Anchored (Ex) As a full-round action, the creature can affix itself to a solid surface. While anchored, it cannot move and gains a +4 bonus to its CMD against bull rush, drag, overrun, and reposition combat maneuvers. This bonus increases by 4 for each size category larger the creature is compared to the opponent. It can unanchor as a full-round action.
Attach (Ex) The creature automatically latches onto its target when it successfully makes the listed attack. The creature is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check. Most creatures with this ability have a +8 racial bonus to maintain a grapple.
Augmented Criticals (Ex) The critical threat range of each of the creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.
Awesome Blow: As a standard action, the monster can attempt an awesome blow combat maneuver. If it succeeds, the target takes damage as if it had been hit by one of the monster’s attacks, is knocked 10 feet in a direction of the monster’s choice, and falls prone. The target must be moved in a straight line; if it hits an obstacle, both it and the obstacle take 1d6 points of damage.
Barrage (Ex) Once every 1d4 rounds, the creature can release a storm of rocks or other hard, round objects in a 30-foot-radius spread. Those within range take 1d6 bludgeoning damage per 2 Hit Dice the creature possesses. A successful Reflex save halves this damage. The save DC is Constitution-based.
Combat Reflexes: The monster can make up to five attacks of opportunity each round, and can make attacks of opportunity while flat-footed.
Constrict: The creature gains powerful muscles that allow it to crush those it grapples. Whenever the creature successfully grapples a foe, it deals additional damage equal to the amount of damage dealt by the attack the grab evolution is tied to. Requirements: grab evolution.
Defense Breaker: When this monster hits an opponent, that opponent is flat-footed for the next attack made against it. If the monster makes a full-round attack, this takes effect after all its attacks and affects all targets hit.
Deflect Projectiles: When not flat-footed, the monster deflects one ranged attack per round.
Drag (Ex) If the hanged man entangles a foe with his rope attack, it drags its opponent 10 feet closer as a standard action on each subsequent round that it succeeds on a CMB check (including a +5 racial bonus) without provoking attacks of opportunity. When an opponent is dragged within 5 feet, the hanged man can attack with both of its claws in the same round. It gains a +4 attack bonus against opponents entangled in its rope.
Engulf (Ex) The creature can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature’s body until they are no longer pinned, and may be subject to other special attacks from the creature. The save DC is Strength-based. The monster can either deal its primary attack damage to engulfed creatures, or deal its secondary attack damage and inflict one of the following conditions: bleed (as the option), blinded (Fort negates), deafened, energy drain (as the option; see above), frightened (Will negates), nauseated (Fort negates), or paralyzed (Fort negates).
- Stomach (Ex) This creature can invert its stomach to attack prey up to 20 feet away. This is a primary attack that deals piercing damage. If a giant starfish successfully grapples a foe with its stomach, it gains the benefit of the fast swallow universal monster rule and can swallow the target immediately rather than waiting until the start of its next turn. It does not trigger a fast swallow effect if it grapples a foe with a slam attack.
Entangle (Ex) The creature can entangle a creature up to two sizes smaller than itself with its tentacles with a successful CMB check. An entangled opponent suffers tentacle damage and the effect of any poison each round the hold is maintained. An entangled creature still receives a save to avoid the effects of its poison. While a foe is entangled, the creature cannot attack any other creature.
- Entangle (Su) The hanged man’s noose is a 20-ft. length of rope that entangles opponents of any size as an animate rope spell (CL 15th, DC 21). A hanged man can lash its rope outward 20 feet with no range penalty. The rope functions only for the hanged man it belongs to and no other. It has AC 22, hardness 10, hp 10, and DR 5/slashing. If the rope is severed, both it and the hanged man are destroyed. The save DC is Strength-based.
Entrap (Ex) The creature has an ability that restricts another creature’s movement, usually with a physical attack such as ice, mud, lava, or webs. The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature.
Expert Climber (Ex) This creature can adhere to nearly any surface, as though constantly under a natural version of spider climb.
Explode (Ex) One round after the creature is reduced to 0 or fewer hit points, it explodes in a burst of flaming spores. Creatures within 10 feet of an exploding creature must succeed at a Reflex save or take 2d6 points of fire damage and be stunned for 1 round. A successful save halves the damage and negates the stun. The save DC is Constitution-based.
Extra Attack: The monster gains one additional melee or ranged attack at its highest bonus, but reduces its attack bonus by 2 with all attacks of that type. Use this option for monsters that use two-weapon fighting.
Far Shot: Double all the monster’s range increments and reduce the monster’s penalties on ranged attacks from range increments by half.
Fast Reload: The monster can reload a ranged weapon that normally takes a move or standard action to reload as a free action. When it reloads a ranged weapon, it doesn’t provoke attacks of opportunity.
Firearm Savvy: The monster’s firearm attacks target touch AC when firing beyond the first range increment. As a move action, the monster can remove the broken condition from a firearm caused by a misfire.
Fling (Ex) When the monster has a creature grappled, it can fling that creature as a standard action. The flung creature travels 1d6 × 10 feet and takes 1d6 points of damage per 10 feet traveled. If the monster can fly, it can instead fling the creature as a free action while airborne. If it does, the flung creature takes damage as specified above or the appropriate falling damage, whichever is greater.
Grab (Ex) The creature becomes adept at grappling foes, gaining the grab ability. Select one of the following attacks: bite, claw, pincers, slam, tail slap, or tentacle. Whenever the creature makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the creature grapples the target. This ability works only on creatures at least one size category smaller than the creature. creatures with this evolution gain a +4 bonus on combat maneuver checks to grapple.Creatures pushed in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an creature selects this evolution, it applies to a different natural attack.
Hand of the Apprentice (Su) You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Improved Combat Maneuver (Ex) Choose a type of combat maneuver. The monster doesn’t provoke attacks of opportunity when using that maneuver, its CMB for that type of maneuver increases by 4, and its CMD increases by 4 against that type of maneuver. You can choose one of the monster’s attack types. If you do, whenever the monster hits with an attack of that type, it can automatically attempt a combat maneuver of the type chosen with this option.
Improved Damage (1 EP) One of the creature’s natural attacks is particularly deadly. Select one natural attack form and increase the damage die by one step. This evolution can be selected more than once. Its effects do not stack. Each time the creature selects this evolution, it applies to a different natural attack.
Leap (Ex) This creature is a natural leaper and gains a +10 racial bonus to Acrobatics checks when jumping.
- Uncanny Leap (Ex) As a full-round action, the creature can jump up to 120 feet. The creature can treat this jump as a charge, as long as the leap is made in a straight line.
Lucky Strike (4 EP) As a swift action, once per minute, the creature can apply a true strike effect to a single attack.
Magic Attacks (1 EP) The creature is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction.
Mirror Move (Ex) As a standard action, the pokemon can take a defensive stance for one round, mirroring their foe's movements and attempting to copy the attack being used against them. If a foe successfully hits with an attack that deals damage during the round the Mirror Move is active, that foe must succeed a Fortitude save or receive half the damage they originally dealt in backlash.
Mobile Attack: The monster can move its speed and make an attack (either melee or ranged, chosen when the monster gains this option) at any point during its movement as a full-round action. The monster can use this ability with any of its movement modes.
Multiweapon Mastery (2 EP) The creature never takes penalties on its attack rolls when fighting with multiple weapons.
Natural Attack (Ex) Members of this creature's race receive one natural attack of the chosen type.
Pounce (Ex) An creature gains quick reflexes, allowing it to make a full attack after a charge.
Power Attack: The monster’s main attack uses the low attack value, but deals 50% more damage.
Powerful Charge: The monster’s charge attacks deal 50% more damage.
Precise Shot: When making a ranged attack, the monster ignores the –4 penalty for attacking an opponent engaged in melee as well as the target’s AC bonuses from cover and concealment (except total cover or total concealment).
Prehensile Tail (Ex) Members of this creature's race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Pull (Ex) The creature gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the creature makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the creature succeeds at this check, it pulls the target of the attack 5 feet closer to it. This ability works only on creatures of a size category equal to or smaller than the creature. Creatures pulled in this way do not provoke attacks of opportunity. This evolution can be selected more than once. Its effects do not stack. Each time an creature selects this evolution, it applies to a different natural attack.
- Improved Pull (Ex) This creature has a +4 racial bonus on CMB checks made using its pull special attack.
Push (Ex) The creature gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the creature makes a successful attack of the selected type, it can attempt a free combat maneuver check. If the creature succeeds at this check, it pushes the target of the attack 5 feet directly away from it. This ability works only on creatures of a size category equal to or smaller than the creature.
Rage: This monster can fly into a rage as a free action, either at its choice (as the barbarian class feature) or on the turn after it takes damage in combat (as the blood rage universal monster rule). While raging, the monster gains additional hit points equal to double its CR, and deals 3 extra points of damage on Strength-based attacks. The monster also gains a +2 bonus on Will saves and takes a –2 penalty to AC. The rage lasts until the end of the battle or for 1 minute, whichever comes first. CR 10: The monster instead gains hp equal to triple its CR, deals 4 extra points of damage on Strength-based attacks, and gains a +3 bonus on Will saves. CR 19: The monster instead gains hp equal to quadruple its CR, deals 6 extra points of damage on Strength-based attacks, and gains a +4 bonus on Will saves.
Rake (Ex) The creature grows dangerous claws on its feet, allowing it to make two rake attacks against foes it is grappling. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn. These attacks are primary attacks. The creature can make these additional attacks each time it succeeds at a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution counts as one natural attack toward the creature’s maximum.
Rend (Ex) The creature learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the creature makes two successful claw attacks against the same target in 1 round, its claws latch on to the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the creature’s Strength modifier. Requirements: claws.
Reach (Ex) One of the creature’s attacks is capable of striking foes at a distance. Select one attack. The creature’s reach with that attack increases by 5 feet.
Rock Catching (Ex) The creature (which must be of at least Large size) can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt.
- Improved Rock Catching (Ex) The creature gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock with rock catching. This ability otherwise works like the rock catching ability.
Rock Throwing (2 EP) This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature’s base slam damage plus 1-1/2 times its Strength bonus. Format: rock throwing (120 ft.); Location: Special Attacks (damage is listed in Ranged attack).
- Improved Rock Throwing (Ex) The creature has a + 1 racial bonus on attack rolls made to throw rocks. This bonus stacks with the racial bonus from the Rock Throwing ability. He can hurl rocks up to two categories smaller than his size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. He can throw rocks to five range increments.
Slapping Tail (3 EP) Members of this creature's race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier if Small, 1d8 points of damage plus the user’s Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user’s Strength modifier if Large. Special: If a Large creature has the reach trait, its tail also gains reach.
Tripping Tail (3 EP) Prerequisites: Slapping tail trait. Benefit: When a member of this creature's race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
Smite: Choose chaotic, evil, good, or lawful. With one attack per day, the monster can deal additional damage equal to its CR against a creature of the chosen type. The number of uses per day increases by one for every 3 CR the monster has.
Snatch: When the monster is grappling a creature three or more size categories smaller than itself that it grabbed after hitting with a bite or claw attack, it deals damage as though it had hit with the attack again each time it successfully rolls to maintain the grapple. If the monster’s holding a creature in its mouth, that creature can’t save against the monster’s breath weapon (if any). The monster can fling a creature it has snatched as though it had the fling option (see above). A monster must have the improved combat maneuver (grab) option to select this option.
Sneak Attack (Ex) When flanking or attacking a foe denied its Dexterity bonus to AC, this monster deals an additional 1d6 points of damage. This damage increases by 1d6 for every 2 HD the monster possesses.
Sticky Tongue (Ex) Members of this creature's race can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature’s hit points). A member of this creature's race cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this creature's race can only have one creature attached to its tongue at a time. Special: This trait can be taken up to two times. The second time it is taken, members of this creature's race gain the ability to pull a creature attached to their tongue 5 feet toward them as a swift action.
Strangle (Ex) An opponent grappled by the creature cannot speak or cast spells with verbal components. Format: strangle; Location: Special Attacks.
Stun Attack: The monster can make one of its attacks a stun attack once per round. On a hit, the target takes damage normally and must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or become stunned for 1 round. A creature is immune to this ability if it is a construct, ooze, plant, or undead, or if it is incorporeal or immune to critical hits. The monster can use this option a number of times per day equal to its CR.
Summon Mount (Su) As a standard action, a dullahan can summon a war-trained heavy horse with the fiendish creature simple template. This horse remains until it is slain or the dullahan dismisses it. He can only have one such horse in his service at a time.
Swallow Whole (Ex) The creature gains the swallow whole ability, giving it the ability to consume its foes. If the creature begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature must be at least one size category smaller than the creature. Swallowed creatures take an amount of bludgeoning damage equal to the creature’s bite damage each round + 1d6 points of damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light piercing or slashing weapon. The amount of damage needed to cut free is equal to 1/10 the creature’s total hit points. The creature’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the creature loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the creature’s mouth, where it can attempt to escape or can be swallowed again. Requirements: grab (bite) evolution.
- Fast Swallow (Ex) The creature can use its swallow whole ability as a free action at any time during its turn, not just at the start of its turn.
Swarming (Ex) This creature is used to living and fighting communally with other members of the creature's race. Up to two members of this creature's race can share the same square at the same time. If two members of this creature's race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
Team Fighter (Ex) The monster gains a +2 bonus on attack and damage rolls against targets that are threatened by one of the monster’s allies (other than itself ). This bonus increases by 1 for every 4 HD the monster possesses.
Tentacle Mass (Ex) The creature grows a thick mass of tentacles that can be used as a primary natural weapon. The tentacles deal 1d8 points of damage if the creature is Medium. creatures with the grab evolution that is linked to a tentacle mass can use that ability to grapple foes of up to the creature’s size, and they can also use this evolution in place of the serpentine base form to qualify for the constrict evolution.
Trample: The creature gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the creature can overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the creature does not need to attempt a check; it merely has to move over opponents in its path. The creatures take 1d6 points of damage (1d8 if Large, 2d6 if Huge), plus 1-1/2 times the creature’s Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes this attack of opportunity, it can attempt a Reflex save for half damage. The DC of this save is 10 + 1/2 the creature’s Hit Dice + the creature’s Strength modifier. A trampling creature can deal trampling damage to a specific creature only once per round.
Whirlwind Attack: The monster can make an attack against each creature within reach at its highest attack bonus as a full attack.