Archives of Nethys

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Template Grafts | Universal Monster Rules


Creature Type Grafts

A creature type graft opens with a description of the creature type, followed by traits and adjustments entries.

Traits: The listed traits are usually innate to all creatures of the type, so it is recommended that a creature with this type gain them. The traits entry includes special abilities (descriptions of these abilities start on page 152) that don’t count against the number of abilities granted by the creature’s array and that might also change the NPC’s ability score modifiers.

Adjustments: Each creature type lists adjustments that alter the NPC’s statistics. You don’t need to make these adjustments if you don’t want to. If you want to give an NPC a class graft (see Step 4), you should use only the adjustments entry for the creature type graft or the adjustments entry for the class graft, not both—decide whether the adjustments from its class or the adjustments from its creature type are more important and apply only those.

Magical Beast

Source Alien Archive pg. 133
Magical beasts are similar to animals but can have Intelligence modifiers greater than –4 (in which case the magical beast knows at least one language, though it can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities.
Traits: Darkvision 60 ft., low-light vision.
Adjustments: +2 to Fortitude and Reflex saving throws, +1 to attack rolls.