Special Abilities

Work in Progress

The following special abilities are some unusual examples of those used by the creatures of Creed, though there are certainly countless other abilities not listed here. Not all monsters will follow these rules exactly, many creating unique twists or having a true mastery over a more common ability. The less-monstrous denizens of Creed will occasionally gain these or similar abilities through training, magic, or mutation.

Many instances of special abilities can be found either on the Universal Monster Rules page or the Special Abilities page.

Natural Abilities

This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.

Special Abilities

A special ability is either extraordinary, spell-like, or supernatural in nature.

To help understand these types of special abilities and the interactions they can have in a few scenarios, the following chart is provided.

Effect Extraordinary Ability Spell-Like Ability Supernatural Ability
Can Dispel Magic and similar spells dispel the effects of abilities of that type? No Yes No
Does Spell Resistance protect a creature from these abilities? No Yes No
Does an antimagic field or similar magic suppress the ability? No Yes Yes
Does using the ability provoke attacks of opportunity the way that casting a spell does? No Yes No

Ability Descriptions

The following pages define a variety of monster abilities.

Special Abilities

Skies of Glass Planeswalker Planeswalker