D100 | NAME | DESCRIPTION |
1 | Breath weapon | As a standard action, this species can breathe a 30-foot cone that deals 1d6 energy damage, of an energy type chosen when you choose this ability. At 3rd level, add 1-1/2 × character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the species’ character level + their Constitution modifier). This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. |
2 | Evasive | This species gains a +1 bonus to AC. |
3 | Exceptional fortitude | This species gains a +1 bonus to Fortitude saving throws. |
4 | Exceptional will | This species gains a +1 bonus to Will saving throws. |
5 | Exceptional reflexes | This species gains a +1 bonus to Reflex saving throws. |
6 | Extendable limbs | This species’ reach increases by 5 feet. |
7 | Extra feat | This species gains an extra combat feat at first level. |
8 | Projectile | This species can generate and launch a projectile from its body as a ranged attack that targets KAC and deals 1d6 damage; choose whether this is bludgeoning, piercing, or slashing damage when you choose the ability. At 3rd level, add the character level to the damage. Increase the damage by 1d6 at 6th level and every 3 levels thereafter. This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. |
9–16 | Alerting presence | Once per day at the beginning of a combat in which it isn’t surprised, this species can grant allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. |
17–20 | Amorphous | This species has the amorphous universal creature rule. |
21–24 | Climbing Master | This species isn’t flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. |
25–28 | Damage reduction | This species gains damage reduction equal to their base attack bonus. Choose two of the following: bludgeoning, piercing, or slashing. The DR can be overcome by the two chosen damage types. |
29–32 | Defensive aspect | When this species takes the total defense action, they gain a +6 bonus to their Armor Class instead of the normal +4 bonus, and they also gain the unflankable universal creature rule until the start of their next turn. |
33–36 | Dexterous movement | Each time they move their speed, this species can ignore the first square of difficult terrain. |
37–40 | Distracting noise | As a standard action, this species can use its physiology to create a noise. All creatures within 15 feet that can hear must attempt a Will saving throw (DC = 10 + half the species’ character level + their Wisdom modifier) or gain the off-target condition for 1 round. This is a mind-affecting, sense-dependent ability. |
41–44 | Elemental affinity | When this species makes a melee attack, it can change half the damage of that attack to an energy type (acid, cold, electricity, fire, or sonic) chosen when you choose this ability. |
45–56 | Energy resistance | Choose acid, cold, electricity, fire, or sonic. This species has resistance 5 to that energy type, and this can stack with one other form of energy resistance. You can gain this ability multiple times, choosing a different energy type each time. |
57–60 | Exceptional resilience | This species gains a +2 bonus to saving throws against either mind-affecting effects or up to three of the following types of effects, chosen when you choose this ability: bleed, charm, death, enchantment, fear, illusion, paralysis, poison, polymorph, sleep, and stunning. |
61–64 | Ferocious charge | This species has the ferocious charge universal creature rule. |
65–68 | Ferocity | This species has the ferocity universal creature rule. |
69–72 | Flexible | This species can move through an area as small as one-half their space without squeezing or one quarter their space when squeezing. |
73–76 | Mighty grip | This species gains a +2 species bonus to grapple combat maneuvers and Athletics checks to climb. |
77–80 | Multiarmed | This species gains the multiarmed (4) universal creature rule. |
81–84 | Natural weapons | This species has the natural weapons universal creature rule, with a kinetic damage type chosen when you choose this option. |
85–88 | Sheltering | This species increases the bonuses to AC and Reflex saves granted by partial cover, cover, and improved cover by 1. |
89–92 | Speedy | One of this species’ speeds increases by 10 feet, chosen when you choose this option. |
93–96 | Sturdy | This species gains a +4 bonus to AC against bull rush, disarm, reposition, and trip combat maneuvers. |
97–100 | Warding spines | This species bristles with thorns, quills, or spikes. A creature attacking the species with a natural weapon or unarmed strike takes 1d4 piercing damage; as a reaction, the species can thrash and add its character level to the damage dealt. |