Trait Abilities

Creatures with certain traits tend to have similar abilities to one another. Many of these abilities are listed below to help you match the theme of the trait when you build your own creatures. Look at existing creatures with the trait to see these in practice.

Aberration


Senses usually darkvision
Languages usually Aklo

Aeon


Traits monitor
Languages Utopian and other planar languages; envisioning for true aeons (Alien Core)

Air


Languages usually Sussuran Speed usually has a fly Speed

Angel


Traits celestial, holy
Aura Angels each have a unique aura based on how they serve as messengers and how they deliver those message.
Speed usually has a fly Speed
Rituals usually angelic messenger (Alien Core)

Animal


Languages none
Int –4 or –5

Archon


Traits celestial, holy
Immunities fear
Virtue Ability Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent.

Astral


Senses darkvision

Azata


Traits celestial, holy
Weaknesses cold iron
Freedom Ability Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent.

Beast


Int –3 or higher

Celestial


Traits holy
Senses darkvision
Languages Empyrean
Saves often a +1 status bonus to all saves vs. magic
Weaknesses unholy
Strikes typically have the holy trait

Cold


Immunities or Resistances cold

Construct


Traits Many constructs lack minds and have the mindless trait.
Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; if mindless, add mental

Cosmic


Senses usually darkvision
Speed cosmic creatures with fly Speeds can fly through space and other zero-gravity environments
Immunities usually cold; Resistances cold or void

Daemon


Traits fiend, unholy
Languages Daemonic, telepathy 100 feet
Immunities death effects
Death Ability Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent.

Demon


Traits fiend, unholy
Languages Chthonian, telepathy (usually 100 feet)
HP typically high to account for their multiple weaknesses
Weaknesses cold iron
Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit.
Divine Innate Spells usually 5th-rank translocate and at-will 4th-rank translocate
Rituals usually demonic pact (Alien Core)
Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others.

Devil


Traits fiend, unholy
Languages Diabolic, telepathy (usually 100 feet)
Immunities fire; Weaknesses holy; Resistances physical (except silver), poison Divine Innate Spells usually one 5th-rank translocate and at-will 4th-rank translocate
Rituals usually diabolic pact (Alien Core)
Infernal Hierarchy Ability Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled.

Dragon


Senses darkvision
Languages usually Draconic and Triaxian
Speed usually has a fly Speed
Dragon Breath Many dragons have an activity to exhale magical, damaging energy, with specifics determined by their theme.

Drift


Traits cosmic

Earth


Perception often tremorsense
Languages usually Petran
Speed usually a burrow Speed

Elemental


Senses darkvision
Immunities bleed, paralyzed, poison, sleep

Elindrian


Senses scent
Languages Elindrian, Formian, telepathy
Husk Mind Elindrians share a telepathic bond that allows them to communicate nearly instantaneously and grants them a primal connection to a massive radioactive ooze known as the Terror of Ukulam.

Ethereal


Senses darkvision

Fey


Senses low-light vision
Languages usually Aklo, Fey, or both
Weaknesses cold iron

Fiend


Traits unholy
Senses darkvision
Saves often a +1 status bonus to all saves vs. magic
Weaknesses holy
Strikes typically have the unholy trait

Fire


Languages usually Pyric
Immunities fire; Weaknesses typically cold and water
Strikes typically deal fire damage

Fungus


Traits fungi without minds have the mindless trait
Immunities if mindless, mental; Weaknesses sometimes slashing or fire

Giant


Traits Large or bigger, humanoid
Senses low-light vision
Languages usually Jotun

Humanoid


Int –3 or higher

Incorporeal


Str –5
HP terrible at lower levels, then low at higher levels
AC typically low or moderate
Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage (except force, ghost killer, or spirit; double resistance vs. non-magical) Strikes magical trait, typically low or moderate damage

Jinsul


Senses all-around vision, darkvision
Languages Jinsul
Strikes leg blades

Kucharn


Traits Kucharn are colony components, meaning they're in constant telepathic communication with one another because of their hive mind, and each have a specialized function within the Swarm.
Senses darkvision, usually emotionsense

Metal


Languages usually Talican

Midwife


Traits aberration, cosmic, midwife, holy or unholy
Languages telepathy (100 feet)
Divine Innate Spellscall cosmos, eldritch lance, eldritch wrath, massacre, revival, slice reality, void vessel; constant detect thoughts

Monitor


Senses darkvision

Ooze


Traits Almost all oozes lack minds and have the mindless trait.
Senses typically motion sense and no vision
AC usually terrible
HP usually around double
Immunities bleed, critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental

Plant


Traits plants without minds have the mindless trait
Senses usually low-light vision
Immunities if mindless, mental; Weaknesses sometimes fire

Protean


Traits monitor
Languages Protean
Resistances precision, protean anatomy (Alien Core)
Divine Innate Spells constant unfettered movement
Change Shape (Alien Core)

Psychopomp


Traits monitor
Senses lifesense (typically 60 feet)
Languages Requian
Immunities death effects, disease
Resistances poison, void
Damage shepherd's touch (Alien Core)

Spectra


Traits cosmic, spectra
Languages Trinary, digital telepathy (typically 100 feet), truespeech
Senses darkvision, techsense

Spirit


Traits often incorporeal, often undead

Swarm


Traits size based on the entire mass, usually Large or bigger
HP typically low
Immunities grabbed, precision, prone, restrained, swarm mind (Alien Core); Weaknesses area damage, splash damage; Resistances physical, usually with one physical type having lower or no resistance

Undead


Traits Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait.
Senses darkvision
HP void healing (Alien Core)
Immunities death effects, disease, paralyzed, poison, sleep (or unconscious if it never rests at all); if mindless, add mental

Water


Languages usually Thalassic
Speed usually has a swim Speed

Wood


Languages usually Muan
Weaknesses fire and axes or slashing