# CVS $Revision: 12047 $ $Author: eddyanthony $ -- Fri Nov  5 22:27:22 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Bestiary	SOURCESHORT:PFB	SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8auu	SOURCEDATE:2009-10

###Block: Dark Folk Abilities
# Ability Name	Unique Key					Category of Ability		Type							Define					Description																																Modify VAR										Source Page		Aspects																				Description of the Benefits
Poison Use		KEY:Poison Use ~ Dark Folk		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:Dark Folk are skilled in the use of poison and never risk accidentally poisoning themselves.																												SOURCEPAGE:p.53	ASPECT:Ability Benefit|(Black Smear--injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.)	BENEFIT:Dark Folk are skilled in the use of poison and never risk accidentally poisoning themselves. Dark Folk favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear-- injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
See in Darkness	KEY:See in Darkness ~ Dark Folk	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Sense							DESC:Dark Folk can see perfectly in darkness of any kind, including that created by deeper darkness.																												SOURCEPAGE:p.53
Rag Armor		KEY:Rag Armor ~ Dark Creeper		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:A dark creeper's multiple layers of filthy rags function as leather armor when worn by one of their kind.																										SOURCEPAGE:p.53
Death Throes	KEY:Death Throes ~ Dark Creeper	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:DeathThroesDC|10+(HD/2)+CON	DESC:When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. Creatures within a 10-foot burst may be blinded for 1d6 rounds.	BONUS:VAR|DeathThroesDC|2|PREFEAT:1,Ability Focus (Death Throes)	SOURCEPAGE:p.53	ASPECT:Ability Benefit|(DC %1)|DeathThroesDC														BENEFIT:When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness.|DeathThroesDC
Death Throes	KEY:Death Throes ~ Dark Stalker	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:DeathThroesDC|10+(HD/2)+CON	DESC:When a dark stalker is slain, its body combusts in a flash of white-hot flame.																				BONUS:VAR|DeathThroesDC|2|PREFEAT:1,Ability Focus (Death Throes)	SOURCEPAGE:p.54	ASPECT:Ability Benefit|(DC %1)|DeathThroesDC														BENEFIT:When a dark stalker is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC %1 Reflex save halves this damage. A dark stalker's gear and treasure are unaffected by this explosion.|DeathThroesDC

###Block: Darkmantle Abilities
# Ability Name	Unique Key			Category of Ability		Type								Description																																						Modify VAR			Source Page		Description of the Benefits
Grab			KEY:Grab ~ Darkmantle	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DESC:A darkmantle can use its grab attack against a foe of any size. If the Darkmantle hits with its slam attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.	BONUS:VAR|CMB_Grapple|4	SOURCEPAGE:p.301	BENEFIT:A darkmantle can use its grab attack against a foe of any size. If the Darkmantle hits with its slam attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. Grab works only against opponents at least one size category smaller than you. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

###Block: Demon (Babau) Abilities
# Ability Name	Unique Key				Category of Ability		Type								Description								Source Page		Description of the Benefits
Protective Slime	KEY:Protective Slime ~ Babau	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive	DESC:A layer of acidic slime coats a babau's skin.	SOURCEPAGE:p.57	BENEFIT:A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

###Block: Demon (Balor) Abilities
# Ability Name	Unique Key				Category of Ability		Type							Define					Description																																													Automatically Gained Weapon Prof.	Modify VAR										Weapon prof. bonus				Source Page		Aspects							Description of the Benefits
Death Throes	KEY:Death Throes ~ Balor	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:DeathThroesDC|10+(HD/2)+CON	DESC:When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves).|DeathThroesDC																					BONUS:VAR|DeathThroesDC|2|PREFEAT:1,Ability Focus (Death Throes)								SOURCEPAGE:p.58	ASPECT:Ability Benefit|(DC %1)|DeathThroesDC
Entangle		KEY:Entangle ~ Balor		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity.																																												SOURCEPAGE:p.58									BENEFIT:If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.
Flaming Body	KEY:Flaming Body ~ Balor	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura							DESC:A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage.																																														SOURCEPAGE:p.58									BENEFIT:A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists.
Vorpal Strike	KEY:Vorpal Strike ~ Balor	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural								DESC:Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.																									SOURCEPAGE:p.58
Whip Mastery	KEY:Whip Mastery ~ Balor	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.																					AUTO:WEAPONPROF|Whip														BONUS:WEAPONPROF=Whip|WIELDCATEGORY|-1	SOURCEPAGE:p.58

###Block: Demon (Hezrou) Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define				Description																								Modify VAR								Source Page		Aspects						Description of the Benefits
Nausea		KEY:Nausea ~ Hezrou	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:NauseaDC|10+(HD/2)+CON	DESC:The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples.	BONUS:VAR|NauseaDC|2|PREFEAT:1,Ability Focus (Nausea)	SOURCEPAGE:p.62	ASPECT:Ability Benefit|(DC %1)|NauseaDC	BENEFIT:The noxious vapors and foul fluids that constantly weep and seethe from a hezrou's body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC %1 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC %1 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.|NauseaDC

###Block: Demon (Marilith) Abilities
# Ability Name		Unique Key					Category of Ability		Type						Define						Description																																			Combat bonus									Modify VAR											Weapon prof. bonus																														Source Page		Aspects
Crushing Coils		KEY:Crushing Coils ~ Marilith		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:CrushingCoilsDC|10+(HD/2)+STR	DESC:A creature that takes damage from a marilith's constrict attack must succeed on a DC %1 Fortitude save or lose consciousness for 1d8 rounds.|CrushingCoilsDC																					BONUS:VAR|CrushingCoilsDC|2|PREFEAT:1,Ability Focus (Crushing Coils)																																		SOURCEPAGE:p.63	ASPECT:Ability Benefit|(DC %1)|CrushingCoilsDC
Infuse Weapon		KEY:Infuse Weapon ~ Marilith		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural								DESC:Any weapon a marilith wields gains a +1 enhancement bonus to attack and damage, and strikes as if it were a chaotic and evil cold iron weapon (in addition to retaining the qualities of its actual composition).																								BONUS:WEAPONPROF=TYPE.Simple|DAMAGE,TOHIT|1|TYPE=Enhancement	BONUS:WEAPONPROF=TYPE.Martial|DAMAGE,TOHIT|1|TYPE=Enhancement	BONUS:WEAPONPROF=TYPE.Exotic|DAMAGE,TOHIT|1|TYPE=Enhancement	SOURCEPAGE:p.63
Multiweapon Mastery	KEY:Multiweapon Mastery ~ Marilith	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:A marilith never takes penalties to her attack roll when fighting with multiple weapons.																					BONUS:COMBAT|TOHIT-PRIMARY|4	BONUS:COMBAT|TOHIT-SECONDARY|8													BONUS:WEAPONPROF=Slam|TOHIT|2	BONUS:WEAPONPROF=Tail Slap|TOHIT|-6																							SOURCEPAGE:p.63

###Block: Demon (Nabasu) Abilities
# Ability Name		Unique Key					Category of Ability		Type						Define						Description																																										Choose									Save checks bonus			Combat bonus														Bonus to HP					Misc bonus									Bonus to skill			Modify VAR															Source Page		Aspects									Description of the Benefits																																																																																																																												Temporary effect description
Consume Life		KEY:Consume Life ~ Nabasu		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:GrowthPoints|0				DESC:When a nabasu creates a ghoul with its gaze attack, it gains a growth point.																														CHOOSE:NUMBER|MIN=1|MAX=20|TITLE=Add to growth point total	BONUS:CHECKS|ALL|GrowthPoints	BONUS:COMBAT|TOHIT|GrowthPoints	BONUS:COMBAT|AC|GrowthPoints/2|TYPE=NaturalArmor.REPLACE	BONUS:HP|CURRENTMAX|GrowthPoints*10	BONUS:MISC|CR|GrowthPoints/2	BONUS:MISC|SR|GrowthPoints/2	BONUS:SKILL|ALL|GrowthPoints	BONUS:VAR|GrowthPoints|%CHOICE|PREAPPLY:PC	BONUS:VAR|CMB,NabasuCasterLevel|GrowthPoints	SOURCEPAGE:p.64	ASPECT:Ability Benefit|(%1 Growth Points)|GrowthPoints	BENEFIT:When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check--success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points--it automatically matures if it has not done so already when it reaches 20 growth points.	TEMPDESC:When a nabasu creates a ghoul with its gaze attack, it gains a growth point.
Death-Stealing Gaze	KEY:Death-Stealing Gaze ~ Nabasu	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:DeathStealingGazeDC|10+(HD/2)+CHA	DESC:As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC %1 Fortitude save or gain a negative level.|DeathStealingGazeDC																																																					BONUS:VAR|DeathStealingGazeDC|2|PREFEAT:1,Ability Focus (Death-Stealing Gaze)				SOURCEPAGE:p.64	ASPECT:Ability Benefit|(DC %1)|DeathStealingGazeDC		BENEFIT:As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its death-stealing gaze for a full round. All living creatures within 30 feet must succeed on a DC %1 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round--if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul.|DeathStealingGazeDC

###Block: Demon (Nalfeshnee) Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define					Description																										Modify VAR											Source Page		Aspects							Description of the Benefits
Unholy Nimbus	KEY:Unholy Nimbus ~ Nalfeshnee	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:UnholyNimbusDC|10+(HD/2)+CHA	DESC:Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body.	BONUS:VAR|UnholyNimbusDC|2|PREFEAT:1,Ability Focus (Unholy Nimbus)	SOURCEPAGE:p.65	ASPECT:Ability Benefit|(DC %1)|UnholyNimbusDC	BENEFIT:Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC %1 Will save or be dazed for 1d10 rounds as visions of madness hound it.|UnholyNimbusDC

###Block: Demon (Quasit) Abilities
# Change Shape & Poison in Core Bestiary

###Block: Demon (Shadow) Abilities
# Ability Name		Unique Key						Category of Ability		Type									Description																																									Source Page		Aspects								Description of the Benefits
Sprint			KEY:Sprint ~ Shadow Demon			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement	DESC:Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.																												SOURCEPAGE:p.67
Shadow Blend		KEY:Shadow Blend ~ Shadow Demon		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural				DESC:During any conditions other than bright light, a shadow demon can disappear into the shadows as a move equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.	SOURCEPAGE:p.67
Sunlight Powerlessness	KEY:Sunlight Powerlessness ~ Shadow Demon	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness		DESC:A shadow demon is utterly powerless in bright light or natural sunlight and flees from it.																											SOURCEPAGE:p.67										BENEFIT:A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or attack action. A shadow demon that is possessing a creature using magic jar is not harmed by sunlight, but if it is struck by a sunbeam or sunray spell while possessing a creature, the shadow demon is driven out of its host automatically.
Cold				KEY:Cold ~ Shadow Demon				CATEGORY:Special Ability	TYPE:SpecialAttack						DESC:A Shadow Demon's bite and claw attacks deal an additional 1d6 cold damage on a successfull hit.																										SOURCEPAGE:p.67	ASPECT:Ability Benefit|(1d6 cold damage/bite or claw)

###Block: Demon (Succubus) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																							Modify VAR										Source Page		Aspects										Description of the Benefits
Change Shape	KEY:Change Shape ~ Succubus	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural							DESC:You have the ability to assume the appearance of a small or medium humanoid, but retains most of your own physical qualities.														SOURCEPAGE:p.68	ASPECT:Ability Benefit|(alter self, small or medium humanoid)	BENEFIT:You have the ability to assume the appearance of a small or medium humanoid, but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).
Energy Drain	KEY:Energy Drain ~ Succubus	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:EnergyDrainDC|10+(HD/2)+CHA	DESC:A succubus drains energy from a mortal she lures into an act of passion, such as a kiss.									BONUS:VAR|EnergyDrainDC|2|PREFEAT:1,Ability Focus (Energy Drain)	SOURCEPAGE:p.68	ASPECT:Ability Benefit|(DC %1)|EnergyDrainDC				BENEFIT:A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC %1 Will save to negate the suggestion. The DC is 22 for the Fortitude save to remove a negative level.|EnergyDrainDC
Profane Gift	KEY:Profane Gift ~ Succubus	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural							DESC:Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round.												SOURCEPAGE:p.68												BENEFIT:Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

###Block: Demon (Vrock) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Description																																		Modify VAR												Source Page		Aspects								Description of the Benefits
Dance of Ruin	KEY:Dance of Ruin ~ Vrock	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:DanceOfRuinDC|10+(HD/2)+CHA		DESC:A vrock can dance and chant as a full-round action--at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet.	BONUS:VAR|DanceOfRuinDC|2|PREFEAT:1,Ability Focus (Dance of Ruin)			SOURCEPAGE:p.69	ASPECT:Ability Benefit|(DC %1)|DanceOfRuinDC		BENEFIT:A vrock can dance and chant as a full-round action--at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC %1 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing.|DanceOfRuinDC
Spores		KEY:Spores ~ Vrock		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:A vrock can release a cloud of spores from its body once every 3 rounds as a free action.																																	SOURCEPAGE:p.69										BENEFIT:A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech	KEY:Stunning Screech ~ Vrock	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:StunningScreechDC|10+(HD/2)+CON	DESC:Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-footradius spread must succeed on a DC %1 Fortitude save or be stunned for 1 round.|StunningScreechDC			BONUS:VAR|StunningScreechDC|2|PREFEAT:1,Ability Focus (Stunning Screech)	SOURCEPAGE:p.69	ASPECT:Ability Benefit|(DC %1)|StunningScreechDC

###Block: Derro Abilities
# Ability Name			Unique Key						Category of Ability		Type								Description														Save checks bonus			Source Page		Description of the Benefits
Madness				KEY:Madness ~ Derro				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:Derros are immune to insanity and confusion effects.						BONUS:CHECKS|Will|CHA-WIS	SOURCEPAGE:p.70	BENEFIT:Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use				KEY:Poison Use ~ Derro				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:Derros are not at risk of poisoning themselves when handling poison.								SOURCEPAGE:p.70	BENEFIT:Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.
Vulnerability to Sunlight	KEY:Vulnerability to Sunlight ~ Derro	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness	DESC:A derro takes 1 point of Con damage after every hour it is exposed to sunlight.						SOURCEPAGE:p.70

###Block: Devil (Barbed) Abilities
# Ability Name	Unique Key					Category of Ability		Type								Define				Description																																									Modify VAR								Source Page		Aspects						Description of the Benefits
Barbed Defense	KEY:Barbed Defense ~ Barbed Devil	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive						DESC:A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs.																									SOURCEPAGE:p.72								BENEFIT:A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way.
Grab			KEY:Grab ~ Barbed Devil			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption						DESC:If a barbed devil hits with the indicated attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. A barbed devil can use its grab attack against a foe of up to Medium size.	BONUS:VAR|CMB_Grapple|4						SOURCEPAGE:p.301								BENEFIT:If a barbed devil hits with the indicated attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. A barbed devil can use its grab attack against a foe of up to Medium size. A barbed devil has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. A barbed devil receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Fear			KEY:Fear ~ Barbed Devil			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:FearDC|10+(HD/2)+CHA	DESC:A barbed devil's fear attack affects any creature it damages with its claws.																													BONUS:VAR|FearDC|2|PREFEAT:1,Ability Focus (Fear)	SOURCEPAGE:p.72	ASPECT:Ability Benefit|(DC %1)|FearDC	BENEFIT:A barbed devil's fear attack affects any creature it damages with its claws. A DC %1 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect.|FearDC
Impale		KEY:Impale ~ Barbed Devil		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:A barbed devil deals 3d8+%1 points of piercing damage to a grabbed opponent with a successful grapple check.|STR*1.5																															SOURCEPAGE:p.72	ASPECT:Ability Benefit|(3d8+%1)|STR*1.5

###Block: Devil (Bearded) Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define				Description																						Modify VAR								Source Page		Aspects						Description of the Benefits
Beard			KEY:Beard ~ Bearded Devil		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:BeardDC|10+(HD/2)+CON	DESC:If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard.	BONUS:VAR|BeardDC|2|PREFEAT:1,Ability Focus (Beard)	SOURCEPAGE:p.73	ASPECT:Ability Benefit|(DC %1)|BeardDC	BENEFIT:If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC %1 Fortitude save or contract devil chills. Devil Chills: Disease--injury; save Fort DC %1; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.|BeardDC
Infernal Wound	KEY:Infernal Wound ~ Bearded Devil	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural						DESC:The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage.													SOURCEPAGE:p.73								BENEFIT:The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch--a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.

###Block: Devil (Bone) Abilities
# Ability Name	Unique Key				Category of Ability		Type							Define					Description																					Modify VAR								Source Page		Aspects
Poison		KEY:Poison ~ Bone Devil		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary		DEFINE:PoisonDC|10+(HD/2)+CON		DESC:Sting--injury; save Fort DC %1; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.74	ASPECT:Ability Benefit|(DC %1)|PoisonDC
Fear Aura		KEY:Fear Aura ~ Bone Devil	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DEFINE:FearAuraDC|10+(HD/2)+CHA	DESC:5 Ft., DC %1, 1d6 Rounds|FearAuraDC																									SOURCEPAGE:p.74	ASPECT:Ability Benefit|(5 Ft., DC %1, 1d6 Rounds)|FearAuraDC

###Block: Devil (Erinyes) Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define					Description																						Modify VAR									Source Page		Aspects						Description of the Benefits
Entangle		KEY:Entangle ~ Erinyes	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:EntangleDC|10+(HD/2)+DEX	DESC:Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC %1).|EntangleDC	BONUS:VAR|EntangleDC|2|PREFEAT:1,Ability Focus (Entangle)	SOURCEPAGE:p.75	ASPECT:Ability Benefit|(DC %1)|EntangleDC	BENEFIT:Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC %1). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other.|EntangleDC

###Block: Devil (Horned) Abilities
# Ability Name	Unique Key					Category of Ability		Type							Define					Description																																					Modify VAR								Source Page		Aspects								Description of the Benefits
Infernal Wound	KEY:Infernal Wound ~ Horned Devil	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural								DESC:The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage.																													SOURCEPAGE:p.76										BENEFIT:The damage a horned devil deals with its tail causes persistent wounds that deal 2d6 points of bleed damage. Bleeding caused in this way is difficult to staunch--a DC 26 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 26 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects.
Stun			KEY:Stun ~ Horned Devil			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:StunDC|10+(HD/2)+STR		DESC:Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC %1 Fortitude save or be stunned for 1d4 rounds. This ability is a function of the horned devil, not of the spiked chain.|StunDC	BONUS:VAR|StunDC|2|PREFEAT:1,Ability Focus (Stun)	SOURCEPAGE:p.76	ASPECT:Ability Benefit|(DC %1)|StunDC
Fear Aura		KEY:Fear Aura ~ Horned Devil		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DEFINE:FearAuraDC|10+(HD/2)+CHA	DESC:5 Ft., DC %1|FearAuraDC																																											SOURCEPAGE:p.76	ASPECT:Ability Benefit|(5 Ft., DC %1)|FearAuraDC

###Block: Devil (Ice) Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define				Description											Modify VAR								Source Page		Aspects						Description of the Benefits
Slow			KEY:Slow ~ Ice Devil	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:SlowDC|10+(HD/2)+CON	DESC:A hit from an ice devil's tail or spear induces numbing cold.	BONUS:VAR|SlowDC|2|PREFEAT:1,Ability Focus (Slow)	SOURCEPAGE:p.77	ASPECT:Ability Benefit|(DC %1)|SlowDC	BENEFIT:A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC %1 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself.|SlowDC

###Block: Devil (Imp) Abilities
# Poison & Change Shape in Core Bestiary

###Block: Devil (Pit Fiend) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																							Modify VAR									Source Page		Aspects						Description of the Benefits
Devil Shaping	KEY:Devil Shaping ~ Pit Fiend	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural							DESC:Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils.																SOURCEPAGE:p.80								BENEFIT:Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils (see page 71) equal to the number of lemures affected. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.
Disease		KEY:Disease ~ Pit Fiend		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:DiseaseDC|10+(HD/2)+CON	DESC:Devil Chills: Bite--injury; save Fort DC %1; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.|DiseaseDC	BONUS:VAR|DiseaseDC|2|PREFEAT:1,Ability Focus (Disease)	SOURCEPAGE:p.80	ASPECT:Ability Benefit|(DC %1)|DiseaseDC
Poison		KEY:Poison ~ Pit Fiend		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PoisonDC|10+(HD/2)+CON		DESC:Bite--injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves.					BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)		SOURCEPAGE:p.80	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Devourer Abilities
# Ability Name	Unique Key					Category of Ability		Type								Define					Description																					Modify VAR										Source Page		Aspects							Description of the Benefits
Devour Soul		KEY:Devour Soul ~ Devourer		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:DevourSoulDC|10+(HD/2)+CHA	DESC:By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell.	BONUS:VAR|DevourSoulDC|2|PREFEAT:1,Ability Focus (Devour Soul)	SOURCEPAGE:p.82	ASPECT:Ability Benefit|(DC %1)|DevourSoulDC	BENEFIT:By making a touch attack as a standard action, a devourer can deal 12d6+18 points of damage as if using a slay living spell. A DC %1 Fortitude save reduces this damage to 3d6+18. The soul of a creature slain by this attack becomes trapped within the devourer's chest. The creature cannot be brought back to life until the devourer's destruction releases its soul. A devourer can hold only one soul at a time. The trapped essence provides a devourer with 5 essence points for each Hit Die possessed by the soul. A devourer must expend essence points when it uses a spell-like ability equal to the spell's level. At the start of an encounter, a devourer generally has 3d4+3 essence points available. The trapped essence gains one permanent negative level for every 5 points of essence drained--these negative levels remain if the creature is brought back to life (but they do not stack with any negative levels imparted by being brought back to life). A soul that is completely consumed may only be restored to life by a miracle or wish.|DevourSoulDC
Spell Deflection	KEY:Spell Deflection ~ Devourer	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive							DESC:Certain spells, when cast at the devourer and overcome its spell resistance, affect a devoured soul instead.															SOURCEPAGE:p.82									BENEFIT:If any of the following spells are cast at the devourer and overcome its spell resistance, they instead affect a devoured soul: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnotism, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. While none of these effects harms the soul, the caster makes a DC 25 caster level check when a spell is deflected--success indicates that the trapped soul is released from its prison and the creature whose body it belonged to can now be restored to life as normal.

###Block: Dinosaur abilities
# Ability Name	Unique Key					Category of Ability		Type						Define				Description												Modify VAR								Weapon prof. bonus				Source Page		Aspects						Description of the Benefits
Powerful Bite	KEY:Powerful Bite ~ Tyrannosaurus	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary						DESC:A tyrannosaurus applies twice its Strength modifier to bite damage.										BONUS:WEAPONPROF=Bite|DAMAGE|max(0,STR)	SOURCEPAGE:p.86
Stun			KEY:Stun ~ Ankylosaurus			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:StunDC|10+(HD/2)+STR	DESC:The ankylosaurus's tail can deliver a powerful, stunning blow.		BONUS:VAR|StunDC|2|PREFEAT:1,Ability Focus (Stun)								SOURCEPAGE:p.83	ASPECT:Ability Benefit|(DC %1)|StunDC	BENEFIT:The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC %1 save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds.|StunDC

###Block: Dolphin Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description															Aspects
Hold Breath		KEY:Hold Breath ~ Dolphin	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:HoldBreathMinutes|CONSCORE*6	DESC:A dolphin can hold its breath for a %1 minutes before it risks drowning.|HoldBreathMinutes	ASPECT:Ability Benefit|(%1 minutes)|HoldBreathMinutes

###Block: Doppelganger Abilities
# Ability Name	Unique Key					Category of Ability		Type						Description																							Automatically Gained Armor Prof.						Automatically Gained Shield Prof.							Automatically Gained Weapon Prof.				Bonus to skill																						Source Page		Aspects					Description of the Benefits
Mimicry		KEY:Mimicry ~ Doppelganger		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A doppelganger is proficient in all weapons, armor, and shields.													AUTO:ARMORPROF|ARMORTYPE=Light|ARMORTYPE=Medium|ARMORTYPE=Heavy	AUTO:SHIELDPROF|Buckler|SHIELDTYPE=Light|SHIELDTYPE=Heavy|Tower Shield	AUTO:WEAPONPROF|TYPE=Martial|TYPE=Simple|TYPE=Exotic																									SOURCEPAGE:p.89							BENEFIT:A doppelganger is proficient in all weapons, armor, and shields. In addition, a doppelganger can use any spell trigger or spell completion item as if the spells were on its spell list. Its caster level is %1.
Perfect Copy	KEY:Perfect Copy ~ Doppelganger	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:When a doppelganger uses change shape, it can assume the appearance of specific individuals.																																																																SOURCEPAGE:p.89
Change Shape	KEY:Change Shape ~ Doppelganger	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You have the ability to assume the appearance of a specific creature or type of creature, but retains most of your own physical qualities.																																	BONUS:SKILL|Bluff (While using change shape ability)|4|TYPE=Racial	BONUS:SKILL|Disguise (While using change shape ability)|20|TYPE=Racial	SOURCEPAGE:p.89	ASPECT:Ability Benefit|(Alter Self)	BENEFIT:You have the ability to assume the appearance of a specific creature or type of creature, but retains most of your own physical qualities. You cannot change shape to a form more than one size category smaller or larger than your original form. This ability functions as a polymorph spell, but you do not adjust your ability scores (although you gain any other abilities of the creature you mimic).

###Block: Dragon Turtle abilities
# Ability Name	Unique Key					Category of Ability		Type						Define										Description																																																								Modify VAR																						Source Page		Aspects
Capsize		KEY:Capsize ~ Dragon Turtle		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DESC:A dragon turtle can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the boat captain's Profession (Sailor) check, whichever is higher. For each size category larger than the dragon turtle's size, it takes a cumulative -10 penalty on this CMB check.																								SOURCEPAGE:p.112
Breath Weapon	KEY:Breath Weapon ~ Dragon Turtle	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDice|HD	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:Cloud of steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage %1d6 fire, Reflex DC %2 half; effective both on the surface and underwater.|BreathWeaponDice|BreathWeaponDC																								BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus(Breath Weapon)	SOURCEPAGE:p.112	ASPECT:Ability Benefit|(Cloud of steam, %1d6 Fire, DC %2)|BreathWeaponDice|BreathWeaponDC

###Block: Drider Abilities
# Ability Name		Unique Key					Category of Ability		Type						Define				Description																																				Modify VAR								Weapon prof. bonus																		Wield Category bonus		Source Page		Aspects
Poison			KEY:Poison ~ Drider			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Bite--injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.|PoisonDC																				BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)																											SOURCEPAGE:p.113	ASPECT:Ability Benefit|(DC %1)|PoisonDC
Undersized Weapons	KEY:Undersized Weapons ~ Drider	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary						DESC:Although a drider is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).										BONUS:WEAPONPROF=TYPE.Simple|TOHIT|2	BONUS:WEAPONPROF=TYPE.Martial|TOHIT|2	BONUS:WEAPONPROF=TYPE.Exotic|TOHIT|2	BONUS:WIELDCATEGORY|ALL|1	SOURCEPAGE:p.113

###Block: Drow abilities
# Ability Name		Unique Key				Category of Ability		Type								Description																	Automatically Gained Weapon Prof.				Bonus to skill					Aspects
Drow Immunities		KEY:Drow Immunities ~ Drow	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity	DESC:Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.																	ASPECT:Immunity|Sleep
Keen Senses			KEY:Keen Senses ~ Drow		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:Drow receive a +2 racial bonus on Perception checks.																		BONUS:SKILL|Perception|2|TYPE=Racial
Poison Use			KEY:Poison Use ~ Drow		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:Drow are skilled in the use of poison and never risk accidentally poisoning themselves.
Weapon Familiarity	KEY:Weapon Familiarity ~ Drow	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:Drow are proficient with the hand crossbow, rapier, and short sword.						AUTO:WEAPONPROF|Crossbow (Hand)|Rapier|Sword (Short)

###Block: Dryad Abilities
# Ability Name	Unique Key				Category of Ability		Type							Description																											Source Page		Description of the Benefits
Tree Meld		KEY:Tree Meld ~ Dryad		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural		DESC:A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded with a tree as long as she wishes.				SOURCEPAGE:p.116
Tree Dependent	KEY:Tree Dependent ~ Dryad	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Weakness	DESC:A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it.										SOURCEPAGE:p.116	BENEFIT:A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad's personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour thereafter, she must make a DC 15 Fortitude save to resist becoming nauseated for an hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows-- eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual and making a successful DC 20 Will save.
Woodcraft		KEY:Woodcraft ~ Dryad		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary		DESC:A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.	SOURCEPAGE:p.116

###Block: Duergar Abilities
# Ability Name		Unique Key			Category of Ability		Type					Source Page		Aspects
+2 Save vs. Spells	KEY:Duergar vs Spells	CATEGORY:Special Ability	TYPE:SpecialQuality.SaveBonus	SOURCEPAGE:p.117	ASPECT:SaveBonus|+2 vs. Spells

###Block: Eel (Electric) Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define					Description																																									Modify VAR										Source Page		Aspects
Electricity		KEY:Electricity ~ Electric Eel	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:ElectricityDC|10+(HD/2)+CON	DESC:An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC %1 Fortitude save or be stunned for 1d4 rounds.|ElectricityDC	BONUS:VAR|ElectricityDC|2|PREFEAT:1,Ability Focus (Electricity)	SOURCEPAGE:p.119	ASPECT:Ability Benefit|(1d6, DC %1)|ElectricityDC

###Block: Eel (Giant Moray) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																																																		Source Page
Gnaw			KEY:Gnaw ~ Giant Moray Eel	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:If a giant moray begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+%1 points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing--it can make a second bite attack (+11 attack, 1d6+4) against a foe it has already grabbed.|STR*1.5	SOURCEPAGE:p.119

###Block: Elemental (Air) abilities
# Air Mastery in Core Bestiary

###Block: Elemental (Earth) abilities
# Earth Glide & Earth Mastery in Core Bestiary

###Block: Elemental (Water) abilities
# Drench, Vortex & Water Mastery in Core Bestiary

###Block: Ettercap Abilities
# Ability Name	Unique Key				Category of Ability		Type								Define					Description																													Modify VAR								Source Page		Aspects							Description of the Benefits
Poison		KEY:Poison ~ Ettercap		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:PoisonDC|10+(HD/2)+CON		DESC:Bite--injury; save Fort DC %1; frequency 1/round for 10 rounds; effect 1d2 Dex; cure 2 consecutive saves.|PoisonDC											BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.129	ASPECT:Ability Benefit|(DC %1)|PoisonDC
Spider Empathy	KEY:Spider Empathy ~ Ettercap	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Communicate	DEFINE:SpiderEmpathyBonus|HD+CHA	DESC:This ability functions as the druid's wild empathy, save that an ettercap can only use this ability on spiders.											BONUS:VAR|SpiderEmpathyBonus|4|TYPE=Racial		SOURCEPAGE:p.129	ASPECT:Ability Benefit|+%1|SpiderEmpathyBonus	BENEFIT:This ability functions as the druid's wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing ettercaps to train giant spiders and use them as guardians.
Traps			KEY:Traps ~ Ettercap		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs.										SOURCEPAGE:p.129									BENEFIT:The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Rules for crafting traps can be found in Chapter 13 of the Pathfinder RPG Core Rulebook. Ettercap Deadfall; CR 3; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square). Ettercap Noose; CR 1; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; This hideous purple creature walks upright like a man, but its face is that of a spider, and its hands are sickle-shaped claws. Effect +15 CMB check (grapple). Ettercap Spear Trap; CR 2; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 melee (1d6+6).

###Block: Ettin Abilities
# Ability Name			Unique Key						Category of Ability		Type						Description																																Combat bonus									Source Page
Superior Two-Weapon Fighting	KEY:Superior Two-Weapon Fighting ~ Ettin	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:An ettin fights with a flail or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.	BONUS:COMBAT|TOHIT-PRIMARY|4	BONUS:COMBAT|TOHIT-SECONDARY|8	SOURCEPAGE:p.130

###Block: Flytrap (Giant) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																																																																		Source Page		Description of the Benefits
Engulf		KEY:Engulf ~ Giant Flytrap	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes.	SOURCEPAGE:p.134	BENEFIT:If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of its mouths, it can close its jaws completely around the foe by making a new combat maneuver check (as though attempting to pin the foe). If it succeeds, it engulfs the prey and inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant's jaws, the flytrap's victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.

###Block: Frog (Giant) Abilities
# Ability Name	Unique Key			Category of Ability		Type						Description																																																	Source Page
Tongue		KEY:Tongue ~ Giant Frog	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.	SOURCEPAGE:p.135

###Block: Frog abilities
# Ability Name	Unique Key		Category of Ability		Type						Visible	Define				Description																	Modify VAR								Source Page
Poison		KEY:Poison ~ Frog	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	VISIBLE:YES	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Injury; Save Fort DC %1; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.135

###Block: Froghemoth Abilities
# Ability Name				Unique Key						Category of Ability		Type								Description																							Bonus to skill					Source Page		Aspects
All-Around Vision				KEY:All-Around Vision ~ Froghemoth		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Sense		DESC:A froghemoth's stalked eyes allow it to see in all directions at once. It cannot be flanked.								BONUS:SKILL|Perception|8|TYPE=Racial	SOURCEPAGE:p.136
Slowed by Electricity			KEY:Slowed by Electricity ~ Froghemoth	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness	DESC:Although a froghemoth is immune to damage from electricity, whenever it would otherwise take such damage it is instead slowed for 1 round.								SOURCEPAGE:p.136
Immunity to Electricity (partial)	KEY:Immunity to Electricity ~ Froghemoth	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity	DESC:You never take electricity damage.																									SOURCEPAGE:p.301	ASPECT:Immunity|Electricity (partial)

#
# End
#
