D%26d Crystal Race

An icon used to represent a menu that can be toggled by interacting with this icon. Loxodons tower above most other humanoids, standing over 7 feet tall. They have the heads- trunks, tusks, ears, and faces-of elephants, and hulking bipedal bodies covered by thick, leathery skin.

Hello, every one, have you ever seen all dnd races together…if not we’re mentioning all of the dungeons and dragons roleplaying game races here and you can collect any of your favorite playable race and then you can get access to learn more about it. So check for the race now.

D&D 5e Races (Dungeons and Dragons)

D&d 5e Aarakocra

Takes the cake in terms of visibility and diversity. They are akin to monstrous humanoids perched up high in the mountains. D&d 5e aarakocra race do not belong to mother earth as they have originated from the extra terrestrial planes. Considered as immigrants, the characters double up as scouts and explorers reaching new horizons of exploration. Some of the most important characteristics are as follows:

D&d 5e Asimaar

The Dragonborn Race For Dungeons & Dragons (D&D) Fifth ...

The character D&d 5e Aasimar is a human based native outsider with amazing features. It is said that the creatures are descendants of angels and arose due to the holy union of species. Although D&d 5e Aasimar arise out of sacred association, they do not always have good intentions. There are is a huge difference even among the members of same race.

D&D 5e Dragonborn

There are umpteen facts about Dragonborn 5e however the most reliable fact is that it is a humanoid that has a heart and soul of a dragon. The body lives in a mortal plane and the creature speak the ancient language of the Dov. It known as Thuum or the voice regarded as magic to create dragon shouts in an impeccable manner. One of the most important dragon languages, it is used by the humanoids for effective communication.

D&D 5e Bugbear

Bugbearis similar to a hairy goblin with 7 feet height. It is named after their noses and claws that are akin to those of the sloth bears. Since the claws are not long or sharp, they use the armors to fight against the opponents in the battle field. In addition, they also use purloined gear to deliver killer punch to the enemies. Gear is not in a good state; therefore it is seldom used in the battle.

D&D 5e Dwarf

Dwarf:They are special characters serving for the kingdoms that are rich in ancient grandeur. Area of operation of the Dwarf 5e is the mountainous range, deep mines and blazing forges. One of the most important characteristics of the Mountain dwarf 5e is its lifelong commitment to clans and traditions. In fact, they hate goblins and orcs because the latter are their eternal enemies. In face of threats, dwarves unite and become capable to deliver a killer punch to the opponents.

D&D 5e Elf

As the name suggest, Elf 5e is the cynosure of all eyes of the races due to their long life span and the magical prowess. The creature is known to exude grace considered to be unparalleled among the characters belonging to different species. Beauty of Elf 5e is one of the most important attributes that impresses the human beings. The latter regard elves as epitomes of perfections in terms of physical features. D&D Elf is also attracted to the human race in spite of the barbarian lifestyle.

D&D 5e Feral Tiefling

D&D 5e feral tiefling: The creature called feral tiefling 5e is a humanoid belonging to the plane touched category. It is known due to the touch of the fiendish planes however the real recognizable trait is the descent from demons and devils.Although feral tiefling 5e is a popular character, the lineage of the evil ancestors cannot be denied.

D&D 5e Firblog

The indomitable Firblog 5e is considered as giant kin that keeps aloof from the other sentient races. It is said that the Firblog is one of the mot6s intelligent characters among the kins and like to live in colonies as the other civilizations do. Farming is a popular practice of the creatures however they prefer hunting and food gathering. They are quite different from their species that are predominantly raiders of the farm lands.

D&D 5e Genasi

The D&D 5e Genasi is one such kind of a person which is considered as the offspring of genies and mortals. The primary elemental planes are usually inhospitable to the natives, these natives belong to the material plane. The material plane has to crush earth, searing flames, huge sea, bold skies all this makes visit several places and can be extremely fatal. The super strong D&D 5e Genasi won’t face any troubles or obstacle when getting started with the mortal world. They easily adapt very well to the blended elements of the entire material plane. They can even sometimes visit their own volition. All this is completed by magical elements. Some form of D&D 5e Genasi can even follow the mortal guise and can travel to unknown places anonymously.

D&d 5e Goblin

Goblins 5e are the small monstrous creatures that have been shown in the movies since middle ages in the movies. They are weak and apprehensive that is further influenced by strong creatures that need damaging, expendable troopers. Their ravenous hunger is served well by their gigantic mouths loaded with rough teeth. Goblins are the squat goblinoids that are not just a small disturbance but much more than that. They hairs consist of jet black hair and their skin tones vary from orange to green.

D&D 5e Kenku

Kenku 5e is the character you will come across in it. The character resembles the bird like structure or you can even call it a humanoid creature. The kenku is a very attentive creative and comes into action as soon as they hear any sound. Owing to this quality, they are best used to work against the burglars and other similar kind of people. Long before the d&d kenku existed in this form, they first worked for the master who had lost his memory. The wings were given by the king to kenku, so that they could soar high and perform all the services assigned to them.

D&D 5e Koblod

Kobolds are highly aggressive in nature but at the same time weak too. This is the reason that they do not seen to adjust with creatures who are stronger or powerful as compared to them. There is no denial to the fact that the Kobold 5e are smart as well and know how to cope up with the situations. That is why they are able to combat even the toughest problems and reach their target.

D&D 5e Lizardfolk

The lizardfolk is quite a different creature and resembles somewhat to the dragons rather than the humans. They have their own set of rules and principles which they follow strictly. Their desires and thinking is very different and it is because of the principles that they have laid down. When you talk about their nature, they are quite faithful to their race and bestow everything on them. Their physical appearance is unusual of their characteristics and it is a bit difficult to understand them.

D&D 5e Half ORC

Half orc are the mixed species of the humans as well as the orc tribe. This is the reason that they have characteristics and traits of both of them. Their agility and physical power is something that comes from both the races but still have been shunned several times. But D&D half ORC has not led them down but have come out strongly thus proving that they are worth for everything. Their story is quite an interesting one and you will surely love to know more about them.

D&D 5e Gnome

Gnomes are the common races, which are also known as one of the smallest common races. Gnomes are very resilient, but these are not so weak if we compare its foes are assumed. Commonly, these races stand almost 3 feet over in height. The diminutive stature of the Gnomes reduces its capability to move quickly. Gnomes often take advantage of their size, while fighting those foes which are much larger than itself.

D&D 5e Goliath

Goliath faces new challenges every day. Water, Food, and shelter are rare in the highest mountain reaches. A small mistake can bring doom to an entire tribe, whereas an individual’s brave efforts can ensure the entire group’s survival. Thus Goliaths place a premium on individual skill and self-sufficiency. They love to win. Their dedication to competition has a dark side as Goliaths are brutal competitors.

D&D 5e Half-Elf

Half-Elves are usually defined as humanoids that are born through the union of a human and an elf. D&D 5e Half-elf often feel isolated, whether they are raised by a human parent or elven parent. It takes 20 years for them to reach adulthood. If half-elves are raised by elves they matured quickly. Half-elves, who live among humans, watch friends and loved ones aging while they are barely touched by time. Those who live with the elves, grow restless as they reach adulthood in elven realms.

D&D 5e Halfling

The goals of most D&D 5e Halfling’ s are the comforts of home. Although some Halflings live out their days in remote agricultural communities, others form nomadic bands that travel continuously, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even those wandering people love peace, food, neck, and home, although the house can be a wagon with a dirt road or a furnace swim sword.

D&D 5e Hobgoblin

Hobgoblin, the term arose from the various folktales featuring these more menacing form of goblinoids other than goblins, was coined to describe a friendly yet troublesome creature of the Seelie Court. D&D 5e Hobgoblin ‘s are believed to be smart, strong, and comparatively large creatures although they aren’t as powerful as the bugbears. The famous character “Puck” from the Shakespeare’s “A Midsummer Night’s Dream” is the most abundantly known hobgoblin present.

D&D 5e Human

D&D 5e Humans are spread widely in Toril and they can be found in most regions easily. They are disagreeable and fierce and lead other races to view them with contempt. They are famous for their ambition and diversity. Humans, although lack many specializations that they can excel in many areas. They are the achievers, innovators, and pioneers of the worlds. Their capacity to expand and endure makes them the dominant race.

D&D 5e ORC

D&D 5e Orc are a race of humanoids. This race is a threat to the civilized cultures of toril. Whether it is united under the leadership of a powerful warlock or fought with stability after the years of conflict, the ORC and the human tribe sometimes combine; the forces are encompassed extensively to the fear of the settled civilized land. Half-orcs are born when these alliances are sealed by marriage. Some of the half-orcs rise to become the chiefs of their tribes and the other venture into the world to prove their worth among civilized races.

D&D 5e Tabaxi

D&D 5e Tabaxi are taller than the most of the humans. They stand between 6 to 7 feet tall. Their bodies are slender and covered in spotted. They have a long tail and retractable claws. The color of Tabaxi fur can range from brownish red to light yellow.Their eyes color is green or yellow.Tabaxi are the speedy runners and also they are competent swimmers and climbers. They dislike clothing and only wear whatever makes their fellow traveler comfortable.

D&D 5e Yuan-ti Purebloods

Yuan-ti purebloods d&d 5e are the most human-seeming of all yuan-ti breeds. They are snake-human hybrids, which were created in the earliest days of civilization. Their culture fell from an advanced and enlightened state into cruelty and fanaticism. Purebloods are described as human-like with minor reptilian features like a forked tongue, snake-like eyes, and patches of scales on their skin. Their heights and weights range is same as humans.

D&D 5e Triton

Triton’s 5e are an outsider race native to the seas but hailing from the Elemental Plane of Water. They guard the depths of the ocean, building small settlements beside deep trenches and other dangerous spots far from the land-bound folk’s eye.They have very good relations with giant sea horses, sea lions, and hippocampi.

D&D 5e Warforged

The d&d 5e warforged were created ages ago. They were created as a tool of war. Originally golems with the ability to learn and adapt on the battlefield, they shortly became aware. And, with awareness came a soul, and with a soul, the desire to live and not to die in a pointless conflict. Because of that they rose up against their masters and fled the field of battle. They did this to live a more peaceful life, away from conflict of death. Warforged’s are well-known for themselves like in size, war prowess, and for single mind focus. They make fearsome enemies and steadfast allies.

D&D 5e Tortle

Tortle’s D&D 5e live a very simple life as peaceful farmers on the Savage Coast of Mystara. It is a region which is expanded as the mini-setting of Red Steel. By nature, they are inoffensive. But they will fight to defend their homes and naturally, they are very good at tanking. They have never managed to get any semi-official update to later editions like their fellow Red-Steel introduces the Aranea.

DnD 5E Races List

RaceAbility ScoreAlignmentsSizeSpeedFeaturesLanguagesNotesSource
AarakocraDEX +2
WIS +1
Any GoodMediumWalk 25, Fly 50 (no medium or heavy armor)Common, Aarakocra, AuranEE 5
AasimarCHA +2Any GoodMediumWalk 30Common, CelestialResistant to necrotic & radiant damage. Light cantrip.VOLO 104
DMG versionWIS +1Darkvision 60Lesser restoration and daylight 1/lr.DMG 286
ProtectorWIS +1Fly 30 when Radiant SoulTransform to sprout wings for 1 minute, deal extra radiant damage equal to level.VOLO 105
ScourgeCON +1Transform to unleash searing light to damage yourself for 1 minute and all around you 1/2 level, deal extra radiant damage equal to level.VOLO 105
FallenSTR +1Transform to frighten those around you, deal extra necrotic damage equal to level.VOLO 105
BugbearSTR +2
DEX +1
CEMediumWalk 30Darkvision 60, Powerful BuildCommon, GoblinProficient in Stealth, Surprise Attack.VOLO 119
DragonbornSTR +2
CHA +1
Most good, some evilMediumWalk 30Breath WeaponCommon, DraconicDamage resistance of dragon ancestor typePHB 34
DwarfCON +2LGMedium25Darkvision 60Common, DwarvishAdvantage and resistance against Poison damagePHB 20
Gray Dwarf (Druergar)STR +1Darkvision 120, Sunlight SensitivityUndercommonEnlarge, invisibility 1/lrSCAG 104
Hill DwarfWIS +1PHB 20
Mountain DwarfSTR +2PHB 20
ElfDEX +2CG or CNMediumWalk 30Darkvision 60Common, ElvishProficient with PerceptionPHB 23
AvarielFly 30 (no medium or heavy armor)AuranUA Elf Subraces 1
Dark Elf (Drow)CHA +1EvilDarkvision 120, Sunlight SensitivityPHB 24
EladrinINT +1Misty step 1/rDMG 286
Eladrin (Alternative)INT or CHA +1Misty step 1/r, Shifting Seasons cantripUA Eladrin and Gith 2
GrugrachSTR +1Sylvan instead of CommonProficiency with spear, shortbow, longbow, net. 1 Druid cantrip.UA Elf Subraces 1
High ElfINT +11 of choicePHB 23
Sea ElfCON +1Swim 30AmphibianAquanProficiency with spear, trident, light crossbow, and net.UA Elf Subraces 1
Shadar-kaiCHA +1Cantrip of choice from chill touch, spare the dying, or thaumaturgy. Teleport 15 ft 1/rest.UA Elf Subraces 2
Wood ElfWIS +135Hide behind anything naturalPHB 24
FirbolgWIS +2
STR +1
NGMediumWalk 30Detect Magic or disguise self 1/r. Powerful Build.Common, Elvish, GiantLimited communication with beats and plants.VOLO 107
GenasiCON +2TNMediumWalk 30Common, PrimordialEE 9
AirDEX +1Levitation 1/lr EE 9
EarthSTR +1Pass without trace 1/lrEE 10
FireINT +1Darkvision 60, Fire ResistanceProduce flame, burning hands 1/lrEE 10
WaterWIS +1Swim 30Acid Resistance, AmphibiousShape water cantrip, create or destroy water 1/lrEE 10
GithINT +1MediumWalk 30Common, GithUA Eladrin and Gith 2
GithyankiSTR +2LE1 of choiceProficient in 1 skill or tool of choice, proficient in light and medium armor. Mage hand cantrip. Jump and misty step 1/lrUA Eladrin and Gith 2
GithzeraiWIS +2LN+1 to AC in light armor or unarmored with no shield. Mage hand cantrip. shield and detect thoughts 1/lrUA Eladrin and Gith 3
Goblin
DEX +2
CON +1
NESmallWalk 30Darkvision 60Common, GoblinProficient in Stealth, Surprise Attack.VOLO 119
GoliathSTR +2
CON +1
LNMediumPowerful Bulid.Common, GiantShrug off some damage, proficiency in Athletics.VOLO 108
GnomeINT +2Any GoodSmall25Common, GnomishAdvantage on all saves against magicPHB 36
ForestDEX +1PHB 37
RockCON +1Advantage on History with magic, alchemyPHB 37
Deep Gnomes (Svirfneblin)DEX +1Darkvision 120UndercommonAdvantage on Stealth in rocky terrainSCAG 115
HalflingDEX +2LGSmall25Common, HalflingReroll 1sPHB 28
GhostwiseWIS +1TelepathySCAG 110
LightfootCHA +1Hide behind Medium or larger creaturesPHB 28
StoutCON +1Advantage and resistance against Poison damagePHB 28
Half-ElfCHA +2
+1 to 2 of choice
CG or CNMediumWalk 30Darkvision 60Common, Elvish, 1 of choiceProficiency with 2 skills of choicePHB 39
AquaticSwim 30No skill choicesSCAG 116
Wood ElfElf Weapon Training, Fleet of Foot, or Mask of the WildNo skill choicesSCAG 116
High Elf, Moon Elf, Sun ElfElf Weapon Training or cantripNo skill choicesSCAG 116
Half-OrcSTR +2
CON +1
CN or CEMediumWalk 30Darkvision 60Common, OrcProficiency in Intimidation, Relentless Endurance, Savage AttacksPHB 41
HobgoblinCON +2
INT +1
LEMediumWalk 30Darkvision 60Common, GoblinProficient with 2 martial weapons and light armorVOLO 119
HumanAll +1AnyMediumWalk 30Common, 1 of choicePHB 31
Variant+1 to 2 of choiceProficiency with skill of choice, one feat of choicePHB 31
KenkuDEX +2
WIS +1
CNMediumWalk 30Read/write Common and Auran. Speak only using Mimicry.Proficiency in 2 of: Acrobatics, Deception, Stealth, Sleight of HandVOLO 111
KoboldDEX +2
STR -2
LESmallWalk 30Darkvision 60Common, DraconicPack Tactics, Sunlight SensitivityVOLO 119
LizardfolkCON +2
WIS +1
TNMediumWalk 30, Swim 30Bite, Hold breathCommon, DraconicProficiency in 2 of: Animal Handling, Nature, Perception, Stealth, SurvivalVOLO 113
MinotaurSTR +1LEMediumWalk 30CommonHorns are a weapon and can be used to charge and shove.UA Waterborne 2
Orc
STR +2
CON +1
INT -2
CEMediumWalk 30Darkvision 60, Powerful BuildCommon, OrcProficient in IntimidationVOLO 120
TabaxiDEX +2
CHA +1
CN or CGMediumWalk 30, Climb 20Darkvision 60, clawsCommon, 1 of choiceProficiency in Perception and StealthVOLO 115
TieflingINT +1
CHA +2
Any ChaoticMediumWalk 30Darkvision 60Common, InfernalPHB 43
AbyssalCON +1
INT -1
Abyssal, no InfernalRandom cantrips and spells 1/lr. Extra 1/2 * level hit points.UA That Old Black Magic 2
AsmodeusIdentical to PHB TieflingUA Fiendish Options 1
BaalzebulThaumaturgy cantrip, ray of sickness and crown of madness 1/lrUA Fiendish Options 1
DispaterDEX +1
INT -1
Thaumaturgy cantrip, disguise self and invisibility 1/lrUA Fiendish Options 1
FiernaWIS +1
INT -1
Friends cantrip, charm person and suggestion 1/lrUA Fiendish Options 1
GlasyaDEX +1
INT -1
Minor illusion cantrip, disguise self and invisibility 1/lrUA Fiendish Options 2
InfernalIdentical to PHB TieflingUA That Old Black Magic 1
LevistusCON +1
INT -1
Ray of frost cantrip, armor of Agathys and darkness 1/lrUA Fiendish Options 2
MammonMage hand cantrip, Tenser’s floating disk and arcane lock 1/lrUA Fiendish Options 2
MephistophelesMage hand cantrip, magic missile and web 1/lrUA Fiendish Options 2
VariantINT +1
DEX +2
(replaces standard)
Devil’s Tongue, Hellfire, or WingedSCAG 118
ZarielSTR +1
INT -1
Thaumaturgy cantrip, searing smiteand branding smite 1/lrUA Fiendish Options 2
TritonSTR +1
CON +1
CHA +1
LGMediumWalk 30, Swim 30AmphibiousCommon, PrimordialVOLO 117
Yuan-Ti Pureblood CHA +2
INT +1
NEMediumWalk 30Darkvision 60, Poison Immunity, Magic ResistanceCommon, Abyssal, DraconicPoison spray, animal friendship (snakes only) cantrips, suggestion 1/lrVOLO 120
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Home > Types & Subtypes Index > Types & Subtypes

Types

Aberration Type

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.

Features

An aberration has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

An aberration possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet.
  • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
  • Aberrations eat, sleep, and breathe.

Animal Type

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.

Features

An animal has the following features (unless otherwise noted in a creature’s entry).

  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude and Reflex saves (certain animals have different good saves, for instance dire animals have good Fortitude, Reflex, and Will saves).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

An animal possesses the following traits (unless otherwise noted in a creature’s entry).

  • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
  • Low-light vision.
  • Alignment: Always neutral.
  • Treasure: None.
  • Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a -5 penalty on the creature’s attack rolls, and the animal receives only ½ its Strength modifier as a damage adjustment.
  • Proficient with no armor unless trained for war.
  • Animals eat, sleep, and breathe.

Construct Type

A construct is an animated object or artificially constructed creature.

Features

A construct has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
Traits

A construct possesses the following traits (unless otherwise noted in a creature’s entry).

Construct SizeBonus
Hit Points
Fine
Diminutive
Tiny
Small10
Medium20
Large30
Huge40
Gargantuan60
Colossal80
  • No Constitution score.
  • Low-light vision.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
  • Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a construct cannot be raised or resurrected.
  • Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the table.
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not eat, sleep, or breathe.

Dragon Type

A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.

Features

A dragon has the following features.

  • 12-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude, Reflex, and Will saves.
  • Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to magic sleep effects and paralysis effects.
  • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with no armor.
  • Dragons eat, sleep, and breathe.

Elemental Type

An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.

Features

An elemental has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

An elemental possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet.
  • Immunity to poison, sleep effects, paralysis, and stunning.
  • Not subject to critical hits or flanking.
  • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not eat, sleep, or breathe.

Fey Type

A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.

Features

A fey has the following features.

  • 6-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • Good Reflex and Will saves.
  • Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

A fey possesses the following traits (unless otherwise noted in a creature’s entry).

  • Low-light vision.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
  • Fey eat, sleep, and breathe.

Giant Type

A giant is a humanoid-shaped creature of great strength, usually of at least Large size.

Features

A giant has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

A giant possesses the following traits (unless otherwise noted in a creature’s entry).

  • Low-light vision.
  • Proficient with all simple and martial weapons, as well as any natural weapons.
  • Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types. Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
  • Giants eat, sleep, and breathe.

Humanoid Type

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.

Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.

Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.

Features

A humanoid has the following features (unless otherwise noted in a creature’s entry).

  • 8-sided Hit Dice, or by character class.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Reflex saves (usually; a humanoid’s good save varies).
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
Traits
Crystal

A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with all simple weapons, or by character class.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.

Magical Beast Type

Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.

Features

A magical beast has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude and Reflex saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Magical beasts eat, sleep, and breathe.

Monstrous Humanoid Type

Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.

Features

A monstrous humanoid has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Reflex and Will saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
  • Monstrous humanoids eat, sleep, and breathe.

Ooze Type

An ooze is an amorphous or mutable creature, usually mindless.

Features

An ooze has the following features.

  • 10-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • No good saving throws.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats.
Traits

An ooze possesses the following traits (unless otherwise noted in a creature’s entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + ½ ooze’s HD + ooze’s Con modifier per full round of contact.
  • Not subject to critical hits or flanking.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

Outsider Type

An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.

Features

An outsider has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to total Hit Dice (as fighter).
  • Good Fortitude, Reflex, and Will saves.
  • Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits

An outsider possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet.
  • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Plant Type

This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities) and are not creatures, but objects, even though they are alive.

Features

A plant creature has the following features.

  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the plant creature has an Intelligence score. However, some plant creatures are mindless and gain no skill points or feats.
Traits

A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).

  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Not subject to critical hits.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Plants breathe and eat, but do not sleep.

Undead Type

Undead are once-living creatures animated by spiritual or supernatural forces.

Features

An undead creature has the following features.

  • 12-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • Good Will saves.
  • Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
Traits

An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.

Vermin Type

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.

Features

Vermin have the following features.

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  • 8-sided Hit Dice.
  • Base attack bonus equal to ¾ total Hit Dice (as cleric).
  • Good Fortitude saves.
  • Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.
Traits

Vermin possess the following traits (unless otherwise noted in a creature’s entry).

  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Darkvision out to 60 feet.
  • Proficient with their natural weapons only.
  • Proficient with no armor.
  • Vermin breathe, eat, and sleep.

Subtypes

Air Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Angel Subtype

Angels are a race of celestials, or good outsiders, native to the good-aligned Outer Planes.

Traits

An angel possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Immunity to acid, cold, and petrification.
  • Resistance to electricity 10 and fire 10.
  • +4 racial bonus on saves against poison.
  • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
  • Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Aquatic Subtype

These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Archon Subtype

Archons are a race of celestials, or good outsiders, native to lawful good-aligned Outer Planes.

Traits

An archon possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.
  • Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  • Immunity to electricity and petrification.
  • +4 racial bonus on saves against poison.
  • Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
  • Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
  • Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Augmented Subtype

A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature’s original type. A creature with the augmented subtype usually has the traits of its current type, but the features of its original type.

Chaotic Subtype

A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction, below).

Cold Subtype

A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Earth Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction, above).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Fire Subtype

A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Goblinoid Subtype

Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.

Good Subtype

A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction, above).

Incorporeal Subtype

An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.

An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).

An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.

An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.

An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction, above).

Native Subtype

A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype’s name). Unlike true outsiders, native outsiders need to eat and sleep.

Reptilian Subtype

These creatures are scaly and usually coldblooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.

Shapechanger Subtype

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A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shape has the shapechanger subtype.

Traits

A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).

  • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
  • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

Swarm Subtype

A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.

A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.

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Traits

A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm HDSwarm
Base Damage
1-51d6
6-102d6
11-153d6
16-204d6
21 or more5d6
Swarm Attack

Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.

A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.

Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.

Distraction (Ex)

Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + ½ swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Water Subtype

This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.

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