Defensive abilities involve healing, regeneration of limbs, immunity to elements, as well as other similar abilities.
This creature is healed from a specific element type instead of harmed by it. This usually occurs with creatures who are made entirely of that elements (for example, fire elementals possess fire absorption) or creatures who have abilities to give them temporary absorption to a specific element for a time.
This creature is immune to the Blindness status effect when single target effects (such as an eye-jab) occur. In addition, they don't suffer from penalties to their Sight skill checks.
This creature is incredibly malleable and able to maneuver and twist their body into strange shapes. By doing this they are able to enter into squares up to 4 times smaller than they are without penalty, or can choose to squeeze into a space 8 times smaller than them by moving at only half speed and taking a penalty of -5 to their Physical Defense, attack rolls, and damage rolls.
Creatures with the amphibious ability are able to live comfortably both on land and at sea, being able to breathe in both environments.
Some artificial creatures and creatures with hard shells protecting them are able to retreat into their defensive shell in order to better defend themselves. Fortifying themselves costs 6 Stamina and doing so immediately ends their turn. Until their next turn they total all Defense Points they possess and count all attacks as going to the Body. After Fortify has ended, their Body retains all damage that was dealt to it in that round but their other body parts remain untouched.
Creatures cannot utilize this ability if their Body's Defense Points have been reduced to 0.
Some creatures are more horrifying than others, some even bending the very shape and form of reality around them, being terrifying by virtue of their existence rather than any attempt made by them to be as such. Whatever the case may be, this creature causes fear in those who see them. This ability is constantly active (but can be mitigated by the creature if they so choose, nullifying it for 1 hour) and those who are capable of seeing the creature take 2 points of Resolve damage per minute of interaction with the creature outside of combat, and in combat on the first round those engaging the creature as their enemy have an attack (the bonus is determined by creature's Intimidate skill) made against the Mental Defense and upon a hit the opponents suffer 2d6 Resolve and 1d6 Sanity damage. On a miss this is reduced only to a 1d6 Resolve damage.
Lastly, creatures with this ability receive a +5 bonus on all Intimidate checks they make while it's active.
Immunity to the Fear status effect, fear effects, intimidate, or mind-affecting effects makes you immune to this ability.
Elemental immunities or immunities to status conditions or conditions, immunity nullifies all effects (unless otherwise listed) that such effects would deal or damage they would take from that source. Creatures immune to a specific damage type don't reduce their Defense Points against the damage type unless their Defense Points are coming from a set of worn armor which isn't immune by itself.
Incorporeal creatures are non-physical or semi-physical creatures, including but not limited to ghosts or aspects of elements (such as creatures made entirely of air).
These creatures are immune to physical attacks as well as non-magical elemental damage. In order to be hit by attacks, incorporeal enemies must be hit with a magic weapon or damage from spells and magical abilities. In addition to this, physical damage they deal with their natural weapons are always counted as magical, and bypass Defense Points from nonmagical sources and nonmagical armor.
Incorporeal creatures have a bonus to their Physical Defense equal to the average of their Intellect and Wisdom, and in addition to this they do not possess any Defense Points. Instead, any Defense Points they would have through abilities or powers add to their Hit Points.
Due to lacking any true physical form, incorporeal creatures are able to pass through nonmagical walls or nonmagical solid objects. In addition to this, they are always considered flying creatures and cannot be tripped or dropped prone due to always flying.
A unique form of psychic manifestation, creatures with Mind Static cause others around them to suffer mentally. Those within the creature's radius for Mind Static (typically 6 squares or more) take a -5 penalty on Spellcasting checks to cast spells which deal psychokinetic damage or to cast Preternaturalism spells. In addition to this, creatures who possess natural mind reading abilities (such as from Thought Sense) take 2d4 points of Sanity damage per round while within this radius.
Some creatures possess Defense Points granted to them by their species or other abilities which naturally harden their skin, granting them Defense Points as if they were wearing armor. Unlike armor, these Defense Points regenerate after 8 hours of rest if they are permanent.
Energy resistance is a type of defense similar to that of Defense Points save that it reduces damage from a specific energy type before the damage is applied to Defense Points. Resistance refreshes each day after 8 hours of rest.
Creatures with regeneration recover an amount of HP on their turn equal to that of their listed regeneration. For some creatures, this regeneration can be suppressed by certain weapons or effects. For example: Regeneration 5 (Fire) means the creature recovers 5 HP on its turn, and this regeneration is stopped if it takes fire damage. Regeneration is suppressed for 2 rounds.
Regeneration restores lost limbs, and this takes a number of days equal to 30 - the amount the Regeneration is. (For example; Regeneration 5 allows the creature to restore a lost limb after 25 days.)
Some creatures or species have two or more different forms (such as lycanthropes), and can either willingly or unwillingly transform between these forms depending on their type of shapeshifting they have. When transforming they spend 5 Stamina and alter their abilities as noted in their shapeshifting stats. Typically shapeshifting alters Physique and Dexterity (as well as the sub-ability scores of these two) and disable some features of their old form while granting new features as well.
Creatures with toxic blood end up spraying a dangerous and acidic blood which infects those who it touches. If a creature loses Hit Points due to piercing or slashing damage they spray this toxic blood to all adjacent squares, making an attack to Physical Defense equal to 8 plus double the creature's Health attribute (for example a creature with 5 Health would have an attack of +18), this modifier is usually already calculated on the creature's sheet.
Those hit by the Toxic Blood take a set number of acid damage as listed on the creature's character sheet. Ex; Toxic Blood (+18), 4d4 acid damage.
Sense abilities allow creatures to see, smell, hear, or otherwise allowing them to interact with vision differently from a normal being.
Through natural or supernatural senses, this creature can see as if they weren't blind. This type of sight comes in a few different forms; one being magical blindvision in which a creature is counted as not being blind at all unless in an area where magic is being suppressed (such as an antimagic area), and the other form of blindvision is where an additional sense or ability is aiding the creature to the point where they are on-par with a creature being able to see normally.
Creatures using the latter are unable to make Sight checks but can make Search checks normally.
This creature is able to catch smells in their area easily, allowing them to notice particularly strong smells within a 36 square radius of them (or more if specified). Within the area covered by their Keen Smell ability, creatures automatically receive a Smell check to detect the scent of opponents. Strong scents grant a +10 bonus to this check in addition to any other bonuses the smells may grant on their own.
Creatures with life sense are able to see the very life force of others. This supernatural sight lets them see whether those they are looking at are living, dead, undead, or never alive to begin with (such as with illusions, objects, and constructs). This also allows them to see whether or not someone is dying, and how much Hit Points they currently possess (represented to the character by how faded their soul appears).
This creature is able to detect the thoughts of those around them, allowing them not only to see who within an area around them are intelligent but also allowing them to easily see the thoughts of those they're near. This creature can see whether those around them are sentient based upon their thoughts (or lack thereof).
The range of this ability is usually 6 squares and goes off automatically unless the creature attempts to resist their mind being read. If they choose to resist the creature must make a check (usually Arcana) versus the Mental Defense of those resisting. On a failed hit the opponent is immune to the effects of their Thought Sense for 1 day.
In order for a character to resist, they must be aware of the creature's ability to read their mind. If the creature reveals this to the character, or otherwise the character is able to determine this creature can detect thoughts, they immediately receive a chance to resist (in the latter case, usually allowing them to prevent their thoughts being looked too deeply into before the creature's able to delve deeper).
When in an area with a lot of characters (such as a crowd or a busy tavern) they begin taking mental strain due to the overwhelming amount of thoughts barraging them. The creature ends up taking 1 Resolve damage per minute while in this, and has difficulty hearing and thinking taking a -5 penalty on Hearing checks and Knowledge checks.
Youkai (Satori) possess a form of this ability.
Creatures with tremor sense are capable of detecting the location of creatures through the vibrations in the ground. This allows them to detect creatures who are in direct contact with the ground, granting them the ability to make Touch checks in place of Sight checks to determine the location of a creature within their Tremor Sense's range.
Sand and other similarly loose ground is difficult for the creature to utilize for this ability, imposing a -20 on Touch checks used in this way.
Truespeech allows the creature to speak to any other creature without needing to share a language together; to those who are able to speak and understand language, it sounds as if they are speaking their language back to them even when they aren't.
This ability is commonly shared by entities and supernatural beings such as angels who speak their divine tongue, and are able to be understood by humans despite this.
Most creatures have vision and each Species has their types of vision listed, showing how they interact with vision in darkness. The three types of vision are as follows.
Standard Vision is equivalent to that of a human; you can only see 3 squares in darkness and you see normally in daylight.
Enhanced Vision is equivalent to that of an elf; you can see twice as far in dim light compared to Standard Vision.
Darkvision is equivalent to that of a dwarf; you can see in darkness just as easily as you see in daylight.
Some other effects block vision which aren't darkness, and these effects will state how far people are able to see outward. Unlike darkness, dim light and darkvision doesn't always help against other obstructions of vision such as smoke or fog.
Just like defensive abilities and offensive abilities, weaknesses present ways for characters to more easily exploit creatures or defeat them.
This creature has a curse on them, causing them to be weak to the sun. Often this is a weakness faced by vampires and creatures similar to them. If this creature comes in contact with sunlight they are immediately slain and reduced to a pile of ash unless otherwise specified. If slain in this way, they revive in 24 hours if sunlight is no longer touching their ash pile.
Some beings possess a vulnerability which, when exploited, deals more damage to them. Vulnerabilities are, more often than not, related to an element (such as a fire elemental taking more damage from water damage) however some are more specific and relate to a weapon's materials.
If an enemy is listed to have a Vulnerability, damage from the subject of their Vulnerability deals additional damage as listed in their entry. Typically minor vulnerabilities are listed as doing x1.5 damage, moderate vulnerabilities are listed as dealing x2 damage, and severe vulnerabilities deal x3 damage.