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Cave Creature (CR +1)


Creating a Cave Creature

“Cave creature” is an inherited template that can be added to any living, corporeal creature that has a Dexterity score, is not an ooze, and is normally active on the surface (referred to hereafter as the base creature). A cave creature uses all the base creature’s statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +1.

Senses: A cave creature retains all the base creature’s senses and gains those described here.

Blindsight (Ex): A cave creature can discern objects and creatures within 60 feet regardless of concealment. It usually does not need to make Perception checks to notice creatures within range of its blindsight. A silence spell negates this ability and forces the cave creature to rely on the base creature’s senses.

Light Blindness (Ex): When abruptly exposed to bright light (such a lightning bolt in a dark room), a cave creature is blinded for 1 round. When operating in an area of continual bright light (such as daylight or a daylight spell), the cave creature takes a –1 circumstance penalty on all attack rolls, saves, and checks.

Armor Class: The cave creature’s natural armor bonus improves by+1 over that of the base creature.

Speed: A cave creature gains a climb speed equal to one-half the base creature’s land speed. If the base creature lacks a land speed, the cave creature gains a climb speed of 10 feet and a land speed of 10 feet. If the base creature already has a climb speed, it retains that speed.

Attack: The cave creature retains all the base creature’s attacks, and its weapon and armor proficiencies. These attacks retain the same primary or secondary status they had for the base creature. The cave creature gains one or more primary claw attacks if it has no other natural attacks. A claw grows on each of its arms, wings, fins, or other such appendages.

Damage: If the cave creature gained a claw attack, it deals damage according to its size, as given on the following table.


Size Claw Base Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8

Abilities: Change from the base creature as follows: Str +2, Dex –2 (minimum 1), Con +2, Int –2 (minimum 1).

Skills: The cave creature retains the racial skill bonuses described in the Skills section of the creature descriptions for the base creature, but it loses all skill ranks the base creature possessed. Recalculate skill points for the cave creature’s racial Hit Dice according to its type, as given on the following table, then purchase its skills afresh, treating the base creature’s skills as class skills and all others as cross class skills. The cave creature retains any skill points gained from class levels.


Creature Type Skill Points
Aberration (4 + Int modifier, minimum 1)
Animal (2 + Int modifier, minimum 1)
Construct (2 + Int modifier, minimum 1)
Dragon (6 + Int modifier, minimum 1)
Fey (6 + Int modifier, minimum 1)
Humanoid (2 + Int modifier, minimum 1)
Magical Beast (2 + Int modifier, minimum 1)
Monstrous humanoid (4 + Int modifier, minimum 1)
Ooze (2 + Int modifier, minimum 1)
Outsider (6 + Int modifier, minimum 1)
Plant (2 + Int modifier, minimum 1)
Undead (4 + Int modifier, minimum 1)
Vermin (2 + Int modifier, minimum 1)

A cave creature receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

*Since cave creatures tend to be colored much like the caves in which they live, a cave creature in an area of natural stone gains a +4 circumstance bonus on Stealth checks.

Environment: Same as the base creature plus underground.

Cave Creature Characters

A cave creature favors whichever class the base creature does. Most cave creatures prefer to remain underground and travel on the surface only when it’s dark. Some cave creatures exit their homes at night to explore, only to become bewildered at a sunrise they were didn’t expect.