Special Ability Types
Monsters, class features, spells, and magic items grant abilities that fall outside the normal attack-and-save framework. Pathfinder sorts these into three categories — Extraordinary (Ex), Spell-Like (Sp), and Supernatural (Su) — each with different interactions with dispel magic, antimagic fields, and other suppressors. This page also covers the most common special mechanics that appear in stat blocks: ability score damage, afflictions, energy drain, fear, and transformation effects.
Ability Types: Ex, Sp, Su
| Type | What it is | Provokes AoO | Dispel Magic | Antimagic Field | Spell Resistance |
|---|---|---|---|---|---|
| Extraordinary (Ex) | Non-magical — pure physiology or training. Works in any environment. | No | No effect | No effect | No effect |
| Spell-Like (Sp) | Functions exactly like a spell of equivalent level; has casting time, range, and save DC as listed. Counts as a spell for concentration and AoO purposes. | Yes | Can dispel | Suppressed | Applies |
| Supernatural (Su) | Magical but not a spell — cannot be identified with Spellcraft, does not provoke, and cannot be counterspelled. Still suppressed by antimagic. | No | No effect | Suppressed | No effect |
Ability Score Damage, Drain, and Penalties
Three distinct mechanics reduce ability scores — they look similar but recover differently.
| Effect | What it does | Recovery |
|---|---|---|
| Ability Damage | Temporary reduction to the score. Reduces derived stats (modifier, HP for CON) immediately. At 0 in STR/DEX/CON the creature is helpless or unconscious; at 0 INT/WIS/CHA they are unconscious or comatose. | 1 point per day of rest (natural); restoration removes all damage |
| Ability Drain | Permanent reduction — the score is actually lowered, not temporarily reduced. Same immediate effects as damage. Much harder to recover from. | Restoration or greater restoration only; natural rest does not heal drain |
| Ability Penalty | A circumstance/morale/etc. bonus in reverse — applies a modifier to checks without changing the score itself. Does not cause unconsciousness at 0. | Ends when the source ends (spell duration, condition removed, etc.) |
Afflictions
Afflictions are ongoing harmful effects with a shared anatomy: a save type and DC, an onset delay, a frequency of additional saves, and an effect that progresses until cured or the saves are passed.
| Save | Fort (usually), Ref, or Will depending on affliction type; DC listed in stat block |
|---|---|
| Onset | Delay before the first save is required (e.g., 1 round, 1 minute, 1 day). Immediate onset means the first save occurs right away. |
| Frequency | How often subsequent saves are required (e.g., 1/round, 1/day) |
| Effect | What happens on a failed save. May list multiple stages (stage 1 → stage 2 → …) |
| Cure | Number of consecutive successful saves required to end the affliction naturally |
Disease
Diseases are afflictions contracted through contact, ingestion, or injury. Failed saves typically deal ability damage (usually CON or STR). A creature that reaches 0 in an ability score due to disease may die. Remove disease ends a disease regardless of stage; delay poison does not work on diseases.
Poison
Poisons use the same affliction structure. Most have a very short onset (immediate or 1 round) and high frequency (every round or minute). Poisons stacked from the same source do not stack mechanically — a second dose during an active poison resets the duration and increases the DC by +2. Neutralize poison and delay poison both address active poisons. The Poison Use class feature (Assassin, some archetypes) prevents accidental self-poisoning when applying poison to a blade.
Bleed
Bleed damage is dealt at the start of the bleeding creature's turn. Multiple bleed effects from different sources stack. Bleed stops when the creature receives any magical healing, or when a DC 15 Heal check is made as a standard action. The bleeding condition tracks this state.
Energy Drain and Negative Levels
Energy drain temporarily strips away character levels, weakening the target without actually removing XP or class features permanently — unless the negative levels are not removed in time.
| Per negative level | –1 on all skill checks, ability checks, attack rolls, and saving throws; –5 maximum HP; lose one spell slot from highest available level |
|---|---|
| Effective level | The creature treats its character level as reduced by the number of negative levels for all level-dependent effects |
| At 0 effective level | The creature dies (or becomes undead if slain by an undead energy drain) |
| Fort save (24 hours) | DC = 10 + ½ attacker's HD + attacker's CHA modifier; success removes one negative level, failure makes it permanent (ability drain to the relevant ability score) |
| Removal | Restoration removes one negative level; greater restoration removes all; enervation (spell) is a common source |
Fear Effects
Fear is a mind-affecting emotion effect. Creatures immune to mind-affecting effects (most undead, constructs) are immune to fear entirely. Fear escalates through three conditions:
| Condition | Effect |
|---|---|
| Shaken | –2 on attack rolls, saving throws, skill checks, and ability checks |
| Frightened | –2 on above checks and must flee from the source of fear if able; may fight if cornered |
| Panicked | –2 on above checks; must drop anything held and flee; cannot take actions except to escape; cowers if unable to flee |
Paralysis
A paralyzed creature loses all STR and DEX (treated as 0 for movement purposes), cannot take actions, and is treated as helpless — subject to coup de grâce. Paralysis typically allows a Fortitude save to resist; duration varies by source. Remove paralysis ends it immediately; freedom of movement prevents it entirely.
Petrification
Petrification (from a basilisk's gaze, flesh to stone, etc.) turns a creature to stone. The process is two-stage in some sources: the creature first becomes staggered for 1 round before full petrification, allowing one final save. A petrified creature is treated as an object — immune to most effects — and does not age or require food. Stone to flesh reverses it; returning a creature to flesh deals 4d6 points of damage from the shock of transition.
Polymorph Effects
Polymorph effects (including beast shape, wild shape, baleful polymorph, and similar) change a creature's physical form. Key rules that apply to all polymorph effects:
- Polymorph effects do not stack — a second polymorph effect ends the first.
- Equipment merges into the new form and ceases to function unless the spell specifies otherwise.
- The creature retains its own ability scores unless the spell specifically replaces them (e.g. baleful polymorph replaces STR/DEX/CON).
- Supernatural abilities of the new form are not gained unless the spell explicitly grants them.
- Extraordinary abilities of the new form are gained (natural attacks, movement modes, etc.).
- Dispel magic can end a polymorph effect; freedom of movement does not prevent polymorph.