Feats: 1 + Int modifier, plus 1 feat per 4 HD beyond 1 HD.

Undead share the following additional traits.

Weapon and Armor Proficiency: Undead receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. An undead is proficient with its natural weapons and any weapon mentioned in its entry. Undead noted for wearing armor gain the bonus feat Armor Proficiency with whatever type of armor they are accustomed to wearing (light, medium, heavy), as well as all lighter types.

Ability Scores: An undead has no Constitution score. It uses its Charisma modifier for Concentration checks.

Darkvision (Ex): Most undead have darkvision with a range of 60 feet.

Immunities: Undead are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless.

Healing: Undead cannot heal damage on their own if they have no Intelligence score. Undead can be healed with negative energy (usually only available through the use of magic). Most undead are destroyed immediately if reduced to 0 hit points or less.

Special: Undead cannot be raised from the dead.

Table: Undead
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal44–456–732d124d64d62d82d6
Gargantuan36–376–721d122d82d82d61d8
Huge28–296–710d122d62d62d41d6
Large20–218–94d121d81d81d61d4
Medium-size12–1310–111d121d61d61d41d3
Small8–912–131/2 d121d41d41d31d2
Tiny4–514–151/4 d121d31d31d21
Diminutive2–316–171/8 d121d21d21
Fine2–318–191/16 d1211

Vermin

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. See Table: Vermin for physical ability scores, recommended minimum Hit Dice, and damage based on size.

Hit Die: d8.

Base Attack Bonus: 3/4 of total Hit Dice (see Table: Creature Saves and Base Attack Bonuses).

Good Saving Throws: Fortitude.

Skill Points: 10–15.

Feats: None.

Vermin share the following additional traits.

Weapon and Armor Proficiency: Vermin are proficient with their natural weapons only. They are not proficient with armor.

Ability Scores: Vermin have no Intelligence score.

Potent Venom: Medium-size or larger poisonous vermin get a bonus to the save DC of their poison based on their size, as follows: Medium-size +2, Large +4, Huge +6, Gargantuan +8, Colossal +10.

Darkvision (Ex): Most vermin with visual sensory organs have darkvision with a range of 60 feet.

Blindsight (Ex): Most vermin without visual sensory organs have blindsight with a range of 60 feet.

Immunities: Vermin are immune to mind-affecting effects.

Resistance to Massive Damage (Ex): Vermin gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.

Table: Vermin
SizeStrDexConMinimum HDSlamBiteClawGore
Colossal42–436–726–2732d82d64d62d84d6
Gargantuan34–356–722–2316d81d82d82d62d8
Huge26–276–718–198d81d62d62d42d6
Large18–198–914–152d81d41d81d61d8
Medium-size10–1110–1110–111d81d31d61d41d6
Small6–712–138–91/2 d81d21d41d31d4
Tiny2–314–158–91/4 d811d31d21d3
Diminutive116–178–91/8 d81d211d2
Fine118–198–91/16 d811




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gollark: Well, up to slightly more than that.
gollark: You can get up to a TFLOP/s out of the shiniest new Intel iGPUs.
gollark: Gen12 is really good though.
gollark: I'm pretty sure it does not actually depend on hardware installed, since Vulkan has good multi-GPU support.
gollark: Mine reads `1.2.194`.
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