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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.   When discussing or considering a playable heritage’s type, there are a few important difference between it and its corresponding creature type. All of playable heritages' 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 heritage takes rather then their type.

Aberration

An aberration is an abnormality within the universe that has a bizarre anatomy, strange abilities, breaks the fundamental rules of life, an alien mindset, or any combination of the four. Aberrations often seek isolated environments and do not wish to be found due to their inherent differences from other creature types.
Features
An aberration has the following features.
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • Good Will Saves.
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for aberrations: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
Traits
An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
  • Aberrations breathe, eat, and sleep.

Animal

An animal is a living, nonsapient creature, usually a vertebrate with no innate capacity for language or culture.
Features
An animal has the following features (unless otherwise noted).
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • Good Fortitude and Reflex saves.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for animals: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
Traits
An animal possesses the following traits (unless otherwise noted in a creature’s entry).
  • Intelligence score of 1 or 2 when it has no increases to its Intelligence score.
  • Low-light vision.
  • Unaffected by spells and effects that rely on cosmic subtypes or descriptors.
  • Treasure: None.
  • Proficient with its natural weapons only.
  • Proficient with no armor unless trained for war.
  • Animals breathe, eat, and sleep.

Creatural

Creaturals are similar to humanoids, but with features that often mimic a certain class of animal besides primates. Some have magical abilities related to the animal they share features of as well. Some creaturals are believed to have specifically gained body parts that mimic humanoids such as elves for better communication and interactions via magical means or are creatures that were formerly humanoid and lost those features due to magical means.
Features
A creatural has the following features.
  • d10 Hit Die.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Reflex and Will Saves.
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for creaturals: Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim.
Traits
A creatural possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Count as the humanoid creature type for any spell or effects that target humanoids.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Creaturals not indicated as wearing armor are not proficient with armor. Creaturals are proficient with shields if they are proficient with any form of armor.
  • Creaturals breathe, eat, and sleep.

Construct

A construct is an animated object or artificially created creature.
Features
A construct has the following features.
  • d10 Hit Die.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • No good saving throws.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).
  • No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
  • Low-light vision.
  • Darkvision 60 feet.
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to cure effects, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
  • Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • A construct does not count as a living creature.
  • A construct cannot be raised or resurrected.
  • A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
    Construct SizeBonus Hit Points
    Fine
    Diminutive
    Tiny
    Small 10
    Medium 20
    Large 30
    Huge 40
    Gargantuan 60
    Colossal 80
  • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
  • Proficient with no armor.
  • Constructs do not breathe, eat, or sleep.

Darkdweller

Darkdwellers are a horrible evil spawn from the darkest pits from beyond. Corrupting and mutating the bodies of other creatures and morphing them into horrible monsters with no remnants of their former selves. Darkdwellers are almost always originate from creatures belonging to other creature types given the darkdweller template to change their type to darkdweller alongside other mutations.
Features
A darkdweller has the following features (unless otherwise noted in a creature’s entry).
  • The original creature's hitdie
  • The original creatures BAB.
  • The original creature's saving throws.
  • The original creature's class skills.
Traits
A darkdweller possesses the following traits (unless otherwise noted in a creature’s entry).
  • Lifesense 60 feet, See In Darkness.
  • Frightful Presence
  • Augmented, evil & mythic subtypes. As they are often templated, darkdwellers have a subtype of the same name as the original creature's type.
  • Immunity to diseases, fear, poisons, shadow spells, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Darkdwellers are mythical creatures and always have atleast one mythic rank as a mythic monster. One of their monster abilities is always poisonous blood.
  • Proficient with all weapons the original creature was.
  • Proficient with whatever type of armor (light, medium, or heavy) the original creature was. If a darkdweller is proficient with armor they are usually proficient with shields as well.
  • Darkdwellers do not need to eat, breathe, or sleep

Dragon

A dragon is a reptilian creature with magical or unusual abilities that originates or has ancestors who come from the Dragonfather. Dragons have special souls that go to a different afterlife separate from other creatures and are often elementally infused.
Features
A dragon has the following features.
  • d12 Hit Die.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Fortitude, Reflex, and Will Saves.
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for dragons: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device.
Traits
A dragon possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to magic sleep effects and paralysis effects.
  • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with no armor.
  • Dragons breathe, eat, and sleep.

Elemental

An elemental is a creature composed entirely out of a elemental material or energy. Primarily representing the eight elements of the malbaar, some more abstract and violent elementals may exist out in the world. Some elementals are akin to animals while others are creatures capable of speech and living within a civil society as long as their needs are met or they are understood.
Features
An entity has the following features.
  • d10 Hit Dice.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Fortitude and Reflex saves.
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for entities: Acrobatics, Bluff, Craft, Fly, Knowledge (arcana), Knowledge (planes), Perception, Sense Motive, Stealth, and Swim.
Traits
An entity possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Elementals are creatures made purely of their element that come to existence from the elements desire to understand mortal creatures. As such, while Elementals do not have organs that can be destroyed, they still feel pain as if they had such organs if attacked in such locations, and as such, still suffer the effects related to attacking those organs.
  • Elementals possess the subtype of the element they are made of.
  • Immunity to the energy type related to their element if one exists.
  • Immunity to bleed, non-magical paralysis, poison, and sleep effects.
  • Not at risk of death from massive damage.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat or sleep.

Entity

An entity is usually composed of the energies (but not necessarily the material) of some plane outside of the planar trinity and mana shell. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.
Features
An entity has the following features.
  • d10 Hit Dice.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Reflex and Will saves.
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for entities: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, entities also receive 4 additional class skills determined by the creature’s theme.
Traits
An entity possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Entities are the hand of other greater powers and lack any distinction between it's mind, body, or soul. Instead, entities are creatures formed purely from energies across the cosmos meant to mimic mortal shape and do not go to the afterlife on death and instead immediately begin dissipating back into its base energies. Spells and effects that restore a creature back to life only work while the body has not fully disappeared. While entities possess fascimiles that mimic real organs meant to help fulfill their role, such organs are not necessary for the entities continued survival and the entity does not automatically die if such organs are destroyed and are not at risk of death from massive damage. An entity with the mortal subtype can be raised, reincarnated, or resurrected just as other living creatures can be due to being of mortal blood and fulfilling the "The Body, The Mind, The Soul" law and do automatically die if a vital organ is destroyed and are still at risk of death from massive damage.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Entities not indicated as wearing armor are not proficient with armor. Entities are proficient with shields if they are proficient with any form of armor.
  • Entities breathe, but do not need to eat or sleep (although they can do so if they wish). Mortal entities breathe, eat, and sleep.

Giant

A giant is a massive humanoid, often bipedal, that possesses great might, an intrinsic connection to the realms, and powerful extraordinary and supernatural abilities. Despite their appearances, they often lack any inherent connection or empathy towards creatures of the humanoid or creatural type. Instead, giants are often a force of nature just like dragons, elementals, or spirits. They are always atleast Huge.
Features
A giant has the following features (unless otherwise noted in a creature’s entry).
  • d12 Hit Die.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Fortitude and Will saves.
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. The following are class skills for giants: Appraise, Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (all), Perception, Profession, Ride, and Survival
Traits
A giant possesses the following traits (unless otherwise noted in a creature’s entry).
  • Proficient with its natural weapons, all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing. Giants not indicated as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
  • Giants breathe, eat, and sleep.

Humanoid

A humanoid usually has two arms, two legs, and one head. Humanoids have few or no supernatural or extraordinary abilities. They are usually Small or Medium.
Features
A humanoid has the following features (unless otherwise noted in a creature’s entry).
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • One good save, usually Reflex.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for humanoids: Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival
Traits
A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
  • Proficient with all simple weapons.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.

Keimite

A keimite is a creature with supernatural abilities and connections to nature or to elvikeim. Keimite quickly reincarnate upon death and do not leave behind bodies if killed outside elvikeim. Some keimites are temporary existences brought about by a higher power such as The Court and might not have a soul or mind of its own.
Features
A keimite has the following features.
  • d6 Hit Die.
  • Base attack bonus equal to 1/2 total Hit Dice (slow progression).
  • Good Reflex and Will Saves.
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for keimite: 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.
Traits
A keimite possesses the following traits (unless otherwise noted in a creature’s entry).
  • Low-light vision.
  • Proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Keimites not indicated as wearing armor are not proficient with armor. Keimites are proficient with shields if they are proficient with any form of armor.
  • Keimites breathe. Keimite can also eat and sleep if they wish to do so but it is not a true necessity.

Monster

Monsters are similar to animals but can have Intelligence scores higher than 2 (in which case the monster knows at least one language, but can’t necessarily speak) and have unusual origins or intentions, some even coming from what was thought to be myths and legends. Monsters usually have supernatural or extraordinary abilities, but are sometimes simply have such bizarre habits, appearances, or intents that the creature cannot have mundane origins.
Features
A monster has the following features.
  • d10 Hit Die.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Fortitude and Reflex saves.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for monsters: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
Traits
A monster possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Low-light vision.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Monsters breathe, eat, and sleep.

Ooze

An ooze is an amorphous or mutable creature, usually mindless.
Features
An ooze has the following features.
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • No good saving throws.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most oozes are mindless and gain no skill points or feats. Oozes do not have any class skills.
Traits
An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
  • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
  • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
  • Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + 1/2 ooze’s HD + ooze’s Con modifier per full round of contact.
  • Not subject to critical hits or flanking.
  • Does not take additional damage from precision-based attacks, such as sneak attack. Effects that rely on the precision-based damage do not activate, This does not count as immunity.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Oozes eat and breathe, but do not sleep.

Otherworlder

An otherworlder is a creature from outside the universe from the dark beyond. They are so foreign in actual purpose, structure, and form that is it difficult for one to truly analyze or understand an otherworlder's make. Destroying one in any meaningful way is even harder.
Features
An otherworlder has the following features.
  • d10 Hit Dice.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Fortitude and Will saves.
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for otherworlders: Appraise, Bluff, Craft, Escape Artist, Intimidate, Knowledge (dungeoneering), Knowledge (history), Knowledge (planes), Perception, Sense Motive, Stealth, Use Magic Device.
Traits
An entity possesses the following traits (unless otherwise noted in a creature’s entry).
  • See in darkness.
  • Otherworlders are strange creatures from outside the universe and do not follow its rules, when an otherworlder dies it leaves the universe as a whole and its fate is left unknown. Spells and effects that restore a creature back to life do not work on otherworlders as they are not bound to arsharin.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to cure effects, necrotic effects, and sleep effects.
  • Immunity to annihilation damage.
  • Not at risk of death from massive damage.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Otherworlders not indicated as wearing armor are not proficient with armor. Otherworlders are proficient with shields if they are proficient with any form of armor.
  • Otherworlders do not breathe, eat or sleep (although they can do so if they wish).

Plant

This type comprises creatures made purely out of vegetation. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores.
Features
A plant creature has the following features.
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • Good Fortitude saves.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Some plant creatures are mindless and gain no skill points or feats. The following are class skills for plants: Perception and Stealth.
Traits
A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).
  • Low-light vision.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
  • Proficient with its natural weapons only.
  • Not proficient with armor.
  • Plants breathe and eat. While plants do not traditionally sleep, they do enter a state of torpor daily.

Spirit

A spirit is a being of the world of malbaar, manifested from belief, need, or dreams. Spirits are often empowered and morphed by the wishes and desires of those around them, manifesting from the stories told to children in bed or the great epics of ancient wars. As spirits are continually maintained and affected by the energies of the world around them, they do not permanently die. It can be said that spirits are similar to entities in all but their creation, in which it could be said the world itself wills them into existence as necessary.
Features
A spirit has the following features.
  • d10 Hit Dice.
  • Base attack bonus equal to total Hit Dice (fast progression).
  • Good Fortitude and Reflex saves.
  • Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for spirits: Bluff, Craft, Knowledge (local), Knowledge (history), Knowledge (nature), Perception, Sense Motive, and Stealth. Due to their varied nature, entities also receive 4 additional class skills determined by the creature’s theme.
Traits
A spirit possesses the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet.
  • Spirits are similar to entities and lack any distinction between it's mind, body, or soul. Instead, spirits are creatures formed purely from of the world's collective will and do not go to the afterlife on death and instead simply dissipate immediately on defeat until enough energy is collected to remanifest elsewhere. Spells and effects that restore a creature back to life do not work on spirits. While spirits possess fascimiles that mimic real organs meant to help fulfill their role, such organs are not necessary for the spirits' continued survival and the spirit does not automatically die if such organs are destroyed.
  • Immune to death effects.
  • Immune to effects that permanently destroy a creature. A spirit will always reform after enough time.
  • Not at risk of death from massive damage.
  • Ferocity.
  • Proficient with all simple and martial weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Spirits not indicated as wearing armor are not proficient with armor. Spirits are proficient with shields if they are proficient with any form of armor.
  • Spirits breathe, but do not need to eat or sleep (although they can do so if they wish).
 

Undead

Undead are once-living creatures animated by spiritual or supernatural forces. All undead rely on necrotic energies to persist in their state between life and death. It is commonly known that undead are healed by necrotic powers and damaged by healing magics or abilities that seek to give them a proper burial. The only commonly accepted kind of undead are skeletons, mindless and under control or otherwise. Most other undead are often created from a natural mishap or are considered inherently malevolent without further information.
Features
An undead creature has the following features.
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • Good Will Saves.
  • Skill points equal to 4 + Int modifier (minimum 1) per Hit Die. Many undead, however, are mindless and gain no skill points or feats. The following are class skills for undead: Climb, Disguise, Fly, Intimidate, Knowledge (arcane), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth.
Traits
An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
  • No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
  • Darkvision 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to death effects, disease, paralysis, poison, sleep effects, and stunning.
  • Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Necrotic energies (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
  • Can be damaged from the healing waters from a healing spring and other cure effects.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
  • Undead do not breathe, eat, or sleep.
  • Only sentient undead creatures have, or are, souls.

Vermin

This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Features
Vermin have the following features.
  • d8 Hit Die.
  • Base attack bonus equal to 3/4 total Hit Dice (medium progression).
  • Good Fortitude saves.
  • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. Some vermin are mindless and gain no skill points or feats. The following are class skills for vermin: Acrobatics, Climb, Fly, Perception, Stealth, and Swim.
Traits
Vermin possess the following traits (unless otherwise noted in a creature’s entry).
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Darkvision 60 feet.
  • Proficient with its natural weapons only.
  • Proficient with no armor.
  • Vermin breathe, eat, and sleep.

Subtypes

Will do this later lmao.