Special Ability Types

Rules Index

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
Save DCs. Save DCs for Ex abilities are usually fixed. Sp abilities use the equivalent spell DC (10 + spell level + ability modifier). Su abilities list their own DC — typically 10 + ½ HD + relevant ability modifier, but check the stat block.

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
Escalation. If a shaken creature is affected by another fear effect that would make it shaken, it becomes frightened instead. If frightened and affected again, it becomes panicked. Remove fear suppresses fear conditions for 10 minutes per level; calm emotions suppresses them for the duration.

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.