Types & Subtypes
Figured I might as well just summarize them here. Some will be similar or the same to their core versions. Others will be changed from what's already posted here. I intend to edit them when I get the chance.
Angel:
Darkvision out to 60 feet and low-light vision.
Immunity to acid, cold, disease, and petrification.
Resistance to fire 10, electricity 10, and light 10 (more powerful angels might have higher resistances),
+4 racial bonus on saves against poison.
Judgement (Su): An angel automatically knows the alignment of any creature it is aware of. This bypasses any attempts to conceal alignment if the caster level of the ability or CR of the creature is equal to or lower than the angels.
Purpose: An angel serves a deity or represents some great concept. All angels select two domains and gain their granted powers and access to their spells as if it were a sphere with expert access.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s CR). (The defensive benefits from the circle are not included in an angel’s statistics block.) More powerful angels might have stronger versions of this ability.
Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
Archon:
Darkvision out to 60 feet and low-light vision.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within close range (25ft.+5ft./CR) of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. More powerful archons might have stronger versions of this ability.
Immunity to electricity, disease, and petrification.
+4 racial bonus on saves against poison.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s CR). (The defensive benefits from the circle are not included in an archon’s statistics block.)
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level equals CR), except that the creature can transport only itself and any amount of objects up to it's maximum carry capacity.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level equals CR). This ability is always active.
Baatezu:
Immunity to Fire and poison
Resistance to acid 10 and cold 10
+4 on saves against poison
Telepathy out to 100ft.
Aura of Cold Logic (Su): A baatezu radiates an aura of pure, piercing cold that makes non-devils within Close range (determined by their HD) recognize the futility of their fight. In addition to automatically dealing 1 point of cold damage per CR of the baatezu at the beginning of each of the baatezu's turns (without a save), the aura breaks the opponents will, forcing non-devils to make a Will save upon first coming into range (DC 10 + ½ the devil’s CR + its Charisma modifier) or fall under the effect of a calm emotions spell (with a duration of 1 round per HD of the baatezu). More powerful devils have superior versions of this same ability. If the auras of multiple baatezu overlap, only the strongest has any effect, and if there are multiple baatezu with auras of the same power only one save is required to ignore the effect of both. A successful save renders the subeject immune to the baatezu's aura of cold logic for 1 hour.
Magitech Training: Baatezu are automatically proficient with any weapon with the word ‘hellfire’ in its name.
See In Darkness (Ex): Devils can see perfectly in darkness of any kind, even that of the magical variety. Many devils of higher rank have advanced versions of this ability, the most common being true seeing.
From Liber Demonica.
Biomechanical
This subtype applies to Constructs that have a mixture of biological and mechanical components, and thus, have traits that differ from standard constructs, appending the construct type as follows.
*Have a Constitution score and thus do not receive bonus hit points based on size and is subject to non-object fortitude saves.
*Are subject to precision damage normally from creatures with the Construct type. Other creatures need at least 1 rank in Knowledge (Architecture and Engineering) to do the same.
*Need to Eat, Sleep, and Breathe.
*Does not innately possess low-light vision or darkvision.
*Subject to Poison, Disease, Sleep, Paralysis, Stunning and Death effects normally.
*Subject to Ability Damage/Drain, Fatigue, Exhaustion and Nonlethal/Subdual damage.
*Heals damage by resting normally. Can be repaired.
*Isn't destroyed at 0 hit points, instead going into the negatives, becoming staggered/dying/dead.
*Can be affected Cure/Inflict and Repair/Cause spells normally, as well as other positive and negative energy effects. Can be Raised/Resurrected normally.
*Subject to [Mind-Affecting] effects.
*Does not age. Does not receive any benefits or penalties for aging and has no maximum age.
Example Creatures: Matoran, Modron, Rahkshi
Eladrin:
Darkvision out to 60ft. and low-light vision
Immunity to Electricity, Disease, and Petrification
Resistance to Fire, Cold, and Acid 10 (more powerful eladrin may have stronger resistances).
+4 on saves against poison
Alternate Form (Su): All eladrin have the ability to assume an alternate form as a standard action. Each eladrin types form is different. An eladrins alternate and humanoid form both count as it's natural form, thus
true seeing doesn't pierce it, and effects which revert transformations have no effect. An eladrin cannot cast spells or manifest powers while in an alternate form.
Tongues (Su): All Eladrin can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active.
Elemental:
An elemental is a being embodying and composed of the four classical elements (Air, Earth, Fire, Water) or Energies (Positive, Negative) or any combination thereof. Elementals reside primarily on the inner planes though like most creatures they can be found anywhere.
Features:
12-sided Hit Dice
Good BAB
One good save. What this is varies from type to type.
2+Int skill points (x4 at first level).
Traits:
Darkvision 60ft.
Immune to effects requiring fortitude saves, unless they would also affect objects.
Immune to Critical Hits and Flanking. Their undifferentiated body has no weak points.
All Around Vision: Even if they have humanoid like appearances, they don't actually use their "eyes" to see.
Proficient in it's natural weapons, and any weapon and armor mentioned in it's entry. If generally humanoid in appearance, proficient in all simple weapons.
Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Elementals who die off their home plane are not destroyed, but instead reform as if by True Resurrection after a period of time based on the elementals power. This is 5 years per CR of the elemental, up to CR20 with each level of CR above that adding another 100 years.
Elementals do not need to eat, sleep, or breathe.
Genie
Darkvision out to 60ft. and low-light vision.
Plane Shift (Su): As a standard action, a genie may Plane Shift to any Inner, Transitive or Prime Material plane.
Elemental Tolerance (Ex): A genie is immune to the harmful effects of any inner plane it is on.
Genies do not need to sleep or breathe, though they do need to eat and drink.
Ghereleth
Darkvision out to 60ft. and low light vision
Immunity to Cold and Poison,
Resist Acid, Fire, and Sonic 10 (more powerful Ghereleths may have stronger resistances.
+4 to saves against disease
Aura of Cruel Imprisonment (Su): Ghereleths are the jailers of Carceri. All creatures within 30ft. of a Ghereleth must make a will save (DC19, cha based) or be slowed for 1 minute. Where multiple auras overlap only strongest applies. Success does not confirm immunity on future saves. More powerful Ghereleths might have stronger versions of this ability.
Freedom of Movement (Su): All Ghereleths benefit from a constant Freedom of Movement as the spell.
Guardinal:
Darkvision out to 60ft. and low-light vision
Immunity to Fire, Cold, Disease, and Petrification
Resistance to Acid 10
+4 to saves against poison
Possesses scent out to 30ft. or 10ft./CR, whichever is larger.
Feral Combat (Su): All Guardinals natural weapons automatically gain a +1 enhancement bonus per 3 CR (rounded up).
Master of the Wild (Su): All Guardinals are aware of every creature of the Animal, Magical Beast, and Vermin type within 100ft per CR and may communicate telepathically with them. They may enact a Charm Monster effect against any such creature they can sense as a swift action, once per round (ignoring vermins immunity to mind-affecting). Magical Beasts who make their saves are immune for 24 hours.
Tongues (Su): All Guardinals can speak with any creature that has a language, as though using a tongues spell (caster level equal to Hit Dice). This ability is always active.
Modron
Darkvision out to 60ft. and low-light vision
Immunity to Mind-Affecting, Subdual, Ability Damage/Drain, Energy Drain
Resist Fire, Cold and Electricity 10, More powerful Modrons may have stronger resistances)
Psychopomp:
Darkvision out to 60ft and Low-Light Vision.
Immunity to Cold, Disease, Electricity, Poison,
Resistance to Fire and Light 10 (More powerful psychopomps might have stronger resistances).
Beyond Life and Death: A psychopomp is Healed by both negative and positive energy. They are immune to death effects and negative levels and nothing can overcome that immunity.
Link Between Worlds: A Psychopomp is able to affect certain creatures from the border region of a transitive plane into it's coterminous plane or vice versa. Abilities capable of transitive to coterminous are marked with an asterisk (*) abilities which are capable of going both ways are marked with two asterisks (**).
Spirit Sight: A Psychopomp can see into the ethereal/border astral and the corresponding plane as if it was present in both locations at the same time. It does not suffer any penalty to it's visibility distance due to planar effects. It may see into the Plane of Shadow as well. It may only look one way at a time (thus from the prime material, it can see into the Astral or the Shadow, from the Shadow it could only see the material)
Mirror (Ex): As a standard action, a Psychopomp may travel between a Transitive Plane, and the exact location it corresponds to on a coexistent plane (and vice versa) like greater plane shift. It can also gain or lose the incorporeal subtype at will as a free action.
Ghost Hunter: A psychopomp may interact with incorporeal creatures as normal with no miss chance. It's weapons, natural weapons, and unarmed attacks, all gain the Ghost Touch quality.
Rilmani:
Darkvision out to 60ft. and Low-Light Vision
Immunity to Light and Poison
Resistance to Acid and Sonic 20
Aura of Passive Balance (Su): All creatures within close range of a Rilmani are affected by a
calm emotions effect every round and lose all alchemical, sacred, profane, resistance, and enhancement bonuses (Will negates for one round, cha based). Additionally, everything is subject to an area greater dispel magic at a caster level equal to the Rilmani's CR. The Rilmani may exclude creatures from it's aura effect if it is aware of them.
Summon (Su): Rilmani possess the ability to summon others of their kind. The Rilmani summoned and chance of arrival are listed in the creatures entry.
Slaad:
Darkvision out to 60ft. and Low-Light Vision
Immunity to Sonic and Confusion/Insanity.
Resistance to Acid, Cold Electricity, Fire, and Light 10 (more powerful slaadi may have stronger resistances).
Giant Frog (Su): Slaad warp reality around them. The area within 5ft per CR of the Slaad gains Limbo's Highly Morphic trait. The Slaad recieves a +2 bonus to checks to shape the area. Additionally, Slaad are always under Subjective Gravity.
Chaos Fang (Su): A bite from a Slaad infects the victim with chaotic energy, causing them to take a certain amount of chaotic damage per round for a number of rounds equal to the Slaad's CR. If a victim dies while under this affect they transform into a slaad. No part of the character survives this transformation, and it can only be undone by a limited wish, wish, miracle or reality revision. A Protection from Chaos (or similar) effect negates this. Creatures with the [Lawful] subtype take double damage but don't transform into Slaad upon death. Creatures with the [Chaotic] subtype are immune to this ability. The exact details on damage, duration and transformation are given in the slaad's entry.
Spirit:
A spirit is a creature partially (or wholly) composed of the essence of a plane other than the Material Plane, but not entirely of an elemental energy.
Features:
8-sided hit die
Good BAB
All good saves
8+Int skill points, x4 at 1st HD
They also have the following traits, unless noted otherwise:
Darkvision 60ft
Unlike most other living creatures, a spirit does not have a dual nature—its soul and body form one unit. When an spirit is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on a spirit. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Spirits are inherently magical creatures. Their attacks, whether natural or manufactured, are always considered to be magical for all purposes, including for the purposes of DR and affecting incorporeal creatures.
Proficiency with any weapons or armor listed in their entry as well as weapons of similar (unless exotic) and lower type.
Spirits do not need to breathe, eat or sleep. Many of course can do these things.
Spirits who die off their home plane are not destroyed, but instead reform as if by True Resurrection after a period of time based on the spirits power. This is 5 years per CR of the spirit, up to CR20 with each level of CR above that adding another 100 years.
Partial is a subtype of spirit.
Partial spirits can be raised or resurrected normally.
Partial spirits perish normally regardless of plane.
Partial spirits need to breathe, eat and sleep.
Based off of the version in Liber Demonica with some additions.
Tanar'ri:
Immunity to Electricity and poison
Resistance to acid 10, cold 10 and fire 10
+4 to saves against disease
Telepathy out to 100ft.
Aura of Primal Emotion (Su): Tanar'ri are emotions at their most raw and primal. All tanar'ri project one of the following emotions out to Close range (determined by their HD). All mortals (creatures that are not dragons, elementals, fey, outsiders or undead) must make a Will save (DC 10 + 1/2 the tanar'ri's CR + the tanar'ri's Charisma modifier) at the beginning of each of their turns that they spend in this aura, or become afflicted by the emotion. If the auras of multiple tanar'ri overlap, only the strongest of them takes effect, and if multiple tanar'ri of the same power have overlapping auras, those within them only need to save once to ignore both of them. This is considered a mind-affecting ability.
The emotion types vary by demon, and are summarised here:
Anger: Effect identical to the
rage spell.
Arousal: Effect identical to the
charm monster spell.
Fear: Effect identical to the
cause fear spell, with no HD limit.
From Liber Demonica
Youkai:
Darkvision out to 60ft. and Low-Light Vision
Animal Affinity: Youkai have a +3 bonus to handle animal checks, and may speak with the type of animal their based off of as if they shared a language. For Tengu this applies to birds and canines. For Kappa, turtles, ducks and monkeys. For Humanoid Youkai and Satori, primates. Oni, Plant Youkai, Magician Youkai and Tsukomogami do not have an animal affinity.
Susceptible to Turning: Youkai are vulnerable to certain effects. A youkai can be affected by a turn undead ability, although on a result of destroyed they instead suffer a number of
Daunt levels equal to the turners level in addition to the turned effect. For every four levels/CR a youkai gains, they gain +1 turn resistance. Youkai can be rebuked and bolstered as well, though youkai with an int of 6 or higher cannot be commanded.
Vulnerability to Good: A youkai takes 50% extra damage from holy and suffers a -3 penalty to saving throws against effects with the [good] descriptor such as (holy smite, holy word, holy weapons). A youkai is sickened while within a
Hallowed area. A youkai is always treated as evil for the purposes of any effects that work differently against them regardless of their actual alignment and radiate evil as if they were evil outsiders. If the youkai is not actually evil then they additionally suffer effects according to their real alignment as normal. This vulnerability doesn't apply if the youkai would radiate strong good (such as being a good cleric).
Yugoloth
Immunity to Acid and Poison
Resistance to Fire and Electricity 10
Telepathy out to 100ft.
Aura of Blasphemous Power (Su): A yugoloth radiates an aura of pure evil. The area within close range of it is subject to an
Unhallow effect. The parameters of the spell (which spell is attuned, who is affected) may be changed as a move-equivilant action. The yugoloth may supress this aura if it wishes. If the aura's of multiple yugoloth overlap, only the strongest in the area applies. If equal power, then they count as one. This aura can be dispelled, but the yugoloth can reactivate it on it's turn as a move-equivilent action.
Role-Based Types
Brute
d12 HD
Good BAB
Good Fort Saves
2+int skills
Caster
d4 HD
Poor BAB
Good Will Save
4+int skills
Striker
d10 HD
Good BAB
Good Fort and Reflex Saves
4+int skills
Lurker
d6 HD
Average BAB
Good Reflex Saves
8+int skills
Master
d8 HD
Good BAB
All Good Save
8+int skills
Commander
D8HD
Average BAB
Two good saves, one poor
6+int skills