Monster abilities cost skill ranks for some sort of benefit. The skill ranks can come from any ability. Drawbacks can only be used to pay off abilities, not to gain actual skill ranks.
If a creature has more ranks lost to drawbacks than the sum of their ability scores (typically 15) then it can ignore those 15 (or however many) lost ranks and add +1 to its CR. Think of it as having a whole level in abilities.
While creating your own monsters, use these abilities as a loose guide. Do not allow characters to use these abilities unless you grant them specific permission, because they could be easily abused.
Invulnerable: [Ability] The monster is only vulnerable to specific forms of attack. Any attack that is not of that type is vastly reduced in effectiveness: a Kill is reduced to a Wound, and a Wound is completely ignored. Here are some examples of weaknesses:
Cost: 2 skill ranks each.
Restrictions: multiple invulnerabilities may not be contradictory.
Examples:
Immune: one type of damage has no effect on this creature.
Cost: 2 skill ranks
Vulnerability: [Drawback] The monster has a specific weakness. Unlike Invulnerable, this conveys no benefit. Here are some examples, but the GM is encouraged to come up with his or her own:
Effect: Choose one or more effects for each vulnerability.
Reward: 2 skill ranks each
Examples:
Possession: [Ability]: This monster may possess other creatures or objects. If the target is a creature, the monster uses the target creature's physical stats, size, and speed or the monster's, whichever is higher. If the target is an object, the monster uses its own stats. In either case, the monster uses the target's Toughness. A monster possessing a creature or object may be exorcised.
If the possessed creature or object is destroyed or killed, the possessing creature survives but is Stunned for one round
Possessing a creature is a standard action. You must succeed in a Possess check (1d6+Possess bonus vs Will) in order to succeed.
Cost: 1 rank/possess bonus. Maximum 1/level
Regeneration [Ability]: The creature heals one wound per round. If the creature is Invulnerable, it does not heal wounds caused by the type of attack it is vulnerable to.
Cost: 2 skill ranks
Tough [Ability]: The creature's hide is particularly tough. The creature always gets a +1 natural armour bonus that does not stack with worn armour
Cost: 1 skill rank per natural armour bonus. May be taken multiple times.
Summonable:[Ability] the creature may be Summoned using magic.
Cost: none.
Damage Increase: [Ability] The creature's natural attack deals damage at one die higher than is normal. Natural weapons deal 1d4 damage by default. If it already does d12 damage, it instead adds +1 damage. This may be taken multiple times (use discretion):
Cost: 1 skill rank each damage upgrade.
Reach Increase: [Ability] Increase one of the creature's natural attacks by one step. You can add this multiple times, either to different natural weapons or to the same one.
Cost: 1 skill rank each reach upgrade.
Additional Natural Weapon: [Ability] The creature gets an additional natural weapon. The weapon defaults to 1d6 damage with close reach.
Large: [Ability] The creature is in the upper limits of its scale category. When determining the creature's carrying capacity, weapon and armour effort limits, multiply the increments by 1.25. The creature's Size bonus to Toughness (and minimum toughness) increases by +1. The creature takes a penalty of -1 to Stealth.
Example: Orc
Cost: 1 skill rank
Common Natural Weapons
Name |
Type |
Damage die |
Reach |
Special |
Cost |
Claw |
Slashing |
1d6 |
Standard |
3 ranks | |
Bite |
Piercing |
1d4 |
Close |
1 ranks | |
Tail |
Bludgeoning |
1d4 |
Standard |
3 ranks | |
Horns |
Piercing |
1d6 |
Close |
Charge |
3 ranks |
Hoof |
Bludgeoning |
1d6 |
Close |
2 ranks | |
Stinger |
Piercing |
1d4 |
Standard |
Poison |
2 ranks + Poison |
Note that the costs include the Additional Natural Weapon ability. The first natural weapon doesn't need this, so costs 1 rank less.
Small: [Drawback] The creature is in the lower limits of its scale category. When determining the creature's carrying capacity, weapon and armour effort limits, multiply the increments by 0.75. Armour for small characters weighs .75x as much however. The creature's Size bonus to Toughness (and minimum toughness) decreases by 1. The creature gains a bonus of +1 to Stealth.
Example: Halfling
Reward: 1 skill rank
Slow: [Drawback] The creature's base speed decreases by 0.5 squares. If the creature has multiple movement types (example, flying or walking), this may be taken multiple times, each for a different movement type. You can also apply multiple Slow drawbacks to the same movement, each time decreasing it further.
Reward: 1 skill rank each decrease
Fast: [Ability] The creature's base speed increases by 0.5 squares. If the creature has multiple movement types (example, flying or walking), this may be taken multiple times, each for a different movement type. Alternatively, you can add it multiple times to the same movement, each time increasing it by a further 0.5 squares.
Cost: 1 skill rank each increase
Poison [Ability]: The creature is poisonous. Choose one natural weapon to be used to inject the poison. If a creature is wounded by this attack, it gets affected by the poison.
Cost: 1 rank.
Ability Boost: [Ability] The creature gets a +1 Innate boost to one ability score. Use discretion.
Cost: 1 rank
Ability Drain: [Drawback] The creature gets a -1 Innate penalty to one ability score.
Reward: 1 rank
Dominate:
A creature with the Dominate ability can try to mentally control
another creature. The creature makes a Charisma check against the
target creature's Will. Beating the creature's minimum Will deals one
untyped morale penalty, but beating the target's Will allows the
Vampire to mentally control the target. The dominated creature must
obey any commands given by the creature with this ability. If the
dominating creature has telepathy or something similar, the commands
can be given mentally. Dominated creatures have a stiff, wooden
appearance that can be noticed with a DC 6 perception check. The
creature remains dominated until sunrise, unless otherwise noted in the
creature's entry. Dominate is usually triggered by a Gaze attack, but
might be something else. Using Dominate is a minor action.