Monster Types: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
No edit summary
Line 46: Line 46:
|-
|-
! align="left" | [[Protean Traits|Protean]]
! align="left" | [[Protean Traits|Protean]]
| align="left" | This type comprises shape-changing creatures or creatures with mutable physical structures. || Fort, Will || - (varies) || Any Evil || No || Yes || Yes
| align="left" | This type comprises shape-changing creatures or creatures with mutable physical structures. || Fort, Will || - (varies) || Any (Usually Evil) || Yes || Yes || Yes
|-
|-
! align="left" | [[Swarm Traits|Swarm]]
! align="left" | [[Swarm Traits|Swarm]]

Revision as of 20:18, 25 July 2015


Monster Types

Epic Path features the following monster types, each with unique characteristics:


Monster Type Description Strong Saves Vision Alignment Breathe? Eat? Sleep?
Aberration An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Will Darkvision 60 ft. Any Yes Yes Yes
Animal An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Fort, Refl Low-Light 120 ft. Neutral Yes Yes Yes
Construct A construct is an animated object or artificially created creature. - Darkvision 60 ft., Low-Light 120 ft. Any (Usually Neutral) No No No
Dragon A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. Fort, Refl, Will Darkvision 60 ft., Low-Light 120 ft. Any Yes Yes Yes
Fey A fey is a creature with supernatural abilities and connections to nature and the Fey realm (the First World). Fey are usually human-shaped. Refl, Will Low-Light 120 ft. Any Yes Yes Yes
Humanoid A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. Any one (usually Reflex) - (varies) Any Yes Yes Yes
Magical Beast Magical beasts are similar to animals but tend to be smarter. Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. Fort, Refl Low-Light 120 ft. Any Yes Yes Yes
Monstrous Humanoid Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. Refl, Will Darkvision 60 ft. Any Yes Yes Yes
Ooze An ooze is an amorphous or mutable creature, usually mindless. None Varies (Blindsense 60 ft., Tremorsense 60 ft.) Any (Usually Neutral) No Yes No
Outsider An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Refl, Will Darkvision 60 ft. Any Yes No1 No1
Plant This type comprises monstrous vegetable creatures. Note that regular plants are not creatures, but objects, even though they are alive. Fort Low-Light 120 ft. Any (Usually Neutral) Yes Yes No
Protean This type comprises shape-changing creatures or creatures with mutable physical structures. Fort, Will - (varies) Any (Usually Evil) Yes Yes Yes
Swarm A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. Fort - (varies) Any (Usually Neutral) Yes Yes Yes
Troop A Troop is a collection of small or larger creatures that acts as a single creature, gaining many of the benefits of a swarm. Fort - (varies) Any Yes Yes Yes
Undead Undead are once-living creatures animated by spiritual or supernatural forces. Will Darkvision 60 ft. Any (Usually Evil) No Varies2 Varies3
Vermin This type includes insects, arachnids, other arthropods, worms, and similar invertebrates. Fort Darkvision 60 ft. Any (Usually Neutral) Yes Yes Yes


  • 1 - Outsiders with the Native subtype must eat and sleep.
  • 2 - Skeleton and spectral-type undead do not eat, but flesh-type (zombies, ghouls, vampires, etc.) must eat
  • 3 - Vampires must sleep. Undead who cast spells must meditate or sleep for 6 hours to recover spells.