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Natural Weapons[]
Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions.
Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20, and deal double damage on critical hits.
When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.
A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s full attack bonus, and its damage includes its full Strength modifier (1-1/2 times its Strength bonus if the attack is with the creature’s sole natural weapon). Attacks with secondary natural weapons are less effective and are made with a –5 penalty on the attack roll, no matter how many there are, and add only 1/2 the creature’s Strength bonus to damage. (Creatures with the Multiattack feat take only a –2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Types of Natural Weapons[]
Natural weapons have types just as other weapons do. The most common are summarized below.
- Main Appendages
- Think of these like the quarterstaves or poles in the world of natural weapons. They all do bludgeoning damage if nothing is attached at the end.
- Full Body Attack (Tackle, Charge, Ram, etc): The creature attacks with its entire body—dealing bludgeoning damage.
- Blunt Appendage (Arm, Leg, Wing, etc): The creature batters opponents with a plain appendage to slap or slam, dealing bludgeoning damage.
- Whip-like Appendage (Tongue, Tail, Tentacle, Vines, etc): The creature flails at opponents with a long appendage—dealing bludgeoning damage.
- Extra Appendages
- Think of these like the spearheads, sword-blades, and pincers in the world of natural weapons. They typically sit at the end of your main appendage to arm it and deal a different form of damage, or even add onto it.
- Crushing Appendage (Bite, Pincers, Snapping trap, etc): The creature attacks with its crushing appendage—dealing piercing, slashing, and bludgeoning damage.
- Sharp Appendage (Claw, Talon, etc): The creature rips the opponent with their appendage—dealing piercing and slashing damage.
- Pointy Appendage (Antler, Horn, Beak, etc): The creature spears the opponent with their appendage to impale and gore them—dealing piercing damage.
- Sting: The creature stabs with a stinger—dealing piercing damage. Sting attacks usually deal damage from poison in addition to hit point damage.
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