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Final Fantasy Universal Monster Rules

The following rules are standard and are referenced (but not repeated) in monster stat blocks. Each rule includes a format guide for how it appears in a monster’s listing and its location in the stat block.

The following rules have changed from the original Pathfinder versions so use this instead of those. If a rule is not listed here than it has not changed and you should refer to the Pathfinder version.

Absorb (Ex or Su)

A creature with absorption absorb all damage from listed sources. A creature that has absorption does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

FormatAbsorb fire, ice; Location: Defensive Abilities.

Cat Scratch (Ex) [Claw or Talon Only]

A creature with cat scratch can attack twice in an arc hitting all enemies within a 15-ft.-cone doing normal attack damage plus 3 per attack.

Format: cat scratch.
Location: Special Attacks and individual attacks.

Cloud Sight (Su)

A creature with cloud sight is not impeded by clouds or fog, or by spells that create areas of fog.

Format: cloud sight.
Location: Senses.

Darting Claw (Ex) [Claw, Pincer, and Stinger only]

Evolved for snatching fast prey, a creature is exceptionally quick with its claws. When making a full attack, if a creature misses with both of its claw attacks, it can make an additional claw attack at a -2 penalty against any creature within its reach.

Format: darting claw.
Location: Special Attacks and individual attacks.

Destructive Strike (Ex) [Claw, Gore, Pincer, Slam, and Talon only]

A creature’s slam attacks threaten a critical hit on a 18-20. In addition, whenever the creature scores a critical hit, it deals 6d10+19 points of damage to the target’s armor or shield in addition to the normal damage, as if it had also made a successful sunder combat maneuver.

Format: destructive strike.
Location: Special Attacks and individual attacks.

Drench (Ex)

A creature with drench special attack deals water damage in addition to damage dealt on a successful hit in melee. Those affected by the drench ability must also succeed on a Reflex save or have the drench status effect (DC 10 + 1/2 drench creature’s racial HD + drench creature’s Con modifier). The drench special touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of one size smaller than it and smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals creature’s HD).

Format: drench (2d6 water damage, DC 15).
Location: Special Attacks and individual attacks.

Flight (Ex)

A creature with Flight are naturally buoyant which allows them to fly at a speed of 20 feet, as well as a permanent choco feather effect with personal range.

Format: flight.
Location: SQ.

Float (Su)

A creature with Float has the float effect (always floating 5 feet into the air) status effect continuously unless unconscious or dead. This effect cannot be dispelled.

Format: float.
Location: SQ.

Frosty (Ex)

A creature with the frosty special attack deals cold damage in addition to damage dealt on a successful hit in melee. Those affected by the frosty ability must also succeed on a Reflex save or get frostbite, taking the listing damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 frosting creature’s racial HD + frosting creature’s Con modifier). A freezing creature can attempt a new save as a full-round action by shivering and rubbing their arms and legs. Creatures that hit a burning creature with natural weapons or unarmed attacks take ice damage as though hit by the burning creature and must make a Reflex save to avoid catching frostbite.

Format: frosty (2d6 ice damage, DC 15).
Location: Special Attacks and individual attacks.

Guarded Thoughts (Ex)

A creature with guarded thoughts are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.

Format: guarded thoughts.
Location: SQ.

HP

All creature’s have HP based on their HD, Constitution modifier or Charisma modifier (if undead), monster type and feats. The format being used for creatures is average dice first, then max health, and finally the HD with the creature’s type dice plus modifiers.

Format: HP 16 [25] (2d10+5)
Location: HP.

Hypersenses (Ex)

A creature with hypersense entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it cannot be flanked.

Format: hypersenses (special attack) & blindsense 30 ft. (senses).
Location: Special Attacks and Senses.

Ice Glide (Ex)

When the creature burrows, it can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing creature flings it back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Format: ice glide
Location: Speed.

Icewalking (Ex)

This ability works like spider climb spell, but the surfaces it climbs must be icy. The creature can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Format: icewalking.
Location: Speed.

Immunity (Ex or Su)

A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect.

FormatImmune burn, earth, paralysis; Location: Defensive Abilities.

Impaled Pounce (Ex) [Must have a Gore or Sting attack]

A creature with impaled can make a full attack when it makes a charge attack, it also deals double damage with it’s gore/sting.

Format: impaled pounce.
Location: Special Attacks and individual attacks.

Leap (Ex)

A creature with leap can perform a special kind of pounce attack by jumping into combat. When that creature charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with twice the number of one primary attack against a foe in reach, but cannot make any other primary or secondary attacks during this round.

Format: leap.
Location: Special Attacks and individual attacks.

Mist Vision (Su)

A creature with mist vision can see through fog, clouds, and similar obscuring effects with perfect clarity.

Format: mist vision.
Location: Senses.

Metal Mastery (Ex)

A creature with metal mastery gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a metal weapon, or is made of metal (such as an iron giant).

Format: metal mastery.
Location: Special Attacks and individual attacks.

Monster MP Chart

Creatures who cast spells have MP. Each creature follows the same trend that normal casters do: full casters like black and white mages (9th level spells), semi-casters like blue and red mages (6th level spells), and partial-caster like dark knights and holy knights (4th level spells) for following maximum spell levels and MP. The only real difference is creatures use their highest casting mod unless the creature states it otherwise and creatures are not bound to a type of spell caster type unless they have a class added on them which all humanoid creatures do. Any creature with a class follows their class for MP and spell level maximums. Creatures still get a bonus MP on their highest casting mod unless stated otherwise.

Table: Monster Full Casters

HDMPSpell Level
111st
221st
332nd
452nd
583rd
6113rd
7154th
8194th
9245th
10295th
11356th
12416th
13487th
14557th
15638th
16718th
17809th
18899th
19989th
201079th

Table: Monster Semi Casters

HDMPSpell Level
111st
211st
321st
442nd
552nd
672nd
793rd
8113rd
9133rd
10164th
11194th
12224th
13265th
14305th
15345th
16386th
17436th
18476th
19526th
20566th

Table: Monster Partial Casters

HDMPSpell Level
1--
2--
3--
411st
511st
621st
722nd
832nd
932nd
1042nd
1153rd
1263rd
1373rd
1484th
15104th
16114th
17124th
18144th
19154th
20174th

Format: MP 8.
Location: MP.

Oversized Maw (Ex) [Bite only]

The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the powerful bite that the certain creauters can deliver. If forced into a melee combat battle or cornered, the creature will make use of its bite attack. The creature’s maw is immensely large, and this ability increases the damage dice of its bite attack as if it was two size categories larger.

Format: oversized maw.
Location: SQ.

Pincers (Ex) [Claw, Pincer, or Talon only]

A creature can use both claws as a standard action every 1d4 rounds while doing one damage dice increase plus 1.5 strength bonus modifier for bludgeoning damage per claw.

Format: pincers.
Location: Special Attacks and individual attacks.

Powerful Blows (Ex)

A creature inflicts one and a half times its Strength modifier and threatens a critical hit on a 18–20 with its attacks.

Format: powerful blows.
Location: Special Attacks and individual attacks.

Resilience (Ex)

A creature with resilience has all its saves considered as good saves.

Format: resilience.
Location: SQ.

Reteethe (Ex)

Whenever a creature with reteethe succeeds on a critical they gain +2 temporary strength bonus (max +4) for 4 rounds.

Format: reteethe.
Location: Special Attacks and individual attacks.

Savage Bite (Ex) [Bite only]

A creature’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

Format: savage bite.
Location: Special Attacks and individual attacks.

Slow (Ex)

A creature with this ability causes slow status effect in those it contacts. The effects of the slow, including its save, frequency, and cure, are included in the creature’s description. The saving throw to negate the slow is usually a Fort save (DC 10 + 1/2 the infecting creature’s racial HD + the creature’s Con modifier; the exact DC is given in the creature’s descriptive text). Slow can be removed through haste and similar effects.

FormatSlow (Ex) Slam – injury; save Fort DC 24; frequency 1/round for 8 rounds; slow status effect; cure 1 save.
Location: Special Attacks and individual attacks.

Snow Vision (Ex)

A creature with snow vision can see perfectly well in snowy conditions and does no take any penalties on Perception checks while in snow.

Format: snow vision.
Location: Senses.

Spark Leap (Ex)

A creature with spark leap gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a creature against. The creature must have metal mastery to use this.

Format: spark leap.
Location: Special Attacks.

Spines (Ex)

A creature has large spines that jut from between its armor plates; any creature attacking it with natural attacks or unarmed strikes take 1d6 damage and must make a Reflex save (DC 10 + 1/2 the spiny creature’s racial HD + the creature’s Dex modifier) or have the quill break off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill checks per quill. The save DC is Dexterity-based.

Format: metal mastery.
Location: Special Attacks and individual attacks.

Staticwalking (Ex)

This ability works like spider climb spell, but the surfaces it climbs must be metal. The creature can move across metal surfaces without penalty and does not need to make Acrobatics checks to run or charge on metal.

Format: staticwalking.
Location: Speed.

Strong (Ex or Su)

A creature with strong reduce damage by half from listed sources (rounded down, minimum 1). Creatures get a +2 bonus to saving throws against spells of an element they are resistant to.

FormatStrong lightning, physical; Location: Defensive Abilities.

Tentacle Mastery (Ex)

A creature with tentacle mastery are very skilled at using their tentacle and use it as it were a primary attack.

Format: tentacle mastery.
Location: SQ.

Throat-Rip (Ex)

As a full-round action, a creature with throat-rip can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + half of damage dealt from primary attack) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.

Format: throat-rip.
Location: Special Attacks and individual attacks.

Toboggan (Ex)

On snow- or ice-covered terrain, a creature with toboggan can move by sliding on its belly rather than walking.

Format: toboggan 30 ft.
Location: Speed.

Water Dependency (Ex)

A creature with water dependency can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a creature runs the risk of suffocation, as if it were drowning.

Format: water dependency.
Location: SQ.

Weakness (Ex or Su)

A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a -2 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. A spellcaster casting a spell of an element that a creature with elemental resistance is weak to, he gets a +2 bonus on his caster level check.

Format: Weakness earth; Location: Weaknesses.