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Epic Path features the following monster types, each with unique characteristics:
|Monster Type||Description||Strong Saves||Vision||Alignment||Breathe?||Eat?||Sleep?|
|Aberration||An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.||Will||Darkvision 60 ft.||Any||Yes||Yes||Yes|
|Animal||An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.||Fort, Refl||Low-Light 120 ft.||Neutral||Yes||Yes||Yes|
|Construct||A construct is an animated object or artificially created creature.||-||Darkvision 60 ft., Low-Light 120 ft.||Any (Usually Neutral)||No||No||No|
|Dragon||A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.||Fort, Refl, Will||Darkvision 60 ft., Low-Light 120 ft.||Any||Yes||Yes||Yes|
|Elemental||These outsiders are from one of the elemental planes, and are animated forms of one of the fundaments.||Varies||Varies||Any (Usually Neutral)||No||No||No|
|Fey||A fey is a creature with supernatural abilities and connections to nature and the Fey realm (the First World). Fey are usually human-shaped.||Refl, Will||Low-Light 120 ft.||Any||Yes||Yes||Yes|
|Humanoid||A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies.||Any one (usually Reflex)||- (varies)||Any||Yes||Yes||Yes|
|Magical Beast||Magical beasts are similar to animals but tend to be smarter. Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.||Fort, Refl||Low-Light 120 ft.||Any||Yes||Yes||Yes|
|Monstrous Humanoid||Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.||Refl, Will||Darkvision 60 ft.||Any||Yes||Yes||Yes|
|Ooze||An ooze is an amorphous or mutable creature, usually mindless.||None||Varies (Blindsense 60 ft., Tremorsense 60 ft.)||Any (Usually Neutral)||No||Yes||No|
|Outsider||An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane.||Refl, Will||Darkvision 60 ft.||Any||Yes||No1||No1|
|Plant||This type comprises monstrous vegetable creatures. Note that regular plants are not creatures, but objects, even though they are alive.||Fort||Low-Light 120 ft.||Any (Usually Neutral)||Yes||Yes||No|
|Protean||This type comprises shape-changing creatures or creatures with mutable physical structures.||Fort, Will||- (varies)||Any (Usually Evil)||Yes||Yes||Yes|
|Swarm||A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature.||Fort||- (varies)||Any (Usually Neutral)||Yes||Yes||Yes|
|Troop||A Troop is a collection of small or larger creatures that acts as a single creature, gaining many of the benefits of a swarm.||Fort||- (varies)||Any||Yes||Yes||Yes|
|Undead||Undead are once-living creatures animated by spiritual or supernatural forces.||Will||Darkvision 60 ft.||Any (Usually Evil)||No||Varies2||Varies3|
|Vermin||This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.||Fort||Darkvision 60 ft.||Any (Usually Neutral)||Yes||Yes||Yes|
- 1 - Outsiders with the Native subtype must eat and sleep.
- 2 - Skeleton and spectral-type undead do not eat, but flesh-type (zombies, ghouls, vampires, etc.) must eat
- 3 - Vampires must sleep. Undead who cast spells must meditate or sleep for 6 hours to recover spells.