Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted in a monster description.
Burrow
A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.
Climb
A creature with a climb speed has a +8 racial bonus on all Athletics checks made while climbing. The creature must make an Athletics check to climb any wall or slope with a DC of more than 0, but it can always choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed and makes a single Athletics check at a -5 penalty. Creatures cannot run while climbing. A creature with a climb speed is not flat-footed while climbing, and opponents get no special bonus on their attacks against a climbing creature.
Fly
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
- Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.
- Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
- Average: The creature can fly as adroitly as a small bird.
- Poor: The creature flies as well as a very large bird.
- Clumsy: The creature can barely maneuver at all.
A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. A creature making a dive attack can attack only with a piercing weapon (such as a spear) or with a claw or talon natural weapon, but these deal double damage.
A creature can use the run action while flying, provided it flies in a straight line.
A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.
Glide
A creature with a glide speed functions as if they had a fly speed in many ways; however, a gliding creature uses gravity to pull them forward. A gliding creature can move forward 20 feet for every 5 feet it descends. So, if a creature has a glide speed of 40, it descends by 10 feet each time it takes a move action to move 40 feet. A creature with a glide speed can never ascend while gliding.
All glide speeds include a parenthetical note indicating maneuverability, see above. A creature can never hover while gliding, regardless of its maneuverability.
Gliding otherwise functions the same as flying, including the ability to make dive attacks.
Swim
A creature with a swim speed can move through water at its swim speed without making Athletics checks. It has a +8 racial bonus on any Athletics check to perform some special action or avoid a hazard while swimming. While swimming, the creature can always choose to take 10 on an Athletics check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.