Each rule includes a format guide for how it appears in a monster's listing and its location in the stat block. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.Some monsters are vulnerable to magic weapons.
The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier.Some spell-like abilities duplicate spells that work differently when cast by characters of different classesSurge doesn’t have a separate entry in the monster stat block—the surge die is listed in the mythic power ability.Web spinners can create sheets of sticky webbing up to three times their size.

Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack's original type.The Damage Type column refers to the sort of damage that the natural attack typically deals: bludgeoning (B), slashing (S), or piercing (P). A creature is immune to gaze attacks of others of its kind unless otherwise noted.

A creature that can fly is allowed a Reflex save each round to escape the whirlwind. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters.

Vite ! Approaching creatures must succeed on a DC 20 A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). That opponent must attempt a saving throw but can try to avoid this as described above.

The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.If the whirlwind's base touches the ground, it creates a swirling cloud of debris. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object.

A spell-like ability can be disrupted just as a spell can be. When a cleric casts When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction.A few creatures are harmed by more than one kind of weapon. An incorporeal creature cannot pass through a force effect.An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as An incorporeal creature moves silently and cannot be heard with Some creatures treat one or more of their attacks differently, such as dragons, which always receive 1-1/2 times their Strength bonus on damage rolls with their bite attack. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. Reactivating a constant spell-like ability is a swift action. Severed parts that are not reattached wither and die normally.A creature must have a Constitution score to have the regeneration ability.The creature can detect opponents within 30 feet by sense of smell. Gaze attacks can affect ethereal opponents. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. The creature controls the exact height, but it must be at least 10 feet high.The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. Montagen & Kabeltechnik est un spécialiste du câblage spécial haut de gamme.

Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus.
Creatures 5 feet away have concealment, while those farther away have total concealment. An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. The creature still takes damage but can leave if the save is successful.Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind.