entries
Sorted A-Z
Worldbuilding

Trait Abilities (Rules)

Creatures with certain traits tend to have similar abilities to one another. Many of these abilities are listed below to help you match the theme of …

Creatures with certain traits tend to have similar abilities to one another. Many of these abilities are listed below to help you match the theme of the trait when you build your own creatures. Look at existing creatures with the trait to see these in practice. Aberration --- Senses usually darkvision Languages usually Aklo Aeon --- Traits monitor Languages Utopian and other planar languages; envisioning for true aeons ( Alien Core ) Air --- Languages usually Sussuran Speed usually has a fly Speed Angel --- Traits celestial, holy Aura Angels each have a unique aura based on how they serve as messengers and how they deliver those message. Speed usually has a fly Speed Rituals usually angelic messenger ( Alien Core ) Animal --- Languages none Int –4 or –5 Archon --- Traits celestial, holy Immunities fear Virtue Ability Archons each represent a specific virtue, like courage or hope, and have a special ability based on the virtue they represent. Astral --- Senses darkvision Azata --- Traits celestial, holy Weaknesses cold iron Freedom Ability Azatas each represent a specific freedom, like free expression or free love, and have a special ability based on the freedom they represent. Beast --- Int –3 or higher Celestial --- Traits holy Senses darkvision Languages Empyrean Saves often a +1 status bonus to all saves vs. magic Weaknesses unholy Strikes typically have the holy trait Cold --- Immunities or Resistances cold Construct --- Traits Many constructs lack minds and have the mindless trait. Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, spirit, unconscious, vitality, void; if mindless, add mental Cosmic --- Senses usually darkvision Speed cosmic creatures with fly Speeds can fly through space and other zero-gravity environments Immunities usually cold; Resistances cold or void Daemon --- Traits fiend, unholy Languages Daemonic, telepathy 100 feet Immunities death effects Death Ability Daemons each represent a specific kind of death, like death by disease or starvation, and have a special ability based on the method of death they represent. Demon --- Traits fiend, unholy Languages Chthonian, telepathy (usually 100 feet) HP typically high to account for their multiple weaknesses Weaknesses cold iron Sin Vulnerability Demons each represent a specific sin, like envy or wrath, and have a special vulnerability based on the sin they represent. This should be something the PCs can exploit through their actions, which should then deal mental damage to the demon. The amount of damage should be based on how easy the vulnerability is to exploit. Divine Innate Spells usually 5th-rank translocate and at-will 4th-rank translocate Rituals usually demonic pact ( Alien Core ) Sin Ability Demons also have a special ability based on the sin they represent, which either makes them better embody the sin or instills that sin in others. Devil --- Traits fiend, unholy Languages Diabolic, telepathy (usually 100 feet) Immunities fire; Weaknesses holy; Resistances physical (except silver), poison Divine Innate Spells usually one 5th-rank translocate and at-will 4th-rank translocate Rituals usually diabolic pact ( Alien Core ) Infernal Hierarchy Ability Devils each have an ability corresponding to the role they play in the infernal hierarchy, typically focused around control or being controlled. Dragon --- Senses darkvision Languages usually Draconic and Triaxian Speed usually has a fly Speed Dragon Breath Many dragons have an activity to exhale magical, damaging energy, with specifics determined by their theme. Drift --- Traits cosmic Earth --- Perception often tremorsense Languages usually Petran Speed usually a burrow Speed Elemental --- Senses darkvision Immunities bleed, paralyzed, poison, sleep Elindrian --- Senses scent Languages Elindrian, Formian, telepathy Husk Mind Elindrians share a telepathic bond that allows them to communicate nearly instantaneously and grants them a primal connection to a massive radioactive ooze known as the Terror of Ukulam. Ethereal --- Senses darkvision Fey --- Senses low-light vision Languages usually Aklo, Fey, or both Weaknesses cold iron Fiend --- Traits unholy Senses darkvision Saves often a +1 status bonus to all saves vs. magic Weaknesses holy Strikes typically have the unholy trait Fire --- Languages usually Pyric Immunities fire; Weaknesses typically cold and water Strikes typically deal fire damage Fungus --- Traits fungi without minds have the mindless trait Immunities if mindless, mental; Weaknesses sometimes slashing or fire Giant --- Traits Large or bigger, humanoid Senses low-light vision Languages usually Jotun Humanoid --- Int –3 or higher Incorporeal --- Str –5 HP terrible at lower levels, then low at higher levels AC typically low or moderate Immunities bleed, disease, paralyzed, poison, precision; Resistances all damage (except force, ghost killer , or spirit; double resistance vs. non-magical) Strikes magical trait, typically low or moderate damage Jinsul --- Senses all-around vision, darkvision Languages Jinsul Strikes leg blades Kucharn --- Traits Kucharn are colony components, meaning they're in constant telepathic communication with one another because of their hive mind, and each have a specialized function within the Swarm. Senses darkvision, usually emotionsense Metal --- Languages usually Talican Midwife --- Traits aberration, cosmic, midwife, holy or unholy Languages telepathy (100 feet) Divine Innate Spells call cosmos , eldritch lance , eldritch wrath , massacre , revival , slice reality , void vessel ; constant detect thoughts Monitor --- Senses darkvision Ooze --- Traits Almost all oozes lack minds and have the mindless trait. Senses typically motion sense and no vision AC usually terrible HP usually around double Immunities bleed, critical hits, precision, unconscious, often acid; if it has no vision, add visual effects; if mindless, add mental Plant --- Traits plants without minds have the mindless trait Senses usually low-light vision Immunities if mindless, mental; Weaknesses sometimes fire Protean --- Traits monitor Languages Protean Resistances precision, protean anatomy ( Alien Core ) Divine Innate Spells constant unfettered movement Change Shape ( Alien Core ) Psychopomp --- Traits monitor Senses lifesense (typically 60 feet) Languages Requian Immunities death effects, disease Resistances poison, void Damage shepherd's touch ( Alien Core ) Spectra --- Traits cosmic, spectra Languages Trinary, digital telepathy (typically 100 feet), truespeech Senses darkvision, techsense Spirit --- Traits often incorporeal, often undead Swarm --- Traits size based on the entire mass, usually Large or bigger HP typically low Immunities grabbed, precision, prone, restrained, swarm mind ( Alien Core ); Weaknesses area damage, splash damage; Resistances physical, usually with one physical type having lower or no resistance Undead --- Traits Almost all undead are unholy. Ghostly undead have the incorporeal trait. Undead without minds, such as most zombies, have the mindless trait. Senses darkvision HP void healing ( Alien Core ) Immunities death effects, disease, paralyzed, poison, sleep (or unconscious if it never rests at all); if mindless, add mental Water --- Languages usually Thalassic Speed usually has a swim Speed Wood --- Languages usually Muan Weaknesses fire and axes or slashing

This product includes content derived from the Starfinder Second Edition rules system, which is available under the ORC License (https://paizo.com/orclicense). Paizo, the Paizo golem logo, and Starfinder are registered trademarks of Paizo Inc. This product is not affiliated with or endorsed by Paizo Inc.

License terms