# CVS $Revision: 13757 $ $Author: amaitland $ -- 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: Creature Type Traits
# Ability Name			Category of Ability		Visible	Automatically Gained Weapon Prof.		Ability																																																																																		Vision					Source Page
Aberration Traits			CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Aberration Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																					VISION:Darkvision (60')			SOURCEPAGE:p.306
Animal Traits			CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																						VISION:Low-light				SOURCEPAGE:p.307
Construct Traits			CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Construct Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Death Effects|Immunity to Disease|Immunity to Mind-Affecting Effects|Immunity to Necromancy|Immunity to Paralysis|Immunity to Poison|Immunity to Sleep|Immunity to Stunning|Immunity to Ability Damage|Immunity to Ability Drain|Immunity to Nonlethal Damage|Immunity to Fatigue|Immunity to Exhaustion|Immunity to Energy Drain|Immunity to Death from Massive Damage	VISION:Darkvision (60')|Low-light	SOURCEPAGE:p.299
Dragon Traits			CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Dragon Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Magical Sleep|Immunity to Paralysis																																																								VISION:Darkvision (60')|Low-light	SOURCEPAGE:p.307
Fey Traits				CATEGORY:Special Ability	VISIBLE:NO	AUTO:WEAPONPROF|TYPE.Simple			ABILITY:Special Ability|AUTOMATIC|Fey Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																						VISION:Low-light				SOURCEPAGE:p.307
Humanoid Traits			CATEGORY:Special Ability	VISIBLE:NO	AUTO:WEAPONPROF|TYPE.Simple			ABILITY:Special Ability|AUTOMATIC|Humanoid Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																											SOURCEPAGE:p.308
Magical Beast Traits		CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Magical Beast Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																					VISION:Darkvision (60')|Low-light	SOURCEPAGE:p.308
Monstrous Humanoid Traits	CATEGORY:Special Ability	VISIBLE:NO	AUTO:WEAPONPROF|TYPE.Simple			ABILITY:Special Ability|AUTOMATIC|Monstrous Humanoid Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																				VISION:Darkvision (60')			SOURCEPAGE:p.308
Ooze Traits				CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Ooze Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Flanking|Immunity to Sneak Attacks|Immunity to Poison|Immunity to Sleep|Immunity to Paralysis|Immunity to Polymorph|Immunity to Stunning																																			VISION:Blind|Blindsight (60')		SOURCEPAGE:p.309
Outsider Traits			CATEGORY:Special Ability	VISIBLE:NO	AUTO:WEAPONPROF|TYPE.Martial|TYPE.Simple	ABILITY:Special Ability|AUTOMATIC|Outsider Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																					VISION:Darkvision (60')			SOURCEPAGE:p.309
Plant Traits			CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Plant Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Mind-Affecting Effects|Immunity to Paralysis|Immunity to Poison|Immunity to Polymorph|Immunity to Sleep|Immunity to Stunning																																									VISION:Low-light				SOURCEPAGE:p.301
Undead Traits			CATEGORY:Special Ability	VISIBLE:NO	AUTO:WEAPONPROF|TYPE.Simple			ABILITY:Special Ability|AUTOMATIC|Undead Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Death Effects|Immunity to Disease|Immunity to Mind-Affecting Effects|Immunity to Paralysis|Immunity to Poison|Immunity to Sleep|Immunity to Stunning|Immunity to Ability Drain|Immunity to Energy Drain|Immunity to Nonlethal Damage|Immunity to Fatigue|Immunity to Exhaustion|Immunity to Death from Massive Damage										VISION:Darkvision (60')			SOURCEPAGE:p.305
Vermin Traits			CATEGORY:Special Ability	VISIBLE:NO								ABILITY:Special Ability|AUTOMATIC|Vermin Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																																																						VISION:Darkvision (60')			SOURCEPAGE:p.310

###Block: Creature Subtype Traits
# Ability Name		Category of Ability		Visible	Ability																																														Source Page
Elemental Traits		CATEGORY:Special Ability	VISIBLE:NO	ABILITY:Special Ability|AUTOMATIC|Elemental Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Poison|Immunity to Sleep|Immunity to Stunning|Immunity to Critical Hits|Immunity to Flanking|Immunity to Sneak Attacks	SOURCEPAGE:p.311
Incorporeal Traits	CATEGORY:Special Ability	VISIBLE:NO	ABILITY:Special Ability|AUTOMATIC|Incorporeal Traits Output|PRERULE:1,DISPLAYTYPETRAITS																																	SOURCEPAGE:p.311
Swarm Traits		CATEGORY:Special Ability	VISIBLE:NO	ABILITY:Special Ability|AUTOMATIC|Swarm Traits Output|PRERULE:1,DISPLAYTYPETRAITS	ABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Flanking|Can't Be Tripped|Immunity to Weapon Damage													SOURCEPAGE:p.312

###Block: Creature Type & Subtype Trait Output
# Ability Name				Output Name						Category of Ability		Type						Description																																																																																																																																					Source Page
Aberration Traits Output		OUTPUTNAME:Aberration Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Aberrations breathe, eat, and sleep.																																																																																																																																SOURCEPAGE:p.306
Animal Traits Output			OUTPUTNAME:Animal Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Animals breathe, eat, and sleep.																																																																																																																																SOURCEPAGE:p.307
Construct Traits Output			OUTPUTNAME:Construct Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.																																																								SOURCEPAGE:p.299
Dragon Traits Output			OUTPUTNAME:Dragon Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Dragons have Immunity to magic sleep effects and paralysis effects. Dragons breathe, eat, and sleep.																																																																																																																					SOURCEPAGE:p.307
Elemental Traits Output			OUTPUTNAME:Elemental Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Elementals are immune to paralysis, poison, sleep effects, and stunning. Elementals are not subject to critical hits or flanking. Elementals do not take additional damage from precision-based attacks, such as sneak attack. Elementals do not breathe, eat, or sleep.																																																																																										SOURCEPAGE:p.311
Fey Traits Output				OUTPUTNAME:Fey Traits				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Fey breathe, eat, and sleep.																																																																																																																																	SOURCEPAGE:p.307
Humanoid Traits Output			OUTPUTNAME:Humanoid Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Humanoids breathe, eat, and sleep.																																																																																																																																SOURCEPAGE:p.308
Incorporeal Traits Output		OUTPUTNAME:Incorporeal Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Can be harmed only by other incorporeal creatures/+1 or better weapons/magic. 50%% chance to ignore any damage from a corporeal source. Can pass through solid objects at will. Attacks pass through armor. Always moves silently.
Magical Beast Traits Output		OUTPUTNAME:Magical Beast Traits		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Magical beasts breathe, eat, and sleep.																																																																																																																															SOURCEPAGE:p.308
Monstrous Humanoid Traits Output	OUTPUTNAME:Monstrous Humanoid Traits	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Monstrous humanoids breathe, eat, and sleep.																																																																																																																														SOURCEPAGE:p.308
Ooze Traits Output			OUTPUTNAME:Ooze Traits				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Oozes are not subject to critical hits or flanking and do not take additional damage from precision-based attacks, such as sneak attack. Oozes eat and breathe, but do not sleep.																																																																																																								SOURCEPAGE:p.309
Outsider Traits Output			OUTPUTNAME:Outsider Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Unlike most living creatures, an outsider does not have a dual nature--its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).|!PRERACE:1,RACESUBTYPE=Native	DESC:An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Native outsider breathe, eat, and sleep.|PRERACE:1,RACESUBTYPE=Native															SOURCEPAGE:p.309
Plant Traits Output			OUTPUTNAME:Plant Traits				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.																																																																																																											SOURCEPAGE:p.301
Swarm Traits Output			OUTPUTNAME:Swarm Traits				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A swarm is not subject to critical hits or flanking, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. Swarms are never staggered or reduced to a dying state by damage. A swarm is immune to any spell or effect that targets a specific number of creatures, with the exception of mindaffecting effects. A swarm takes half again as much damage (+50%%) from spells or effects that affect an area, such as splash weapons and many evocation spells.	DESC:A swarm takes half damage from slashing and piercing weapons.|PRESIZEGT:D	DESC:A swarm composed of Fine or Diminutive creatures is immune to all weapon damage and are also susceptible to high winds, such as those created by a gust of wind spell.|PRESIZELTEQ:D									SOURCEPAGE:p.312
Undead Traits Output			OUTPUTNAME:Undead Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.	DESC:Mindless - Immune to all mind-affecting effects (charms/ compulsions/ phantasms/ patterns/ and morale effects), Cannot heal damage on own if has no Intelligence score (but can be healed and Fast Healing works)|PRETEMPLATE:1,Mindless	SOURCEPAGE:p.305
Vermin Traits Output			OUTPUTNAME:Vermin Traits			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Mindless vermin are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).|PRETEMPLATE:1,Mindless																																																																																																														SOURCEPAGE:p.310

###Block: Angel Subtype Abilities
# Ability Name					Unique Key				Category of Ability		Type								Description																																Source Page		Aspects					Description of the Benefits
Protective Aura					KEY:Protective Aura ~ Angel	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura		DESC:Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel.	SOURCEPAGE:p.310	ASPECT:Ability Benefit|(20 ft.)	BENEFIT:Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level %1).|TL
Truespeech						KEY:Truespeech ~ Angel		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate	DESC:All angels can speak with any creature that has a language, as though using a tongues spell (caster level %1). This ability is always active.|TL									SOURCEPAGE:p.310
+4 racial bonus on saves against poison	KEY:Save vs Poison		CATEGORY:Special Ability	TYPE:SpecialQuality.SaveBonus																																								ASPECT:SaveBonus|+4 vs. poison

###Block: Archon Subtype Abilities
# Ability Name	Unique Key				Category of Ability		Type								Define					Description																												Source Page		Aspects								Description of the Benefits
Aura of Menace	KEY:Aura of Menace ~ Archon	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura		DEFINE:AuraOfMenaceDC|12+(HD/2)+CHA	DESC:A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects.	SOURCEPAGE:p.311	ASPECT:Ability Benefit|(20 ft., DC %1)|AuraOfMenaceDC	BENEFIT:A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a DC %1 Will save to resist its effects. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.|AuraOfMenaceDC
Teleport		KEY:Teleport ~ Archon		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ModifyMovement							DESC:Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of carried objects.	SOURCEPAGE:p.311
Truespeech		KEY:Truespeech ~ Archon		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate							DESC:All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.					SOURCEPAGE:p.311

###Block: Azata Subtype Abilities
# Ability Name	Unique Key			Category of Ability		Type								Description																								Source Page
Truespeech		KEY:Truespeech ~ Azata	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate	DESC:All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.	SOURCEPAGE:p.311

###Block: Devil Subtype Abilities
# Ability Name	Unique Key				Category of Ability		Type							Description																Source Page
See in Darkness	KEY:See in Darkness ~ Devil	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Sense	DESC:Devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.	SOURCEPAGE:p.311

###Block: Oni Subtype Abilities
# Ability Name	Unique Key			Category of Ability		Type						Description																								Source Page		Aspects														Description of the Benefits
Change Shape	KEY:Change Shape ~ Oni	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:You have the ability to assume the appearance of creatures similar in shape to your true form, but retain most of your own physical qualities.	SOURCEPAGE:p.221	ASPECT:Ability Benefit|(Small, Medium or Large Humanoid; Alter Self of Giant Form I)	BENEFIT:You have the ability to assume the appearance of creatures similar in shape to your true form, but retain most of your own physical qualities.

#-------------------------------------------------------
###Block: *** Universal Monster Rules, pages 297-306 ***
#-------------------------------------------------------

# Ability Name					Unique Key							Output Name						Category of Ability		Type								Visible	Multiple Requirements				Define																														Description																																								Multiple?	Choose											Automatically Gained Weapon Prof.	Ability																																																																								Bonus to skill		Modify VAR																					Weapon prof. bonus								Class Skill	Source Page		Aspects																							Description of the Benefits																																																																																																																																																																																																																																																																																																																																																																																																																																																	Temporary effect description
Ability Damage					KEY:Ability Damage ~ Ex												CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:AbilityDamageDice|0	DEFINE:AbilityDamageDieSize|0																						DESC:Your attack causes ability damage reducing %1 by the %2d%3.|%CHOICE|AbilityDamageDice|AbilityDamageDieSize																							MULT:YES	CHOOSE:STRING|Str|Dex|Con|Int|Wis|Cha																																																																																									BONUS:VAR|AbilityDamageDice|1																															SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2 %3 damage)|AbilityDamageDice|AbilityDamageDieSize|%CHOICE										BENEFIT:Your attack causes ability damage reducing %1 by the %2d%3. Ability damage can be healed naturally.|%CHOICE|AbilityDamageDice|AbilityDamageDieSize
Ability Damage					KEY:Ability Damage ~ Su												CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption										DEFINE:AbilityDamageDice|0	DEFINE:AbilityDamageDieSize|0																						DESC:Your attack causes ability damage reducing %1 by the %2d%3.|%CHOICE|AbilityDamageDice|AbilityDamageDieSize																							MULT:YES	CHOOSE:STRING|Str|Dex|Con|Int|Wis|Cha																																																																																									BONUS:VAR|AbilityDamageDice|1																															SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2 %3 damage)|AbilityDamageDice|AbilityDamageDieSize|%CHOICE										BENEFIT:Your attack causes ability damage reducing %1 by the %2d%3. Ability damage can be healed naturally.|%CHOICE|AbilityDamageDice|AbilityDamageDieSize
# Set ability with choice, i.e.:  "Ability Damage ~ Ex (Str)"
# Set Die size with BONUS:VAR|AbilityDamageDieSize|x
# Default number of dice is 1, to add more use BONUS:VAR|AbilityDamageDice|x

Ability Drain					KEY:Ability Drain ~ Ex												CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:AbilityDrainDice|0	DEFINE:AbilityDrainDieSize|0																						DESC:Your attack causes ability drain reducing %1 by the %2d%3.|%CHOICE|AbilityDrainDice|AbilityDrainDieSize																							MULT:YES	CHOOSE:STRING|Str|Dex|Con|Int|Wis|Cha																																																																																									BONUS:VAR|AbilityDrainDice|1																															SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2 %3 damage)|AbilityDamageDice|AbilityDamageDieSize|%CHOICE										BENEFIT:Your attack causes ability drain reducing %1 by the %2d%3. Ability drain is permanent and can only be restored through magic.|%CHOICE|AbilityDrainDice|AbilityDrainDieSize
Ability Drain					KEY:Ability Drain ~ Su												CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption										DEFINE:AbilityDrainDice|0	DEFINE:AbilityDrainDieSize|0																						DESC:Your attack causes ability drain reducing %1 by the %2d%3.|%CHOICE|AbilityDrainDice|AbilityDrainDieSize																							MULT:YES	CHOOSE:STRING|Str|Dex|Con|Int|Wis|Cha																																																																																									BONUS:VAR|AbilityDrainDice|1																															SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2 %3 damage)|AbilityDamageDice|AbilityDamageDieSize|%CHOICE										BENEFIT:Your attack causes ability drain reducing %1 by the %2d%3. Ability drain is permanent and can only be restored through magic.|%CHOICE|AbilityDrainDice|AbilityDrainDieSize
# Set ability with choice, i.e.:  "Ability Drain ~ Ex (Str)"
# Set Die size with BONUS:VAR|AbilityDrainDieSize|x
# Default number of dice is 1, to add more use BONUS:VAR|AbilityDrainDice|x

Amphibious																					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																											DESC:You have the aquatic subtype, but you can survive indefinitely on land.																																																																																																																																																																	SOURCEPAGE:p.299

Bleed																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DEFINE:BleedDamageDice|0	DEFINE:BleedDamageDieSize|0																						DESC:You can cause wounds that continue to bleed, inflicting an additional %1d%2 damage each round.|BleedDamageDice|BleedDamageDieSize																																																																																																																				BONUS:VAR|BleedDamageDice|1																															SOURCEPAGE:p.298	ASPECT:Ability Benefit|%1d%2/round|BleedDamageDie|BleedDamageDiceSize													BENEFIT:You can cause wounds that continue to bleed, inflicting an additional %1d%2 damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.|BleedDamageDice|BleedDamageDieSize
# Set Die size with BONUS:VAR|BleedDamageDieSize|x
# Default number of dice is 1, to add more use BONUS:VAR|BleedDamageDice|x

# Dragon Breath Weapons
# Ability Name					Unique Key							Output Name						Category of Ability		Type								Visible	Multiple Requirements				Define																														Description																																								Multiple?	Choose											Automatically Gained Weapon Prof.	Ability																																																																								Bonus to skill		Modify VAR																					Weapon prof. bonus								Class Skill	Source Page		Aspects																							Description of the Benefits																																																																																																																																																																																																																																																																																																																																																																																																																																																	Temporary effect description
Breath Weapon					KEY:Breath Weapon ~ Cone of Cold										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Cone of Cold %2d%3 cold, DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																				BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Cold %2d%3 cold, DC %4)|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Cone of Corrosive Gas									CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Cone of Corrosive Gas, %2d%3 acid DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																			BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Corrosive Gas, %2d%3 acid DC %4)|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Cone of Fire										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Cone of Fire %2d%3 Fire, DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																				BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Fire %2d%3 Fire, DC %4)|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Cone of Paralyzing Gas								CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDuration|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON																DESC:%1' Cone of Paralyzing Gas, DC %2 for 1d6+%3 rounds, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration																																																																																																				BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Paralyzing Gas, DC %2 for 1d6+%3 rounds)|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration
Breath Weapon					KEY:Breath Weapon ~ Cone of Repulsion Gas									CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDuration|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON																DESC:%1' Cone of Repulsion Gas, DC %2 for 1d6+%3 rounds, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration																																																																																																				BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Repulsion Gas, DC %2 for 1d6+%3 rounds)|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration
Breath Weapon					KEY:Breath Weapon ~ Cone of Sleep										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDuration|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON																DESC:%1' Cone of Sleep DC %2 for 1d6+%3 rounds, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration																																																																																																						BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Sleep DC %2 for 1d6+%3 rounds)|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration
Breath Weapon					KEY:Breath Weapon ~ Cone of Slow										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDuration|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON																DESC:%1' Cone of Slow DC %2 for 1d6+%3 rounds, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration																																																																																																						BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Slow DC %2 for 1d6+%3 rounds)|BreathWeaponCone|BreathWeaponDC|BreathWeaponDuration
Breath Weapon					KEY:Breath Weapon ~ Cone of Weakening Gas									CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponStatDamage|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON															DESC:%1' Cone of Weakening Gas, DC %2 or -%3 STR, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDC|BreathWeaponStatDamage																																																																																																					BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Weakening Gas, DC %2 or -%3 STR)|BreathWeaponCone|BreathWeaponDC|BreathWeaponStatDamage
Breath Weapon					KEY:Breath Weapon ~ Line of Acid										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponLine|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Line of Acid %2d%3 acid, DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																				BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Line of Acid %2d%3 acid, DC %4)|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Line of Fire										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponLine|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Line of Fire %2d%3 fire, DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																				BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Line of Fire %2d%3 fire, DC %4)|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Line of Lightning									CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponLine|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Line of Lightning %2d%3 electricity, DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																		BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Line of Lightning %2d%3 electricity, DC %4)|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Cone of Force										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON										DESC:%1' Cone of Force %2d%3, DC %4, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC																																																																																																					BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Cone of Force %2d%3, DC %4)|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Breath Weapon					KEY:Breath Weapon ~ Prismatic Spray										CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:BreathWeaponSpray|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON																					DESC:%1' Prismatic Spray Effect, DC %2, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are immune to your own breath weapon.|BreathWeaponSpray|BreathWeaponDC																																																																																																											BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)																								SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1' Prismatic Spray Effect, DC %2)|BreathWeaponSpray|BreathWeaponDC
# Set Damage Dice with BONUS:VAR|BreathWeaponDice|x
# Set Die size with BONUS:VAR|BreathWeaponDamageDie|x
# Set Duration with BONUS:VAR|BreathWeaponDuration|x
# Set Range with BONUS:VAR|BreathWeaponCone|x or BONUS:VAR|BreathWeaponLine|x or BONUS:VAR|BreathWeaponSpray|x

Burn																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DEFINE:BurnDamageDice|0	DEFINE:BurnDamageDieSize|0	DEFINE:BurnDC|10+(HD/2)+CON																		DESC:You deal fire damage in addition to damage dealt on a successful hit in melee.																																																																																																																													BONUS:VAR|BurnDC|2|PREFEAT:1,Ability Focus (Burn)	BONUS:VAR|BurnDamageDice|1																						SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2, DC %3)|BurnDamageDice|BurnDamageDieSize|BurnDC												BENEFIT:You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex (DC %1) save or catch fire, taking %2d%3 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.|BurnDC|BurnDamageDice|BurnDamageDieSize
# Set Die size with BONUS:VAR|BurnDamageDieSize|x
# Default number of dice is 1, to add more use BONUS:VAR|BurnDamageDice|x

Change Shape																				CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																											DESC:You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities.																																																																																																																																																		SOURCEPAGE:p.298																									BENEFIT:You have the ability to assume the appearance of a specific creature or type of creature (usually a 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).
# Generic

Channel Resistance																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive										DEFINE:ChannelResistance|0																											DESC:You are less easily affected by clerics or paladins.																																																																																																																																																																				SOURCEPAGE:p.298	ASPECT:Ability Benefit|+%1|ChannelResistance	ASPECT:Resistance|Channel												BENEFIT:You are less easily affected by clerics or paladins. You add +%1 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.|ChannelResistance
# Set Resistance bonus with BONUS:VAR|ChannelResistance|x

Constrict																					CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:ConstrictDice|0	DEFINE:ConstrictDieSize|0	DEFINE:ConstrictBonusDamage|0																		DESC:You can crush an opponent, dealing %1d%2+%3 bludgeoning damage, with a successful grapple check.|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage																																																																																																																	BONUS:VAR|ConstrictDice|1																															SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2+%3)|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage										BENEFIT:You can crush an opponent, dealing %1d%2+%3 bludgeoning damage, when you make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage
# Set Die size with BONUS:VAR|ConstrictDieSize|x
# Set bonus damage with BONUS:VAR|ConstrictBonusDamage|x
# Default number of dice is 1, to add more use BONUS:VAR|ConstrictDice|x

Curse																						CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption																																									DESC:You can bestow a curse upon your enemies.																																																																																																																																																																						SOURCEPAGE:p.299
# Generic

## Disease, Generic
# Ability Name					Unique Key							Output Name						Category of Ability		Type								Visible	Multiple Requirements				Define																														Description																																								Multiple?	Choose											Automatically Gained Weapon Prof.	Ability																																																																								Bonus to skill		Modify VAR																					Weapon prof. bonus								Class Skill	Source Page		Aspects																							Description of the Benefits																																																																																																																																																																																																																																																																																																																																																																																																																																																	Temporary effect description
Disease						KEY:Disease ~ Ex													CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																																											DESC:You can cause disease in those you contact.																																																																																																																																																																					SOURCEPAGE:p.299
Disease						KEY:Disease ~ Su													CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																																											DESC:You can cause disease in those you contact.																																																																																																																																																																					SOURCEPAGE:p.299

## Disease, Specific
# Ability Name					Unique Key							Output Name						Category of Ability		Type								Visible	Multiple Requirements				Define																														Description																																								Multiple?	Choose											Automatically Gained Weapon Prof.	Ability																																																																								Bonus to skill		Modify VAR																					Weapon prof. bonus								Class Skill	Source Page		Aspects																							Description of the Benefits																																																																																																																																																																																																																																																																																																																																																																																																																																																	Temporary effect description
Disease						KEY:Disease ~ Filth Fever											CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			VISIBLE:YES								DEFINE:DiseaseDC|10+(HD/2)+CON																										DESC:Filth Fever-Bite injury; Save Fort DC %1; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves.|DiseaseDC																																																																																																																BONUS:VAR|DiseaseDC|2|PREFEAT:1,Ability Focus (Disease)																										SOURCEPAGE:p.232

Distraction						KEY:Distraction ~ Swarm												CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DEFINE:DistractionDC|10+(HD/2)+CON																										DESC:You can nauseate creatures that you damage.																																																																																																																																		BONUS:VAR|DistractionDC|2|PREFEAT:1,Ability Focus (Distraction)																									SOURCEPAGE:p. 299	ASPECT:Ability Benefit|(DC %1)|DistractionDC																	BENEFIT:You can nauseate creatures that you damage. Any living creature that takes damage from you is nauseated for 1 round; a Fortitude save (DC %1) negates the effect.|DistractionDC

Energy Drain																				CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:EnergyDrainLevels|0	DEFINE:EnergyDrainDC|10+(HD/2)+CHA	DEFINE:EnergyDrainNoHP|0																DESC:You sap a living opponent's vital energy automatically when your melee or ranged attack hits.																																																																																																																										BONUS:VAR|EnergyDrainDC|2|PREFEAT:1,Ability Focus (Energy Drain)																									SOURCEPAGE:p.299	ASPECT:Ability Benefit|(%1 level, DC %2)|EnergyDrainLevels|EnergyDrainDC												BENEFIT:You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain bestows %1 negative levels. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels|EnergyDrainLevels	BENEFIT:A draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour|PREVAREQ:EnergyDrainNoHP,0	BENEFIT:Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC %1). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.|EnergyDrainDC
# Set levels drained per attack with: BONUS:VAR|EnergyDrainLevels|x
# If creature does not gain temp HP with this attack add: BONUS:VAR|EnergyDrainNoHP|1

Fast Healing																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:FastHealingRate|0																											DESC:You regain hit points at %1 hit points per round.|FastHealingRate																																																																																																																																																																		SOURCEPAGE:p.300	ASPECT:Ability Benefit|%1|FastHealingRate																		BENEFIT:You regain hit points at %1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.|FastHealingRate
# Set Fast Healing rate with: BONUS:VAR|FastHealingRate|x

Ferocity																					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive																																									DESC:You remain conscious and can continue fighting even if your hit point total is below 0.																																																																																																																																																														SOURCEPAGE:p.300																									BENEFIT:You remain conscious and can continue fighting even if your hit point total is below 0. You are still staggered and loose 1 hit point each round. You still die when your hit point total reach -%1.|CONSCORE

Flight						KEY:Flight ~ Ex													CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																																											DESC:You can cease or resume flight as a free action.																																																																																																																																																																					SOURCEPAGE:p.300
Flight						KEY:Flight ~ Su													CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																																											DESC:You can cease or resume flight as a free action.																																																																																																																																																																					SOURCEPAGE:p.300																									BENEFIT:You can cease or resume flight as a free action. Supernatural flight becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

Flight Maneuverability																			CATEGORY:Special Ability									VISIBLE:NO								DEFINE:Maneuverability|0																																																																						CHOOSE:NUMBER|MIN=-4|MAX=4|TITLE=Flight Maneuverability Adjustment							ABILITY:Special Ability|AUTOMATIC|Maneuverability (Clumsy)|PREVARLTEQ:Maneuverability,1	ABILITY:Special Ability|AUTOMATIC|Maneuverability (Poor)|PREVAREQ:Maneuverability,2	ABILITY:Special Ability|AUTOMATIC|Maneuverability (Average)|PREVAREQ:Maneuverability,3	ABILITY:Special Ability|AUTOMATIC|Maneuverability (Good)|PREVAREQ:Maneuverability,4	ABILITY:Special Ability|AUTOMATIC|Maneuverability (Perfect)|PREVARGTEQ:Maneuverability,5					BONUS:VAR|Maneuverability|%CHOICE|PREAPPLY:PC																										CSKILL:Fly																																																																																																																																																																																																																																																																																																																																																																																																																																																																																	TEMPDESC:Adjust Flight Maneuverability up or down by assigning a possitive or negative number
Maneuverability (Perfect)																		CATEGORY:Special Ability	TYPE:Maneuverability					VISIBLE:NO																																																																																																																																																																													BONUS:SKILL|Fly|8																																								ASPECT:Maneuverability|Perfect
Maneuverability (Good)																			CATEGORY:Special Ability	TYPE:Maneuverability					VISIBLE:NO																																																																																																																																																																													BONUS:SKILL|Fly|4																																								ASPECT:Maneuverability|Good
Maneuverability (Average)																		CATEGORY:Special Ability	TYPE:Maneuverability					VISIBLE:NO																																																																																																																																																																																																																							ASPECT:Maneuverability|Average
Maneuverability (Poor)																			CATEGORY:Special Ability	TYPE:Maneuverability					VISIBLE:NO																																																																																																																																																																													BONUS:SKILL|Fly|-4																																							ASPECT:Maneuverability|Poor
Maneuverability (Clumsy)																		CATEGORY:Special Ability	TYPE:Maneuverability					VISIBLE:NO																																																																																																																																																																													BONUS:SKILL|Fly|-8																																							ASPECT:Maneuverability|Clumsy

Frightful Presence																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Aura											DEFINE:FrightfulPresenceRange|0	DEFINE:FrightfulPresenceDC|10+(HD/2)+CHA																			DESC:Your very presence unsettling to foes.																																																																																																																																																																						SOURCEPAGE:p.300	ASPECT:Ability Benefit|(%1 ft., DC %2)|FrightfulPresenceRange|FrightfulPresenceDC											BENEFIT:Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is %1 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC %2). On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.|FrightfulPresenceRange|FrightfulPresenceDC
# Set Frightful Presence Range with: BONUS:VAR|FrightfulPresenceRange|x

Gaze																						CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:GazeDC|10+(HD/2)+CHA																											DESC:Your gaze special attack takes effect when foes look at the attacking creature's eyes.																																																																																																																											BONUS:VAR|GazeDC|2|PREFEAT:1,Ability Focus (Gaze)																											SOURCEPAGE:p.300	ASPECT:Ability Benefit|(DC %2)|GazeDC
# Generic

Grab																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption																																									DESC:If You hit with the indicated attack, you deal 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:If you hit with the indicated attack (usually a claw or bite attack), you deal 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.

Immunity to Acid																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You never take acid damage.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Acid
Immunity to Cold																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You never take cold damage.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Cold
Immunity to Fire																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You never take fire damage.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Fire
Immunity to Electricity																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You never take electricity damage.																																																																																																																																																																							SOURCEPAGE:p.301	ASPECT:Immunity|Electricity
Immunity to Sonic																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You never take sonic damage.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Sonic
#
Immunity to Ability Damage																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are immune to ability damage attacks.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Ability Damage
Immunity to Ability Drain																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are immune to ability drain attacks.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Ability Drain
Immunity to Blindness																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are immune to blindness effects.																																																																																																																																																																							SOURCEPAGE:p.301	ASPECT:Immunity|Blindness
Immunity to Charm																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to charm effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Charm
Immunity to Compulsion																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to compulsion effects.																																																																																																																																																																					SOURCEPAGE:p.301	ASPECT:Immunity|Compulsion
Immunity to Critical Hits																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to critical hits.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Critical Hits
Immunity to Curse Effects																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never affected by curse effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Curse Effects
Immunity to Deafness																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to deafness effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Deafness
Immunity to Death Effects																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to death effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Death Effects
Immunity to Death from Massive Damage																CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are not at risk of death from massive damage.																																																																																																																																																																				SOURCEPAGE:p.301	ASPECT:Immunity|Death from Massive Damage
Immunity to Disease																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to disease effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Disease
Immunity to Fatigue																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You can never be fatigued.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Fatigue
Immunity to Fear																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to fear effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Fear
Immunity to Flanking																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You cannot be flanked.																																																																																																																																																																									SOURCEPAGE:p.301	ASPECT:Immunity|Flanking
Immunity to Energy Drain																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are immune to energy drain attacks.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Energy Drain
Immunity to Exhaustion																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You can never be exhausted.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Exhaustion
Immunity to Magical Sleep																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to magic sleep effects.																																																																																																																																																																					SOURCEPAGE:p.301	ASPECT:Immunity|Magical Sleep
Immunity to Mind-Affecting Effects																	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).																																																																																																																																																										SOURCEPAGE:p.301	ASPECT:Immunity|Mind-Affecting Effects
Immunity to Necromancy																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to necromancy effects.																																																																																																																																																																					SOURCEPAGE:p.301	ASPECT:Immunity|Necromancy
Immunity to Nonlethal Damage																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to nonlethal damage.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Nonlethal Damage
Immunity to Paralysis																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You can never be paralyzed.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Paralysis
Immunity to Petrification																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You can never be petrified.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Petrification
Immunity to Phantasms																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to phantasm effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Phantasms
Immunity to Poison																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You never take poison damage.																																																																																																																																																																								SOURCEPAGE:p.301	ASPECT:Immunity|Poison
Immunity to Polymorph																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to polymorph effects.																																																																																																																																																																					SOURCEPAGE:p.301	ASPECT:Immunity|Polymorph
Immunity to Precision Damage																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to precision damage.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Precision Damage
Immunity to Slashing and Piercing Damage																CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to slashing or piercing damage.																																																																																																																																																																				SOURCEPAGE:p.301	ASPECT:Immunity|Slashing and Piercing Damage
Immunity to Sleep																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to sleep effects.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Sleep
Immunity to Sneak Attacks																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You do not take additional damage from precision-based attacks, such as sneak attack.																																																																																																																																																														SOURCEPAGE:p.301	ASPECT:Immunity|Sneak Attacks
Immunity to Stunning																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity																																									DESC:You are never subject to stunning.																																																																																																																																																																							SOURCEPAGE:p.301	ASPECT:Immunity|Stunning
Immunity to Weapon Damage																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity			PREMULT:1,[PRESIZEEQ:F],[PRESIZEEQ:D]																																DESC:You are never subject to weapon damage.																																																																																																																																																																						SOURCEPAGE:p.301	ASPECT:Immunity|Weapon Damage


Incorporeal																					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive																																									DESC:You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities.																																																																																																																																											SOURCEPAGE:p.301																									BENEFIT:You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half damage from a corporeal source except for channel energy. Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50%% chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.

Light Blindness																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell.																																																																																																																																																													SOURCEPAGE:p.301																									BENEFIT:You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are dazzled as long as you remain in areas of bright light.

Light Sensitivity																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You are dazzled in areas of bright sunlight or within the radius of a daylight spell.																																																																																																																																																														SOURCEPAGE:p.301

# Ability Name					Unique Key							Output Name						Category of Ability		Type								Visible	Multiple Requirements				Define																														Description																																								Multiple?	Choose											Automatically Gained Weapon Prof.	Ability																																																																								Bonus to skill		Modify VAR																					Weapon prof. bonus								Class Skill	Source Page		Aspects																							Description of the Benefits																																																																																																																																																																																																																																																																																																																																																																																																																																																	Temporary effect description
Paralysis						KEY:Paralysis ~ Ex												CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DEFINE:ParalysisDC|10+(HD/2)+CON																										DESC:You can render your victims immobile.																																																																																																																																			BONUS:VAR|ParalysisDC|2|PREFEAT:1,Ability Focus (Paralysis)																										SOURCEPAGE:p.302	ASPECT:Ability Benefit|(DC %1)|ParalysisDC																	BENEFIT:You can render your victims immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC %1). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.|ParalysisDC
Paralysis						KEY:Paralysis ~ Su												CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:ParalysisDC|10+(HD/2)+CON																										DESC:You can render your victims immobile.																																																																																																																																			BONUS:VAR|ParalysisDC|2|PREFEAT:1,Ability Focus (Paralysis)																										SOURCEPAGE:p.302	ASPECT:Ability Benefit|(DC %1)|ParalysisDC																	BENEFIT:You can render your victims immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC %1). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.|ParalysisDC

Poison						KEY:Poison ~ Ex													CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DEFINE:PoisonDC|10+(HD/2)+CON																											DESC:You can poison those you attack.																																																																																																																																				BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)																											SOURCEPAGE:p.302	ASPECT:Ability Benefit|(DC %1)|PoisonDC																		BENEFIT:You can poison those you attack. The saving throw to resist a poison is usually a Fort save (DC %1). Poisons can be removed through neutralize poison and similar effects.|PoisonDC
Poison						KEY:Poison ~ Su													CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural												DEFINE:PoisonDC|10+(HD/2)+CON																											DESC:You can poison those you attack.																																																																																																																																				BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)																											SOURCEPAGE:p.302	ASPECT:Ability Benefit|(DC %1)|PoisonDC																		BENEFIT:You can poison those you attack. The saving throw to resist a poison is usually a Fort save (DC %1). Poisons can be removed through neutralize poison and similar effects.|PoisonDC

Pounce																					CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption																																									DESC:When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).																																																																																																																																																										SOURCEPAGE:p.302

Powerful Charge																				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:PowerfulChargeDamageDice|0	DEFINE:PowerfulChargeDamageDieSize|0	DEFINE:PowerfulChargeBonusDamage|0													DESC:When you make a charge, your attack deals extra damage in addition to the normal benefits and hazards of a charge.																																																																																																																																																										SOURCEPAGE:p.303	ASPECT:Ability Benefit|(%1d%2+%3)|PowerfulChargeDamageDice|PowerfulChargeDamageDieSize|PowerfulChargeBonusDamage
# Set number of damage dice with BONUS:VAR|PowerfulChargeDamageDice|x
# Set Die size with BONUS:VAR|PowerfulChargeDamageDieSize|x
# Set bonus damage with BONUS:VAR|PowerfulChargeBonusDamage|x

Pull																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption																																									DESC:You can choose to make a free combat maneuver check with a successful attack.																																																																																																																																																																SOURCEPAGE:p.303																									BENEFIT:You can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. This ability only works on creatures of a size equal to or smaller than you. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.

Push																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption																																									DESC:You can choose to make a free combat maneuver check with a certain successful attack.																																																																																																																																																														SOURCEPAGE:p.303																									BENEFIT:You can choose to make a free combat maneuver check with a certain successful attack (often a slam attack). If successful, this check pushes a creature directly away as with a bull rush. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

Rake																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption																																									DESC:You gain extra natural attacks under certain conditions, typically when you grapple foes.																																																																																																																																																														SOURCEPAGE:p.303																									BENEFIT:You gain extra natural attacks under certain conditions, typically when you grapple foes. In addition to the options available to all grapplers, a monster with the rake ability gains two additional claw attacks that it can use only against a grappled foe. A monster with the rake ability must begin its turn already grappling to use its rake--it can't begin a grapple and rake in the same turn.

Regeneration																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1|RegenerationRate																	BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
# Set Regeneration Rate with: BONUS:VAR|RegenerationRate|x

# Regeneration varients
Regeneration					KEY:Regeneration ~ Evil												CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (evil weapons and effects)|RegenerationRate													BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil weapons and effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
Regeneration					KEY:Regeneration ~ Evil Magic											CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (evil artifacts, effects, and spells)|RegenerationRate											BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Evil artifacts, effects, and spells cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
Regeneration					KEY:Regeneration ~ Good												CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (good weapons, good spells)|RegenerationRate													BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Good weapons and effects cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
Regeneration					KEY:Regeneration ~ Good/Silver										CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (good weapons and spells, silver weapons)|RegenerationRate										BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Good weapons and spells, or silver weapons cause your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
Regeneration					KEY:Regeneration ~ Cold Iron											CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (cold iron)|RegenerationRate															BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Cold Iron causes your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
Regeneration					KEY:Regeneration ~ Acid/Fire											CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (acid or fire)|RegenerationRate															BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Acid or fire causes your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate
Regeneration					KEY:Regeneration ~ Cold/Evil											CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP										DEFINE:RegenerationRate|0																											DESC:You are difficult to kill.																																																																																																																																																																								SOURCEPAGE:p.303	ASPECT:Ability Benefit|%1 (cold or evil)|RegenerationRate															BENEFIT:You are difficult to kill. You heal damage at %1 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Cold or evil causes your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.|RegenerationRate

Rend																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:RendDamageDice|0	DEFINE:RendDamageDieSize|0	DEFINE:RendBonusDamage|0																		DESC:If you hit with two or more natural attacks in 1 round, you can cause tremendous damage (%1d%2+%3) by latching onto the opponent's body and tearing flesh.|RendDamageDice|RendDamageDieSize|RendBonusDamage																																																																																																								BONUS:VAR|RendDamageDice|1																															SOURCEPAGE:p.303	ASPECT:Ability Benefit|(%1d%2+%3)|RendDamageDice|RendDamageDieSize|RendBonusDamage											BENEFIT:If you hit with two or more natural attacks in 1 round, you can cause tremendous damage (%1d%2+%3) by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round.|RendDamageDice|RendDamageDieSize|RendBonusDamage
# Set Die size with BONUS:VAR|RendDamageDieSize|x
# Set bonus damage with BONUS:VAR|RendBonusDamage|x
# Default number of dice is 1, to add more use BONUS:VAR|RendDamageDice|x

# Ability Name					Unique Key							Output Name						Category of Ability		Type								Visible	Multiple Requirements				Define																														Description																																								Multiple?	Choose											Automatically Gained Weapon Prof.	Ability																																																																								Bonus to skill		Modify VAR																					Weapon prof. bonus								Class Skill	Source Page		Aspects																							Description of the Benefits																																																																																																																																																																																																																																																																																																																																																																																																																																																	Temporary effect description
Resistance to Acid																			CATEGORY:Special Ability									VISIBLE:NO								DEFINE:AcidResistanceBonus|0																																																																																								ABILITY:Special Ability|VIRTUAL|Resistance to Acid ~ Output|!PREABILITY:1,CATEGORY=Special Ability,Immunity to Acid,Vulnerability to Acid
Resistance to Cold																			CATEGORY:Special Ability									VISIBLE:NO								DEFINE:ColdResistanceBonus|0																																																																																								ABILITY:Special Ability|VIRTUAL|Resistance to Cold ~ Output|!PREABILITY:1,CATEGORY=Special Ability,Immunity to Cold,Vulnerability to Cold
Resistance to Fire																			CATEGORY:Special Ability									VISIBLE:NO								DEFINE:FireResistanceBonus|0																																																																																								ABILITY:Special Ability|VIRTUAL|Resistance to Fire ~ Output|!PREABILITY:1,CATEGORY=Special Ability,Immunity to Fire,Vulnerability to Fire
Resistance to Electricity																		CATEGORY:Special Ability									VISIBLE:NO								DEFINE:ElectricityResistanceBonus|0																																																																																							ABILITY:Special Ability|VIRTUAL|Resistance to Electricity ~ Output|!PREABILITY:1,CATEGORY=Special Ability,Immunity to Electricity,Vulnerability to Electricity
Resistance to Sonic																			CATEGORY:Special Ability									VISIBLE:NO								DEFINE:SonicResistanceBonus|0																																																																																								ABILITY:Special Ability|VIRTUAL|Resistance to Sonic ~ Output|!PREABILITY:1,CATEGORY=Special Ability,Immunity to Sonic,Vulnerability to Sonic
Resistance to Acid ~ Output											OUTPUTNAME:Resistance to Acid			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Resistance																																									DESC:You may ignore %1 points of Acid damage each time you take acid damage.|AcidResistanceBonus																																																																																																																																																													SOURCEPAGE:p.303	ASPECT:Resistance|Acid	ASPECT:Ability Benefit|%1|AcidResistanceBonus
Resistance to Cold ~ Output											OUTPUTNAME:Resistance to Cold			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Resistance																																									DESC:You may ignore %1 points of Cold damage each time you take cold damage.|ColdResistanceBonus																																																																																																																																																													SOURCEPAGE:p.303	ASPECT:Resistance|Cold	ASPECT:Ability Benefit|%1|ColdResistanceBonus
Resistance to Fire ~ Output											OUTPUTNAME:Resistance to Fire			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Resistance																																									DESC:You may ignore %1 points of Fire damage each time you take fire damage.|FireResistanceBonus																																																																																																																																																													SOURCEPAGE:p.303	ASPECT:Resistance|Fire	ASPECT:Ability Benefit|%1|FireResistanceBonus
Resistance to Electricity ~ Output										OUTPUTNAME:Resistance to Electricity	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Resistance																																									DESC:You may ignore %1 points of Electricity damage each time you take electricity damage.|ElectricityResistanceBonus																																																																																																																																																										SOURCEPAGE:p.303	ASPECT:Resistance|Electricity	ASPECT:Ability Benefit|%1|ElectricityResistanceBonus
Resistance to Sonic ~ Output											OUTPUTNAME:Resistance to Sonic		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Resistance																																									DESC:You may ignore %1 points of Sonic damage each time you take sonic damage.|SonicResistanceBonus																																																																																																																																																													SOURCEPAGE:p.303	ASPECT:Resistance|Sonic	ASPECT:Ability Benefit|%1|SonicResistanceBonus

Rock Catching																				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive																																									DESC:You can catch Small, Medium, or Large rocks.																																																																																																																																																																					SOURCEPAGE:p.303																									BENEFIT:You can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.

Rock Throwing																				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:RockThrowingRange|0																											DESC:You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks.																																						AUTO:WEAPONPROF|Rock																																																																																																						BONUS:WEAPONPROF=Rock|TOHIT|1	BONUS:WEAPONPROF=Rock|DAMAGE|STR/2			SOURCEPAGE:p.303	ASPECT:Ability Benefit|(%1 ft.)|RockThrowingRange																BENEFIT:You are an accomplished rock thrower and have a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size. A "rock" is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.
# Set Rock Throwing Range with BONUS:VAR|RockThrowingRange|x

Scent																						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Sense																																										DESC:You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.																																																																																																																																																														SOURCEPAGE:p.304																									BENEFIT:You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Stench																					CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Aura											DEFINE:StenchDC|10+(HD/2)+CON	DEFINE:StenchDuration|0																							DESC:You secrete an oily chemical that nearly every other creature finds offensive.																																																																																																																																																																SOURCEPAGE:p.304	ASPECT:Ability Benefit|(DC %1, %2 rounds)|StenchDC|StenchDuration														BENEFIT:You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC %1) or be sickened for %2 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.|StenchDC|StenchDuration
# Set Stench Duration with BONUS:VAR|StenchDuration|x

Swallow Whole																				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:SwallowWholeDice|0	DEFINE:SwallowWholeDamageDie|0	DEFINE:SwallowWholeBonusDamage|0	DEFINE:SwallowWholeAC|10+(var("AC.NaturalArmor")/2)	DEFINE:SwallowWholeHP|HP/10	DESC:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage.																																																																																																																																														SOURCEPAGE:p.304	ASPECT:Ability Benefit|(%1d%2+%3, AC %4, %5 hp)|SwallowWholeDice|SwallowWholeDamageDie|SwallowWholeBonusDamage|SwallowWholeAC|SwallowWholeHP	BENEFIT:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than you. Being swallowed causes a creature to take damage each round. A swallowed creature keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 of your total hit points), or it can just try to escape the grapple. The Armor Class of your interior is normally 10 + 1/2 of your natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again.
# Set number of damage dice with BONUS:VAR|SwallowWholeDice|x
# Set Die size with BONUS:VAR|SwallowWholeDamageDie|x
# Set bonus damage with BONUS:VAR|SwallowWholeBonusDamage|x

Telepathy																					CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate										DEFINE:TelepathyRange|0																												DESC:You can mentally communicate with any other creature within %1 feet that has a language.|TelepathyRange																																																																																																																								BONUS:VAR|TelepathyRange|100																															SOURCEPAGE:p.305	ASPECT:Ability Benefit|%1 ft.|TelepathyRange																	BENEFIT:You can mentally communicate with any other creature within %1 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.|TelepathyRange
# Default TelepathyRange is 100, adjust with BONUS:VAR|TelepathyRange|x

Trample																					CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DEFINE:TrampleDamageDice|0	DEFINE:TrampleDamageDieSize|0	DEFINE:TrampleDamageBonus|0	DEFINE:TrampleDC|10+(HD/2)+STR											DESC:As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself.																																																																																																																					BONUS:VAR|TrampleDC|2|PREFEAT:1,Ability Focus (Trample)	BONUS:VAR|TrampleDamageDice|1	BONUS:VAR|TrampleDamageBonus|STR*3/2														SOURCEPAGE:p.305	ASPECT:Ability Benefit|(%1d%2+%3, DC %4)|TrampleDamageDice|TrampleDamageDieSize|TrampleDamageBonus|TrampleDC						BENEFIT:As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take %1d%2+%3 points of damage. Targets of a trample can make an attack of opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex (DC %4) save to take half damage. You can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.|TrampleDamageDice|TrampleDamageDieSize|TrampleDamageBonus|TrampleDC
# Default number of dice is 1, to add more use BONUS:VAR|TrampleDamageDice|x
# Set Die size with BONUS:VAR|TrampleDamageDieSize|x

Trip																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption																																									DESC:You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.																																																																																																																																													SOURCEPAGE:p.305

Vulnerability to Acid																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You take half again as much (+50%%) damage as normal from Acid, regardless of whether a saving throw is allowed, or if the save is a success or failure																																																																																																																																																			SOURCEPAGE:p.305
Vulnerability to Cold																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You take half again as much (+50%%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure																																																																																																																																																			SOURCEPAGE:p.305
Vulnerability to Fire																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You take half again as much (+50%%) damage as normal from Fire, regardless of whether a saving throw is allowed, or if the save is a success or failure																																																																																																																																																			SOURCEPAGE:p.305
Vulnerability to Electricity																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You take half again as much (+50%%) damage as normal from Electricity, regardless of whether a saving throw is allowed, or if the save is a success or failure																																																																																																																																																		SOURCEPAGE:p.305
Vulnerability to Sonic																			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																									DESC:You take half again as much (+50%%) damage as normal from Sonic, regardless of whether a saving throw is allowed, or if the save is a success or failure																																																																																																																																																			SOURCEPAGE:p.305
Vulnerability to Sunlight																		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																																																																																																																																																																																																						SOURCEPAGE:p.305
Vulnerability to Protection from Evil																CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness																																																																																																																																																																																																																						SOURCEPAGE:p.305

Web																						CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary												DEFINE:WebToHit|BAB+DEX+SIZEMOD	DEFINE:WebDC|10+(HD/2)+CON	DEFINE:WebHP|TL																		DESC:You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day.																																																																																																																	BONUS:VAR|WebDC|2|PREFEAT:1,Ability Focus (Web)																												SOURCEPAGE:p.305	ASPECT:Ability Benefit|(+%1 ranged, DC %2, hp %3)|WebToHit|WebDC|WebHP													BENEFIT:You can use webs to support yourself and up to one additional creature of the same size. In addition, you can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than you. An entangled creature can escape with a successful Escape Artist check (DC %1) or burst the web with a Strength check (DC %1). Attempts to burst a web by those caught in it suffer a -4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.|WebDC

Whirlwind																					CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption										DEFINE:WhirlwindDuration|HD/2	DEFINE:WhirlwindHeight|0	DEFINE:WhirlwindDC|10+(HD/2)+STR																DESC:You can transform yourself into a whirlwind and remain in that form for up to %1 rounds.|WhirlwindDuration																																																																																																																								BONUS:VAR|WhirlwindDC|2|PREFEAT:1,Ability Focus (Whirlwind)																										SOURCEPAGE:p.306	ASPECT:Ability Benefit|(DC %1)|WhirlwindDC																	BENEFIT:You can transform yourself into a whirlwind and remain in that form for up to %1 rounds. If you have a fly speed, you can continue to fly at that same speed while in whirlwind form, otherwise you gain a fly speed equal to your base land speed (average maneuverability) while in whirlwind form. The whirlwind is always 5 feet wide at its base, A whirlwind's width at its peak is always equal to half of its height. You control the exact height, but it must be at least 10 feet and at most %2 feet high. The whirlwind form does not provoke attacks of opportunity, even if you enter the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. In whirlwind form you cannot make your normal attacks, and you do not threaten the area around you. Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal your slam attack) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC %3) when it comes into contact with the whirlwind or take damage as if it were hit by the your slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever you wish as a free action, depositing them in your space. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Concentration check (DC 15 + spell level) to cast a spell.|WhirlwindDuration|WhirlwindHeight|WhirlwindDC

###Block: Simple Template Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define													Description																																				Modify VAR																	Source Page
Smite Evil		KEY:Smite Evil ~ Celestial Creature	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:SmiteEvilTimes|0	DEFINE:SmiteEvilAttackBonus|0	DEFINE:SmiteEvilDamageBonus|0	DESC:%1/day as a swift action. Add +%2 to attack rolls and +%3 damage bonus against evil foes; smite persists until target is dead or the celestial creature rests.|SmiteEvilTimes|SmiteEvilAttackBonus|SmiteEvilDamageBonus	BONUS:VAR|SmiteEvilTimes|1	BONUS:VAR|SmiteEvilAttackBonus|max(CHA,0)	BONUS:VAR|SmiteEvilDamageBonus|HD	SOURCEPAGE:p.294
Smite Good		KEY:Smite Good ~ Fiendish Creature	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:SmiteGoodTimes|0	DEFINE:SmiteGoodAttackBonus|0	DEFINE:SmiteGoodDamageBonus|0	DESC:%1/day as a swift action. Add +%2 to attack rolls and +%3 damage bonus against good foes; smite persists until target is dead or the fiendish creature rests.|SmiteGoodTimes|SmiteGoodAttackBonus|SmiteGoodDamageBonus	BONUS:VAR|SmiteGoodTimes|1	BONUS:VAR|SmiteGoodAttackBonus|max(CHA,0)	BONUS:VAR|SmiteGoodDamageBonus|HD	SOURCEPAGE:p.294

###Block: Additional Abilities used by multiple creatures
# Ability Name	Category of Ability		Type							Define			Description																					Stackable?	Multiple?	Choose						Bonus to skill					Source Page			Aspects							Description of the Benefits
Aligned		CATEGORY:Special Ability	TYPE:SpecialQuality								DESC:Your natural weapons, as well as any weapons you wield, are treated as %1 for the purpose of resolving damage reduction.|%LIST	STACK:NO	MULT:YES	CHOOSE:STRING|Lawful|Good|Chaotic|Evil								SOURCEPAGE:p.312
All-Around Vision	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Sense					DESC:You can see in all directions at once. You cannot be flanked.																						BONUS:SKILL|Perception|4|TYPE=Racial	SOURCEPAGE:p.153,201
Can't Be Tripped	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary		DEFINE:CantBeTripped|1	DESC:A creature with this ability cannot be tripped.
Cannot Speak	CATEGORY:Special Ability	TYPE:Communicate									DESC:A creature with this ability may understand one of more languages but cannot speak.
Stampede		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary						DESC:A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other.																				SOURCEPAGE:p.174		ASPECT:Ability Benefit|(DC %1)|TrampleDC+2	BENEFIT:A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.

###Block: Creature with class level Ability Adjustment Abilities
# Ability Name	Unique Key					Category of Ability		Type						Visible		Restricted Ability														Stat bonus
+4 Strength		KEY:+4 Strength ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+2 Strength ~ Class Level,-2 Strength ~ Class Level		BONUS:STAT|STR|4
+4 Dexterity	KEY:+4 Dexterity ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+2 Dexterity ~ Class Level,-2 Dexterity ~ Class Level		BONUS:STAT|DEX|4
+4 Constitution	KEY:+4 Constitution ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+2 Constitution ~ Class Level,-2 Constitution ~ Class Level	BONUS:STAT|CON|4
+4 Intelligence	KEY:+4 Intelligence ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+2 Intelligence ~ Class Level,-2 Intelligence ~ Class Level	BONUS:STAT|INT|4
+4 Wisdom		KEY:+4 Wisdom ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+2 Wisdom ~ Class Level,-2 Wisdom ~ Class Level			BONUS:STAT|WIS|4
+4 Charisma		KEY:+4 Charisma ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus4	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+2 Charisma ~ Class Level,-2 Charisma ~ Class Level		BONUS:STAT|CHA|4
+2 Strength		KEY:+2 Strength ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Strength ~ Class Level,-2 Strength ~ Class Level		BONUS:STAT|STR|2
+2 Dexterity	KEY:+2 Dexterity ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Dexterity ~ Class Level,-2 Dexterity ~ Class Level		BONUS:STAT|DEX|2
+2 Constitution	KEY:+2 Constitution ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Constitution ~ Class Level,-2 Constitution ~ Class Level	BONUS:STAT|CON|2
+2 Intelligence	KEY:+2 Intelligence ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Intelligence ~ Class Level,-2 Intelligence ~ Class Level	BONUS:STAT|INT|2
+2 Wisdom		KEY:+2 Wisdom ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Wisdom ~ Class Level,-2 Wisdom ~ Class Level			BONUS:STAT|WIS|2
+2 Charisma		KEY:+2 Charisma ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentPlus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Charisma ~ Class Level,-2 Charisma ~ Class Level		BONUS:STAT|CHA|2
-2 Strength		KEY:-2 Strength ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentMinus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Strength ~ Class Level,+2 Strength ~ Class Level		BONUS:STAT|STR|-2
-2 Dexterity	KEY:-2 Dexterity ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentMinus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Dexterity ~ Class Level,+2 Dexterity ~ Class Level		BONUS:STAT|DEX|-2
-2 Constitution	KEY:-2 Constitution ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentMinus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Constitution ~ Class Level,+2 Constitution ~ Class Level	BONUS:STAT|CON|-2
-2 Intelligence	KEY:-2 Intelligence ~ Class Level	CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentMinus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Intelligence ~ Class Level,+2 Intelligence ~ Class Level	BONUS:STAT|INT|-2
-2 Wisdom		KEY:-2 Wisdom ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentMinus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Wisdom ~ Class Level,+2 Wisdom ~ Class Level			BONUS:STAT|WIS|-2
-2 Charisma		KEY:-2 Charisma ~ Class Level		CATEGORY:Special Ability	TYPE:ClassLevelAdjustmentMinus2	VISIBLE:DISPLAY	!PREABILITY:1,CATEGORY=Special Ability,+4 Charisma ~ Class Level,+2 Charisma ~ Class Level		BONUS:STAT|CHA|-2

#-------------------------------------------------------
###Block: *** Shared Abilities between Companions ***
#-------------------------------------------------------
#Block: Shared
# Camel
# Ability Name	Unique Key				Category of Ability		Type									Define													Description																										Modify VAR								Weapon prof. bonus										Source Page		Aspects														Description of the Benefits
Spit			KEY:Spit ~ Camel			CATEGORY:Special Ability	TYPE:SpecialAttack

# Cat, Cheetah
Sprint		KEY:Sprint ~ Cheetah		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement															DESC:Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.																																SOURCEPAGE:p.40

# Crocodile
Death Roll		KEY:Death Roll ~ Crocodile	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DEFINE:DeathRollDice|1	DEFINE:DeathRollDie|6	DEFINE:DeathRollDamage|STR*1.5	DESC:When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check.																												SOURCEPAGE:p.51	ASPECT:Ability Benefit|(%1d%2+%3 Plus Trip)|DeathRollDice|DeathRollDie|DeathRollDamage	BENEFIT:When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath		KEY:Hold Breath ~ Crocodile	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:HoldBreathRounds|CONSCORE*4									DESC:A crocodile can hold its breath for %1 rounds before it risks drowning.|HoldBreathRounds																																		SOURCEPAGE:p.51	ASPECT:Ability Benefit|(%1 rounds)|HoldBreathRounds
Sprint		KEY:Sprint ~ Crocodile		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement															DESC:Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.																																		SOURCEPAGE:p.51

# Dire Rat
Disease		KEY:Disease ~ Dire Rat		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DEFINE:DiseaseDC|10+(HD/2)+CON									DESC:Filth Fever: Bite injury; Save Fort DC %1; Onset 1d3 days; Frequency 1/day; Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves.|DiseaseDC																							SOURCEPAGE:p.232

# Horse
Docile		KEY:Docile ~ Horse		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																		DESC:Unless specifically trained for combat, a horse's hooves are treated as secondary attacks.																					BONUS:WEAPONPROF=Hoof|TOHIT|-5	BONUS:WEAPONPROF=Hoof|DAMAGE|-ceil(STR/2)	SOURCEPAGE:p.177

### Snake
Poison		KEY:Poison ~ Venomous Snake	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DEFINE:PoisonSaveDC|10+(HD/2)+CON									DESC:Bite-injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.|PoisonSaveDC								BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)														SOURCEPAGE:p.255	ASPECT:Ability Benefit|(Fort DC %1; 1/round for 6 rounds;1d2 Con;1 save)|PoisonSaveDC

# Weasel
Attach							CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																		DESC:When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round.																														SOURCEPAGE:p.133

#-------------------------------------------------------
###Block: *** Shared Abilities between Improved Familiars ***
#-------------------------------------------------------
#Block: Shared
# Demon (Quasit)
# Ability Name	Unique Key					Category of Ability		Type									Visible	Define													Description																																																																																					Multiple?	Choose						Modify VAR														Source Page		Aspects												Description of the Benefits
Change Shape	KEY:Change Shape ~ Quasit		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																				DESC:2 Of The Following Forms: Bat, Small Centipede, Toad, or Wolf; Polmorph																																																																																																		SOURCEPAGE:p.66
Poison		KEY:Poison ~ Quasit			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary						DEFINE:PoisonDC|10+(HD/2)+CON										DESC:Claw--injury; save Fortitude DC %1; frequency 1/round for 6 rounds; effect 1d2 Dexterity; cure 2 consecutive saves.|PoisonDC																																																																										BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	BONUS:VAR|PoisonDC|2|TYPE=Racial	SOURCEPAGE:p.66	ASPECT:Ability Benefit|(DC %1)|PoisonDC

# Devil (Imp)
# Ability Name	Unique Key					Category of Ability		Type									Visible	Define													Description																																																																																					Multiple?	Choose						Modify VAR														Source Page		Aspects												Description of the Benefits
Poison		KEY:Poison ~ Imp				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 1d2 Dex; cure 1 save.|PoisonDC																																																																														BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	BONUS:VAR|PoisonDC|2|TYPE=Racial	SOURCEPAGE:p.78	ASPECT:Ability Benefit|(DC %1)|PoisonDC
Change Shape	KEY:Change Shape ~ Imp			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																				DESC:An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of your own physical qualities.																																																																																							SOURCEPAGE:p.78	ASPECT:Ability Benefit|(Boar, Giant Spider, Rat, or Raven, Beast Shape I)	BENEFIT:An Imp has the ability to assume the appearance of a Boar, Giant Spider, Rat, or Raven, but retains most of its own physical qualities. An Imp cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, but it does not adjust its ability scores (although it gains any other abilities of the creature it mimics).

# Elemental (Air)
Air Mastery		KEY:Air Mastery ~ Air Elemental	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive		VISIBLE:YES															DESC:Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.																																																																																															SOURCEPAGE:p.120

# Elemental (Earth)
# Ability Name	Unique Key					Category of Ability		Type									Visible	Define													Description																																																																																					Multiple?	Choose						Modify VAR														Source Page		Aspects												Description of the Benefits
Earth Glide		KEY:Earth Glide ~ Earth Elemental	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement																	DESC:A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A Move Earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.																									SOURCEPAGE:p.122
Earth Mastery	KEY:Earth Mastery ~ Earth Elemental	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																				DESC:An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.																																																				SOURCEPAGE:p.122

# Elemental (Water)
# Ability Name	Unique Key					Category of Ability		Type									Visible	Define													Description																																																																																					Multiple?	Choose						Modify VAR														Source Page		Aspects												Description of the Benefits
Drench		KEY:Drench ~ Water Elemental		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																				DESC:The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as Dispel Magic (caster level %1).|TL																																																																																			SOURCEPAGE:p.126
Vortex		KEY:Vortex ~ Water Elemental		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption				DEFINE:VortexDuration|HD/2	DEFINE:VortexHeight|0	DEFINE:VortexDC|10+(HD/2)+STR	DESC:While underwater, a water elemental can create a whirlpool as a standard action, at will.																																																																																BONUS:VAR|VortexDC|2|PREFEAT:1,Ability Focus (Vortex)							SOURCEPAGE:p.126	ASPECT:Ability Benefit|(DC %1)|VortexDC							BENEFIT:While underwater, a water elemental can create a whirlpool as a standard action, at will. The vortex is always 5 feet wide at its base. A vortex's width at its peak is always equal to half of its height. The elemental controls the exact height, but it must be at least 10 feet and at most %1 feet high. The vortex form does not provoke attacks of opportunity, even if it enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the vortex moves into or through a creature's space. In vortex form the elemental cannot make its normal attacks, and does not threaten the area around it. Creatures one or more size categories smaller than the vortex might take damage when caught in the vortex (generally damage equal the elementals slam attack). An affected creature must succeed on a Reflex save (DC %2) when it comes into contact with the vortex or take damage as if it were hit by the elemental's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the vortex, automatically taking the indicated damage each round. Creatures trapped in the vortex cannot move except to go where the vortex carries them or to escape the vortex. Trapped creatures can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The vortex can have only as many creatures trapped inside at one time as will fit inside the vortex's volume. The vortex can eject any carried creatures whenever you wish as a free action, depositing them in the elementas's space. If the vortex's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the Vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a Concentration check (DC 15 + spell level) to cast a spell.|VortexHeight|VortexDC
Water Mastery	KEY:Water Mastery ~ Water Elemental	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary																				DESC:A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.																																																		SOURCEPAGE:p.126

# Homonculus
# Ability Name	Unique Key					Category of Ability		Type									Visible	Define													Description																																																																																					Multiple?	Choose						Modify VAR														Source Page		Aspects												Description of the Benefits
Poison		KEY:Poison ~ Homunculus			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary						DEFINE:HomunculusPoisonDC|10+(HD/2)+CON								DESC:Bite--injury; save Fort DC %1; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.|HomunculusPoisonDC																																																																										BONUS:VAR|HomunculusPoisonDC|2|PREFEAT:1,Ability Focus (Poison)					SOURCEPAGE:p.176	ASPECT:Ability Benefit|(DC %1)|HomunculusPoisonDC
Telepathic Link	KEY:Telepathic Link ~ Homunculus	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate																		DESC:A homunculus cannot speak, but the process of creating one links it telepathically with its creator.																																																																																													SOURCEPAGE:p.176														BENEFIT:A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

# Mephits
# Ability Name	Unique Key					Category of Ability		Type									Visible	Define													Description																																																																																					Multiple?	Choose						Modify VAR														Source Page		Aspects												Description of the Benefits
Boiling Rain	KEY:Boiling Rain ~ Steam Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																				DESC:Once per day a steam mephit can create a rainstorm of boiling water in a 20-foot-square area. Living creatures within the area take 2d6 points of fire damage (Fortitude DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell.																																																																				SOURCEPAGE:p.203
Change Size		KEY:Change Size ~ Earth Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																					DESC:Once per day an earth mephit can enlarge one size category, as enlarge person spell, except that it only works on the earth mephit. This power acts as a 2nd level spell.																																																																																	SOURCEPAGE:p.202
Dehydrate		KEY:Dehydrate ~ Salt Mephit		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																				DESC:Once per day a salt mephit can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell.																																																SOURCEPAGE:p.203
Magma Form		KEY:Magma Form ~ Magma Mephit		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																				DESC:Once per hour a magma mephit can assume the form of a pool of lava, 3 feet in diameter and 6 inches deep. While in this form, its DR increases to 20/magic and it cannot attack. It can move at a speed of 10 feet per round and can pass through small openings and cracks. Anything touching this pool takes 1d6 fire damage. A magma mephit may remain in this form for up to 10 minutes.																																														SOURCEPAGE:p.202
Summon		KEY:Summon ~ Mephit			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike																					DESC:Summon 1 %1, 25%% (Level 2)|%CHOICE																																																																																MULT:YES	CHOOSE:USERINPUT|1|TITLE="Mephit Type"																SOURCEPAGE:p.202

###Block: Mephit Breath Weapons
# Ability Name	Unique Key					Category of Ability		Type						Define					Description																																														Modify VAR																		Source Page		Aspects
Breath Weapon	KEY:Breath Weapon ~ Air Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:An air mephit can unleash a 15' cone of sand and grit every 4 rounds as a standard action that deals 1d8 slashing damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC																	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of sand and grit, 1d8 slashing damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Dust Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A dust mephit can unleash a 15' cone of dust every 4 rounds as a standard action that deals 1d4 slashing damage. The dust also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC		BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of dust, 1d8 slashing damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Earth Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:An earth mephit can unleash a 15' cone of rocks every 4 rounds as a standard action that deals 1d8 bludgeoning damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC																		BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of rocks, 1d8 bludgeoning damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Fire Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A fire mephit can unleash a 15' cone of flames every 4 rounds as a standard action that deals 1d8 fire damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC																			BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of flames, 1d8 fire damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Ice Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:An ice mephit can unleash a 15' cone of ice every 4 rounds as a standard action that deals 1d4 cold damage. The cold also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the  sickened effect.|BreathWeaponDC			BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of ice, 1d4 cold damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Magma Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A fire mephit can unleash a 15' cone of fire every 4 rounds as a standard action that deals 1d8 fire damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC																			BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of fire, 1d8 fire damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Ooze Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:An ooze mephit can unleash a 15' cone of slime every 4 rounds as a standard action that deals 1d4 acid damage. The slime also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC		BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of slime, 1d4 acid damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Salt Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A salt mephit can unleash a 15' cone of salt crystals every 4 rounds as a standard action that deals 1d4 slashing damage. The salt also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of salt crystals, 1d4 slashing damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Steam Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A steam mephit can unleash a 15' cone of steam every 4 rounds as a standard action that deals 1d4 fire damage. The steam also causes living creatures to be sickened for 3 rounds. A reflex save (DC %1) halves the damage and negates the sickened effect.|BreathWeaponDC		BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of steam, 1d4 fire damage, DC %1)|BreathWeaponDC
Breath Weapon	KEY:Breath Weapon ~ Water Mephit	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A water mephit can unleash a 15' cone of acid every 4 rounds as a standard action that deals 1d8 acid damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC																			BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	BONUS:VAR|BreathWeaponDC|1|TYPE=Racial	SOURCEPAGE:p.202	ASPECT:Ability Benefit|(15' cone of acid, 1d8 acid damage, DC %1)|BreathWeaponDC

###Block: Mephit Fast Healing
# Ability Name	Unique Key					Category of Ability		Type								Define				Description																																																																																											Modify VAR								Source Page		Aspects				Description of the Benefits
Fast Healing	KEY:Fast Healing ~ Air Mephit		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in gusty and windy areas.																																																																																											SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in gusty and windy areas. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Dust Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in dusty environments.																																																																																												SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in dusty environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Earth Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only while underground.																																																																																													SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round while underground. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Fire Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only while in contact with fire.																																																																																											SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round while in contact with fire. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Ice Mephit		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in areas below freezing.																																																																																												SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in areas below freezing. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Magma Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in contact with magma or lava.																																																																																											SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in contact with magma or lava. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Ooze Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in wet or muddy environments.																																																																																											SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in wet or muddy environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Salt Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in arid environments.																																																																																												SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in arid environments. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Steam Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only in boiling water or steam.																																																																																											SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round when in boiling water or steam. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fast Healing	KEY:Fast Healing ~ Water Mephit	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP						DESC:Regain 2 hp/round. Works only while the mephit is underwater.																																																																																										SOURCEPAGE:p.202	ASPECT:Ability Benefit|2	BENEFIT:Regain 2 hp/round while underwater. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

# Pseudodragon
Poison		KEY:Poison ~ Pseudodragon		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Sting-injury; save Fort DC %1; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save.|PoisonDC																																																																									BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.229

# Stirge
Attach		KEY:Attach ~ Stirge			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself. If its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.										SOURCEPAGE:p.260
Blood Drain		KEY:Blood Drain ~ Stirge		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.																																														SOURCEPAGE:p.260
Diseased		KEY:Diseased ~ Stirge			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:Any creature subjected to a stirge's blood drain attack has a 10%% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.																																													SOURCEPAGE:p.260

#-------------------------------------------------------
###Block: *** Shared Monster Abilities ***
#-------------------------------------------------------
#
# End
#
