Monster primary spell caster ability?


Rules Discussion

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

For creatures that have spells that do some damage roll plus primary casting ability modifier, what is that modifier? Is there a default stated somewhere, like divine spells always use Wisdom? Given that creatures have their own rules for their bonuses, I'm not sure I can reverse engineer the bonus from the Spell DC or Spell Attack.


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TomParker wrote:
For creatures that have spells that do some damage roll plus primary casting ability modifier, what is that modifier? Is there a default stated somewhere, like divine spells always use Wisdom? Given that creatures have their own rules for their bonuses, I'm not sure I can reverse engineer the bonus from the Spell DC or Spell Attack.

Unless the Spells are Innate, which always use CHA, I use the creature's highest mental stat, as I assume that is their "Key Ability" for casting.


Pathfinder Rulebook Subscriber

Do you have a caster in the party? It may be easiest and most fair to just determine what the player maximum for the creatures level is, and use that.

For the vast majority of encounters, that should match a player characters modifier.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks, all!

Aratorin wrote:
I use the creature's highest mental stat, as I assume that is their "Key Ability" for casting.

That's what I've done in every case until now. It usually makes sense. In this specific case...

Age of Ashes book 2:
I was putting Belmazog into Roll20. He has divine prepared spells, a spell DC of 27 and a +19 spell attack, and has several level 5 cantrips that would apply his ability modifier to damage. He has a +3 wisdom bonus and a +6 charisma bonus.

The +6 seemed high for a Creature 9 to have only a +19 spell attack, and he's sort of a cleric-ish representative of Dahak. So I went with the wisdom bonus as his divine spellcasting stat in this case.

I was just wondering if there was any specific guidance anywhere that I'd overlooked. This is sort of an edge case. As you suggest, that highest ability seems like the logical choice most of the time. I'm just surprised it's not part of the stat block and there's no default by tradition.


TomParker wrote:
For creatures that have spells that do some damage roll plus primary casting ability modifier, what is that modifier? Is there a default stated somewhere, like divine spells always use Wisdom? Given that creatures have their own rules for their bonuses, I'm not sure I can reverse engineer the bonus from the Spell DC or Spell Attack.

I looked over Core and the Bestiaries and unfortunately there's no clear cut rule (except for Innate Spells, which always use Cha), and even worse in some cases the books just confuse you more.

The prime example being Dragons, where the bestiary says with spellcasting Dragons you might increase different mental stats (Int/Cha for Chromatic; Int/Wis/Cha for Metallic; Wis/Cha for Primal) to "reflect their mastery of magic". So...which is their spellcasting stat? Who knows. Take your pick.

They really should errata this at some point, and I'm curious as to how it's handled in PFS (if they've even realised the issue).


One thing to note is most enemies don't live long enough to get down to cantrips, except for the lowest of levels. Don't think I've ever actually cast a cantrip from a monster.


Captain Morgan wrote:
One thing to note is most enemies don't live long enough to get down to cantrips, except for the lowest of levels. Don't think I've ever actually cast a cantrip from a monster.

I was actually curious so I went through the Core Rulebook. The non-cantrip spells that use the spellcasting ability modifier for stuff are:

false life
glyph of warding*
illusory creature
spiritual guardian
spiritual weapon
weapon of judgement

*glyph of warding is an exception because all the modifier interacts with is how many glyphs you can have active.

Then I went through the Bestiary and Bestiary 2 to see if any monster had any of them as non-innate spells:

false life: Lich

glyph of warding: none

illusory creature: lamia matriarch, dark naga, worm that walks cultist

spiritual guardian: none

spiritual weapon: drow priestess, gnoll cultist

weapon of judgement: none

Of these, the Lich is described as a "wizard", so I'd use Int. The Drow Priestess is a Cleric, so Wis. The Gnoll Cultist is likely also a Cleric, but it's not specified.

So that leaves the three monsters that get illusory creature. Not a big deal, overall.

Of course there might be more in modules, and as the game progresses and we get more spells and creatures the list might expand so it'd be nice to have a ruling. And obviously if we go into cantrips there's a lot more, so it'd be even nicer.

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