Creature Types

Creature Types

Each creature has one type, which broadly defines its abilities. Some creatures also have one or more subtypes. A creature cannot violate the rules of its subtype without a special ability or quality to explain the difference – templates can often change a creature’s type drastically.

PC Playable Races

When discussing or considering a playable race’s type, it’s type is similar to the corresponding creature type, with a few important differences.

The first difference is that each race type assumes members of the race are roughly humanoid in shape and have two arms, two legs, a torso, and a head. This is important so that a race can take advantage of all the various magic item slots available to characters and can utilize the standard weapon and armor options.

The second difference is that all of these race types are 0-Hit Dice creatures, which means that their Hit Dice, base attack bonus, saving throw progression, skill points, class skills, and weapon and armor proficiencies are based on the class levels each member of a race takes.

Creature Statistics by Type
TypeHit 
Die
Base Attack Bonus (BAB)Good 
Saving Throws
Skill Ranks*Class Skills
Aberrationd8HD 
× 3/4 (Medium BAB)
Will4 
+ Intelligence mod per 
HD
Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge(pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
animald8HD 
× 3/4 (Medium BAB)
Fort, 
Ref
2 
+ Intelligence mod per 
HD
Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
Constructd10HD 
(Fast BAB)
–
2 + Intelligencemod 
per HD
None
Dragond12HD 
(Fast BAB)
Fort, 
Ref, Will
6 
+ Intelligence mod per 
HD
Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Feyd6HD 
× 1/2 (Slow BAB)
Ref, 
Will
6 
+ Intelligence mod per 
HD
Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, 
Use Magic Device.
Humanoidd8HD 
× 3/4 (Medium BAB)
Varies 
(any one)
2 
+ Intelligence mod per 
HD
Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival (plus any gained from class levels.)
Magical 
beast
d10HD 
(Fast BAB)
Fort, 
Ref
2 
+ Intelligence mod per 
HD
Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Monstrous 
humanoid
d10HD 
(Fast BAB)
Ref, 
Will
4 
+ Intelligence mod per 
HD
Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.
Oozed8HD 
× 3/4 (Medium BAB)
—2 
+ Intelligence mod per 
HD
None
Outsiderd10HD 
(Fast BAB)
Varies 
(any two)
6 
+ Intelligence mod per 
HD
Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth (plus 4 additional.)
Plantd8HD 
× 3/4 (Medium BAB)
Fort2 
+ Intelligence mod per 
HD
Perception and Stealth.
Undeadd8HD 
× 3/4 (Medium BAB)
Will4 
+ Intelligence mod per 
HD
Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
Vermind8HD 
× 3/4 (Medium BAB)
Fort2 
+ Intelligence mod per 
HD None
 
* 
As long as a creature has an Intelligence 
of at least 1, it gains a minimum of 1 skill point per Hit Die. Creatures 
with an Intelligence 
score of “—” gain no skill points or feats.
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