Creature Abilities
The following creature abilities are listed here because they are shared by many creatures or are highly complex. The statistics for individual creatures might alter the traits, the number of actions, or other rules of these abilities. Anything noted in a specific creature's stat block overrides the general rules for the ability below. In these abilities, “monster” is used for the creature that has the ability, to differentiate it from any other creatures the ability might affect.
All-Around Vision
Aquatic Ambush [one-action]
Area Fire [one-action] or [two-actions]
At-Will Spells
Aura
Auto-Fire [two-actions]
Change Shape [one-action]
Constant Spells
Constrict
Darkvision
Disease
Engulf [two-actions]
A creature that fails its save is pulled into the monster's body. It is grabbed, is slowed 1, and has to hold its breath or start suffocating. The creature takes the listed amount of damage when first engulfed and at the end of each of its turns while it's engulfed. An engulfed creature can get free by Escaping against the listed Escape DC. An engulfed creature can attack the monster engulfing it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is off-guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either method can immediately breathe and exits the engulfing monster's space.
If the monster dies, all creatures it has engulfed are automatically released as the monster's form loses cohesion.
Fast Healing
Ferocity [reaction]
Frightful Presence
Grab [one-action]
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Greater Constrict [one-action]
Hover
Improved Grab, Improved Knockdown, or Improved Push [free-action]
Knockdown [one-action]
Lifesense
Low-Light Vision
No Breath
No Vision
Poison
Pull [one-action]
Push [one-action]
Reactive Strike [reaction]
Regeneration
Rend [one-action]
Scent
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Shield Block [reaction]
Stench
Swallow Whole [one-action]
A swallowed creature is grabbed, is slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature captured in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is off-guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.