# CVS $Revision: 12062 $ $Author: eddyanthony $ -- Fri Nov  5 22:27:22 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Bestiary	SOURCESHORT:PFB	SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8auu	SOURCEDATE:2009-10

###Block: Gargoyle abilities
# Ability Name	Unique Key			Category of Ability		Type						Description																												Source Page
Freeze		KEY:Freeze ~ Gargoyle	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A gargoyle can hold itself so still it appears to be a statue. A gargoyle that uses freeze can take 20 on its Stealth check to hide in plain sight as a stone statue.	SOURCEPAGE:p.137

###Block: Gelatinous Cube abilities
# Ability Name	Unique Key					Category of Ability		Type								Define							Description																					Modify VAR											Source Page		Description of the Benefits
Acid			KEY:Acid ~ Gelatinous Cube		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary											DESC:A gelatinous cube's acid does not harm metal or stone.																									SOURCEPAGE:p.138
Engulf		KEY:Engulf ~ Gelatinous Cube		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DEFINE:EngulfDC|10+(HD/2)+STR				DESC:Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action.	BONUS:VAR|EngulfDC|2|PREFEAT:1,Ability Focus (Engulf)				SOURCEPAGE:p.138	BENEFIT:Although it moves slowly, a gelatinous cube can simply engulf Large or smaller creatures in its path as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity can attempt a DC %1 Reflex save to avoid being engulfed--on a success, they are pushed back or aside (opponent's choice) as the cube moves forward. Engulfed creatures are subject to the cube's paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within its body until they are no longer pinned.|EngulfDC
Paralysis		KEY:Paralysis ~ Gelatinous Cube	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:GelatinousParalysisDC|10+(HD/2)+CON	DESC:A gelatinous cube secretes an anesthetizing slime.													BONUS:VAR|GelatinousParalysisDC|2|PREFEAT:1,Ability Focus (Paralysis)	SOURCEPAGE:p.138	BENEFIT:A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.|GelatinousParalysisDC
Transparent		KEY:Transparent ~ Gelatinous Cube	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary											DESC:Due to its lack of coloration, a gelatinous cube is difficult to discern.																					SOURCEPAGE:p.138	BENEFIT:Due to its lack of coloration, a gelatinous cube is difficult to discern. A DC 15 Perception check is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and walks into it is automatically engulfed.

###Block: Genie (Djinni) abilities
# Ability Name	Unique Key				Category of Ability		Type						Description														Source Page
Air Mastery		KEY:Air Mastery ~ Djinni	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Airborne creatures take a -1 penalty on attack and damage rolls against you.		SOURCEPAGE:p.139
Three Wishes	KEY:Three Wishes ~ Djinni	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike		DESC:Noble djinn can grant three wishes to any being (nongenies only) who captures them.	SOURCEPAGE:p.139

###Block: Genie (Efreeti) abilities
# Ability Name	Unique Key				Category of Ability		Type								Define						Description																		Modify VAR											Source Page		Description of the Benefits
Change Size		KEY:Change Size ~ Efreeti	CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike.AttackOption		DEFINE:EfreetiChangeSizeDC|10+(HD/2)+CHA	DESC:Twice per day, an efreeti can magically change a creature's size.								BONUS:VAR|EfreetiChangeSizeDC|2|PREFEAT:1,Ability Focus (Change Size)	SOURCEPAGE:p.140	BENEFIT:Twice per day, an efreeti can magically change a creature's size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC %1 Fortitude save negates the effect. This is the equivalent of a 2nd-level spell.|EfreetiChangeSizeDC
Heat			KEY:Heat ~ Efreeti		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption								DESC:An efreeti's body deals 1d6 points of fire damage whenever it hits in melee, or in each round it grapples.													SOURCEPAGE:p.140

###Block: Genie (Janni) abilities
# Ability Name		Unique Key					Category of Ability		Type						Define						Description															Modify VAR											Source Page		Description of the Benefits
Change Size			KEY:Change Size ~ Janni			CATEGORY:Special Ability	TYPE:SpecialAttack.SpellLike		DEFINE:JanniChangeSizeDC|10+(HD/2)+CHA	DESC:Twice per day, a janni can magically change a creature's size.					BONUS:VAR|JanniChangeSizeDC|2|PREFEAT:1,Ability Focus (Change Size)	SOURCEPAGE:p.141	BENEFIT:Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC %1 Fortitude save negates the effect. This is the equivalent of a 2nd-level spell.|JanniChangeSizeDC
Elemental Endurance	KEY:Elemental Endurance ~ Janni	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time.													SOURCEPAGE:p.141	BENEFIT:Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

###Block: Genie (Marid) abilities
# Ability Name	Unique Key				Category of Ability		Type								Define					Description																																									Modify VAR										Source Page		Aspects							Description of the Benefits
Water Mastery	KEY:Water Mastery ~ Marid	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption							DESC:A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water.																																				SOURCEPAGE:p.142									BENEFIT:A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a -4 penalty on attack and damage rolls.
Water's Fury	KEY:Water's Fury ~ Marid	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption	DEFINE:WatersFuryDC|10+(HD/2)+CON	DESC:As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC %1 Reflex save reduces the damage by half and negates the blinding effect.|WatersFuryDC	BONUS:VAR|WatersFuryDC|2|PREFEAT:1,Ability Focus (Water's Fury)	SOURCEPAGE:p.142	ASPECT:Ability Benefit|(DC %1)|WatersFuryDC
Vortex		KEY:Vortex ~ Marid		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption	DEFINE:VortexDC|10+(HD/2)+STR		DESC:A marid can transform into a vortex of swirling, churning water once every 10 mintues.																																						SOURCEPAGE:p.142	ASPECT:Ability Benefit|(DC %1)|VortexDC		BENEFIT:A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability (10-50 ft. tall, 1d8+4 damage, DC %1, see page 306 for full details on this special attack), save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.|VortexDC
Change Shape	KEY:Change Shape ~ Marid	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural									DESC:Water Elemental, Humanoid or Giant, Alter Self, Elemental Body III, or Giant Form I																																							SOURCEPAGE:p.142

###Block: Genie (Shaitan) abilities
# Ability Name	Unique Key				Category of Ability		Type								Define					Description																																																			Modify VAR										Source Page		Description of the Benefits
Earth Mastery	KEY:Earth Mastery ~ Shaitan	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength based checks if both it and its foe are touching the ground.																																						SOURCEPAGE:p.143	BENEFIT:A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength based checks if both it and its foe are touching the ground. It takes a -4 penalty on attack and damage rolls against airborne or waterborne opponents.
Metalmorph		KEY:Metalmorph ~ Shaitan	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural									DESC:As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.																																								SOURCEPAGE:p.143
Stone Curse		KEY:Stone Curse ~ Shaitan	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption	DEFINE:StoneCurseDC|10+(HD/2)+CON	DESC:If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone.	BONUS:VAR|StoneCurseDC|2|PREFEAT:1,Ability Focus (Stone Curse)	SOURCEPAGE:p.143
Stone Glide		KEY:Stone Glide ~ Shaitan	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural									DESC:This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.																																									SOURCEPAGE:p.143

###Block: Ghoul abilities
# Ability Name	Unique Key			Category of Ability		Type							Define						Description																									Modify VAR										Source Page		Aspects				Description of the Benefits
Disease		KEY:Disease ~ Ghoul	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:GhoulFeverDC|10+(HD/2)+CHA		DESC:Ghoul Fever: Bite--injury; save Fort DC %1; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.|GhoulFeverDC	BONUS:VAR|GhoulFeverDC|2|PREFEAT:1,Ability Focus (Disease)		SOURCEPAGE:p.146						BENEFIT:Ghoul Fever: Bite--injury; save Fort DC %1; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.|GhoulFeverDC
Paralysis		KEY:Paralysis ~ Ghoul	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:GhoulParalysisDC|10+(HD/2)+CHA	DESC:This special attack renders the victim immobile.																		BONUS:VAR|GhoulParalysisDC|2|PREFEAT:1,Ability Focus (Paralysis)	SOURCEPAGE:p.146						BENEFIT:This special attack renders the victim 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 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.|GhoulParalysisDC
Stench		KEY:Stench ~ Ghast	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Aura	DEFINE:GhastStenchDC|10+(HD/2)+CHA		DESC:10-foot radius, Fort DC %1 negates, sickened for 1d6+4 minutes|GhastStenchDC																								SOURCEPAGE:p.146	ASPECT:Ability Benefit|30 ft.	BENEFIT:The Ghast secretes 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 1d6+4 minutes. Creatures that successfully save cannot be affected by the same creature's 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.|GhastStenchDC

###Block: Giant (Cloud) abilities
# Ability Name	Unique Key					Category of Ability		Type									Multiple?	Choose			Weapon prof. bonus
Oversized Weapon	KEY:Oversized Weapon ~ Cloud Giant	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.OversizedWeapon	MULT:YES	CHOOSE:WEAPONPROFS|LIST	BONUS:WEAPONPROF=%LIST|PCSIZE|1

###Block: Giant (Fire) abilities
# Ability Name	Unique Key				Category of Ability		Type								Description																		Source Page		Aspects				Description of the Benefits
Heated Rock		KEY:Heated Rock ~ Fire Giant	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption	DESC:Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks.	SOURCEPAGE:p.148	ASPECT:Ability Benefit|(1d6)	BENEFIT:Fire giants transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated rock deals 1d6 points of additional fire damage on a hit.

###Block: Giant (Frost) abilities
# Ability Name					Unique Key			Category of Ability		Type				Bonus to skill						Source Page		Temporary effect description
+4 racial bonus to Stealth skill in snow	KEY:Frost Giant Stealth	CATEGORY:Special Ability	TYPE:SpecialQuality	BONUS:SKILL|Stealth|4|TYPE=Racial|PREAPPLY:PC	SOURCEPAGE:p.149	TEMPDESC:Adjusts Stealth skill bonus by 4

###Block: Giant (Stone) abilities
# Ability Name		Unique Key						Category of Ability		Type									Description																		Source Page		Aspects									Description of the Benefits
Improved Rock Catching	KEY:Improved Rock Catching ~ Stone Giant	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive.SaveBonus	DESC:You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching.	SOURCEPAGE:p.151	ASPECT:SaveBonus|+4 Reflex when attempting to catch a rock	BENEFIT:You gain a +4 racial bonus on your Reflex save when attempting to catch a thrown rock with rock catching. 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.

###Block: Giant (Storm) abilities
# Ability Name	Unique Key					Category of Ability		Type						Description												Automatically Gained Weapon Prof.		Source Page
Militant		KEY:Militant ~ Storm Giant		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Storm giants are proficient with all simple and all martial weapons.	AUTO:WEAPONPROF|TYPE.Martial|TYPE.Simple	SOURCEPAGE:p.152
Water Breathing	KEY:Water Breathing ~ Storm Giant	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Storm giants can breathe water as well as air.												SOURCEPAGE:p.152

###Block: Gibbering Mouther abilities
# Ability Name		Unique Key							Category of Ability		Type								Define					Description																																											Modify VAR									Source Page		Aspects							Description of the Benefits
Amorphous			KEY:Amorphous ~ Gibbering Mouther			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive							DESC:Your body is malleable and shapeless.																																															SOURCEPAGE:p.153									BENEFIT:Your body is malleable and shapeless. You are immune to precision damage (like sneak attacks) and critical hits, and can move through an area as small as one-quarter of your space without squeezing or one eighth of your space when squeezing.
Blood Drain			KEY:Blood Drain ~ Gibbering Mouther			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption							DESC:On a successful grapple check after grabbing, your mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as you drain your victim's blood.																									SOURCEPAGE:p.153									BENEFIT:On a successful grapple check after grabbing, several of your mouths attach to its target. Each round you maintain your grapple, your mouths automatically deal 1d4 points of bite damage and 1 point of Constitution damage as you drain your victim's blood.
Engulf			KEY:Engulf ~ Gibbering Mouther			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption							DESC:This ability functions as swallow whole, except for the changes noted.																																										SOURCEPAGE:p.153									BENEFIT:This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the gibbering mouther's body, where several of its mouths continue to feed and drain blood. A gibbering mouther can engulf only one foe of its size or smaller at a time. If an engulfed creature cuts its way free (the mouther's damage reduction still applies to those inside), the mouther simply flows together again and can still use its engulf attack.
Gibbering			KEY:Gibbering ~ Gibbering Mouther			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DEFINE:GibberingDC|10+(HD/2)+CON	DESC:As a free action, a gibbering mouther can emit a cacophony of maddening sound.																															BONUS:VAR|GibberingDC|2|PREFEAT:1,Ability Focus (Gibbering)	SOURCEPAGE:p.153	ASPECT:Ability Benefit|(DC %1)|GibberingDC	BENEFIT:As a free action, a gibbering mouther can emit a cacophony of maddening sound. All creatures other than gibbering mouthers within 60 feet must succeed on a DC %1 Will save or be confused for 1 round. This is a mind affecting compulsion insanity effect. A creature that saves cannot be affected by the same mouther's gibbering for 24 hours.|GibberingDC
Grab				KEY:Grab ~ Gibbering Mouther				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption							DESC:If a gibbering mouther hits with the indicated attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. A gibbering mouther can use its grab attack against a foe of up to Medium size.	BONUS:VAR|CMB_Grapple|4							SOURCEPAGE:p.301									BENEFIT:If a gibbering mouther hits with the indicated attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. A gibbering mouther can use its grab attack against a foe of up to Medium size. A gibbering mouther has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. A gibbering mouther receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Ground Manipulation	KEY:Ground Manipulation ~ Gibbering Mouther	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.AttackOption							DESC:At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy.																																			SOURCEPAGE:p.153									BENEFIT:At will as a standard action, a gibbering mouther can cause stone and earth under its body to grow soft and muddy. The ground remains muddy for 1 minute after the mouther moves off of the location. A gibbering mouther can move through these areas with ease, but other creatures treat them as difficult terrain.
Spittle			KEY:Spittle ~ Gibbering Mouther			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DEFINE:SpittleDC|10+(HD/2)+CON	DESC:Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet.																									BONUS:VAR|SpittleDC|2|PREFEAT:1,Ability Focus (Spittle)	SOURCEPAGE:p.153	ASPECT:Ability Benefit|(+6 ranged touch)		BENEFIT:Each round as a free action, a gibbering mouther can emit a stream of acidic spittle at one target within 30 feet. On a successful attack, the target is blinded for 1d4 rounds unless he succeeds on a DC %1 Fortitude save.|SpittleDC

###Block: Goblin abilities
# Ability Name	Unique Key			Category of Ability		Type						Description										Bonus to skill					Source Page
Skilled		KEY:Skilled ~ Goblin	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Goblins gain a +4 racial bonus on Ride and Stealth checks.	BONUS:SKILL|Ride,Stealth|4|TYPE=Racial	SOURCEPAGE:p.18

###Block: Goblin Dog abilities
# Ability Name	Unique Key					Category of Ability		Type						Define						Description															Modify VAR												Source Page		Aspects								Description of the Benefits
Allergic Reaction	KEY:Allergic Reaction ~ Goblin Dog	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:AllergicReactionDC|10+(HD/2)+CON	DESC:Your dander is highly irritating to all creatures save those with the goblinoid subtype.	BONUS:VAR|AllergicReactionDC|2|PREFEAT:1,Ability Focus (Allergic Reaction)	SOURCEPAGE:p.157	ASPECT:Ability Benefit|(DC %1)|AllergicReactionDC	BENEFIT:Your dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by your bite, who deals damage to you with a natural weapon or unarmed attack, or who otherwise comes into contact with you (including attempts to grapple or ride you) must make a DC %1 Fortitude save or break out in an itching rash. A creature affected by this rash takes a -2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect.|AllergicReactionDC

###Block: Golem (Clay) abilities
# Ability Name	Unique Key					Category of Ability		Type								Description																														Source Page		Aspects			Description of the Benefits
Berserk		KEY:Berserk ~ Clay Golem		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:When a clay golem enters combat, there is a cumulative 1%% chance each round that its elemental spirit breaks free and the golem goes berserk.							SOURCEPAGE:p. 159					BENEFIT:When a clay golem enters combat, there is a cumulative 1%% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0%% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. Once it goes berserk, no known method can reestablish control.
Cursed Wound	KEY:Cursed Wound ~ Clay Golem		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.AttackOption	DESC:The damage a clay golem deals doesn't heal naturally and resists magical healing.																	SOURCEPAGE:p. 159					BENEFIT:The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the injured creature.
Haste			KEY:Haste ~ Clay Golem			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DESC:After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.	SOURCEPAGE:p. 159
Immunity to Magic	KEY:Immunity to Magic ~ Clay Golem	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity	DESC:A clay golem is immune to any spell or spell-like ability that allows spell resistance.																SOURCEPAGE:p. 159	ASPECT:Immunity|Magic	BENEFIT:A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. * A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save). * A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage (no save). * An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage (no save). * Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A clay golem gets no saving throw against magical attacks that deal acid damage.

###Block: Golem (Flesh) abilities
# Ability Name	Unique Key					Category of Ability		Type								Description																								Source Page		Aspects			Description of the Benefits
Berserk		KEY:Berserk ~ Flesh Golem		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:When a flesh golem enters combat, there is a cumulative 1%% chance each round that its elemental spirit breaks free and the golem goes berserk.	SOURCEPAGE:p.160					BENEFIT:When a flesh golem enters combat, there is a cumulative 1%% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%%.
Immunity to Magic	KEY:Immunity to Magic ~ Flesh Golem	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity	DESC:A flesh golem is immune to any spell or spell-like ability that allows spell resistance.										SOURCEPAGE:p.160	ASPECT:Immunity|Magic	BENEFIT:A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. * A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save). * A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

###Block: Golem (Ice) abilities
# Ability Name	Unique Key					Category of Ability		Type								Define						Description																Modify VAR											Source Page		Aspects							Description of the Benefits
Cold			KEY:Cold ~ Ice Golem			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary										DESC:An ice golem's body generates intense cold, dealing 1d6 points of damage with its touch.														SOURCEPAGE:p.161									BENEFIT:An ice golem's body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits.
Icy Destruction	KEY:Icy Destruction ~ Ice Golem	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:IcyDestructionDC|10+(HD/2)+CON	DESC:When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice.	BONUS:VAR|IcyDestructionDC|2|PREFEAT:1,Ability Focus (Icy Destruction)	SOURCEPAGE:p.161	ASPECT:Ability Benefit|(DC %1)|IcyDestructionDC	BENEFIT:When reduced to 0 hit points, an ice golem shatters in an explosion of jagged shards of ice. All creatures within a 10-foot burst take 3d6 points of slashing damage and 2d6 points of cold damage; a DC %1 Reflex save halves the damage.|IcyDestructionDC
Immunity to Magic	KEY:Immunity to Magic ~ Ice Golem	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity								DESC:An ice golem is immune to any spell or spell-like ability that allows spell resistance.														SOURCEPAGE:p.161	ASPECT:Immunity|Magic					BENEFIT:An ice golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below. * A magical attack that deals electricity damage slows an ice golem (as the slow spell) for 2d6 rounds, with no saving throw. * A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice golem gets no saving throw against cold effects.

###Block: Golem (Iron) abilities
# Ability Name	Unique Key					Category of Ability		Type								Define					Description																						Modify VAR											Weapon prof. bonus										Source Page		Aspects												Description of the Benefits
Breath Weapon	KEY:Breath Weapon ~ Iron Golem	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas.						BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)														SOURCEPAGE:p.162	ASPECT:Ability Benefit|(10' cube of poisonous Gas, DC %1)|BreathWeaponDC	BENEFIT:As a free action once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes through the cloud during the remainder of that round) is exposed to the cloud's poisonous effects. This poison is magically created each time the golem uses this power. Inhaled; save Fort %1; frequency 1/round for 4 rounds; effect 1d4 Constitution damage; cure 2 saves.|BreathWeaponDC
Immunity to Magic	KEY:Immunity to Magic ~ Iron Golem	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity							DESC:An iron golem is immune to spells or spell-like abilities that allow spell resistance.																																	SOURCEPAGE:p.162	ASPECT:Immunity|Magic										BENEFIT:An iron golem is immune to spells or spell-like abilities that allow spell resistance. Certain spells and effects function differently against it, as noted below. * A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 This iron automaton stands twice as tall as a normal human. Its heavy footfalls shake the ground with bone-jarring force. rounds, with no saving throw. * A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An iron golem gets no saving throw against fire effects. * An iron golem is affected normally by rust attacks, such as those of a rust monster or a rusting grasp spell.
Powerful Blows	KEY:Powerful Blows ~ Iron Golem	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:An iron golem inflicts one and a half times its Strength modifier and threatens a critical hit on a 19-20 with its slam attacks.													BONUS:WEAPONPROF=Slam|DAMAGE|STR/2	BONUS:WEAPONPROF=Slam|CRITRANGEADD|1	SOURCEPAGE:p.162

###Block: Golem (Stone) abilities
# Ability Name	Unique Key					Category of Ability		Type								Define				Description															Modify VAR								Source Page		Aspects						Description of the Benefits
Immunity to Magic	KEY:Immunity to Magic ~ Stone Golem	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity						DESC:A stone golem is immune to any spell or spell-like ability that allows spell resistance.										SOURCEPAGE:p.163	ASPECT:Immunity|Magic				BENEFIT:A stone golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. * A transmute rock to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. * A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round.
Slow			KEY:Slow ~ Stone Golem			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:SlowDC|10+(HD/2)+CON	DESC:A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds.	BONUS:VAR|SlowDC|2|PREFEAT:1,Ability Focus (Slow)	SOURCEPAGE:p.163	ASPECT:Ability Benefit|(DC %1)|SlowDC	BENEFIT:A stone golem can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, requiring a DC %1 Will save to negate.|SlowDC

###Block: Golem (Wood) abilities
# Ability Name	Unique Key					Category of Ability		Type								Define					Description																		Modify VAR										Source Page		Aspects								Description of the Benefits
Immunity to Magic	KEY:Immunity to Magic ~ Wood Golem	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity							DESC:A wood golem is immune to any spell or spell-like ability that allows spell resistance.															SOURCEPAGE:p.164	ASPECT:Immunity|Magic						BENEFIT:A wood golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the Fire descriptor, which affect it normally. In addition, certain spells and effects function differently against the creature, as noted below. * Warp wood or wood shape slows a wood golem (as the slow spell) for 2d6 rounds (no save). * Repel wood drives the golem back 60 feet and deals 2d12 points of damage to it (no save). * A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wood golem gets no saving throw against attacks that deal cold damage.
Splintering		KEY:Splintering ~ Wood Golem		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:SplinteringDC|10+(HD/2)+CON	DESC:A wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst.	BONUS:VAR|SplinteringDC|2|PREFEAT:1,Ability Focus (Splintering)	SOURCEPAGE:p.164	ASPECT:Ability Benefit|(6d6, DC %1)|SplinteringDC	BENEFIT:As a free action once every 1d4+1 rounds, a wood golem can launch a barrage of razor-sharp wooden splinters from its body in a 20-foot-radius burst. All creatures caught within this area take 6d6 points of slashing damage (Reflex DC %1 halves).|SplinteringDC

###Block: Gorgon abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																	Modify VAR											Source Page		Aspects												Description of the Benefits
Breath Weapon	KEY:Breath Weapon ~ Gorgon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas.	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	SOURCEPAGE:p.165	ASPECT:Ability Benefit|(60' cone of petrification gas, DC %1)|BreathWeaponDC	BENEFIT:A gorgon can use its breath weapon once every 1d4+1 rounds to create a 60-foot cone of green gas. Those caught in the area of the gas can attempt a DC %1 Fortitude save to resist the effects, but those who fail the save are immediately petrified. This petrification is temporary--each round, a petrified creature can attempt a new DC %1 Fortitude save to recover from the petrification as long as it is not caught within the area of effect of the gorgon's breath weapon a second time while petrified. A creature exposed to the gorgon's breath a second time while already petrified becomes permanently petrified, and can no longer attempt to make additional Fortitude saves to recover naturally.|BreathWeaponDC

###Block: Gray Ooze abilities
# Ability Name	Unique Key					Category of Ability		Type								Define						Description																													Modify VAR											Source Page		Aspects							Description of the Benefits
Acid			KEY:Acid ~ Gray Ooze			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:AcidGrayOozeDC|10+(HD/2)+CON		DESC:The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone.														BONUS:VAR|AcidGrayOozeDC|2|PREFEAT:1,Ability Focus (Acid)			SOURCEPAGE:p.166	ASPECT:Ability Benefit|(DC %1)|AcidGrayOozeDC	BENEFIT:The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC %1 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC %1 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage.|AcidGrayOozeDC
Transparent		KEY:Transparent ~ Gray Ooze		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary										DESC:Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments.																						SOURCEPAGE:p.166									BENEFIT:Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.
Paralytic Toxin	KEY:Paralytic Toxin ~ Gray Ooze	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:ParalyticToxinDC|10+(HD/2)+CON	DESC:The crystal ooze secretes a paralytic toxin that causes those whom it strikes to become paralyzed for 3d6 rounds if they fail a Fortitude DC %1 saving throw.|ParalyticToxinDC	BONUS:VAR|ParalyticToxinDC|2|PREFEAT:1,Ability Focus (Paralytic Toxin)	SOURCEPAGE:p.166	ASPECT:Ability Benefit|(DC %1)|ParalyticToxinDC
Telepathy		KEY:Telepathy ~ Id Ooze			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate	DEFINE:TelepathyRange|0				DESC:Id oozes can communicate basic empathic information with other id oozes within %1 feet via telepathy|TelepathyRange										BONUS:VAR|TelepathyRange|100								SOURCEPAGE:p.166	ASPECT:Ability Benefit|%1 ft.|TelepathyRange

###Block: Green Hag abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description													Modify VAR									Source Page		Aspects						Description of the Benefits
Weakness		KEY:Weakness ~ Green Hag	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:WeaknessDC|10+(HD/2)+CHA	DESC:A green hag's claws sap strength from those she strikes.				BONUS:VAR|WeaknessDC|2|PREFEAT:1,Ability Focus (Weakness)	SOURCEPAGE:p.167	ASPECT:Ability Benefit|(DC %1)|WeaknessDC	BENEFIT:A green hag's claws sap strength from those she strikes. Each time a green hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a DC %1 Fortitude save. Alternatively, a green hag can attempt to inflict even greater weakness on a foe by making a touch attack--this variant requires a standard action, and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a DC %1 Fortitude save or take 2d4 points of Strength damage.|WeaknessDC
Mimicry		KEY:Mimicry ~ Green Hag		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary							DESC:A green hag can imitate the sounds of almost any animal found near its lair.											SOURCEPAGE:p.167

###Block: Harpy Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Description																		Modify VAR												Source Page		Aspects								Description of the Benefits
Captivating Song	KEY:Captivating Song ~ Harpy	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:CaptivatingSongDC|10+(HD/2)+CHA	DESC:A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side.	BONUS:VAR|CaptivatingSongDC|2|PREFEAT:1,Ability Focus (Captivating Song)	SOURCEPAGE:p.172	ASPECT:Ability Benefit|(DC %1)|CaptivatingSongDC	BENEFIT:A harpy's song has the power to infect the minds of those that hear it, calling them to the harpy's side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC %1 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy's song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy's attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.|CaptivatingSongDC

###Block: Hell Hound Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define																				Description																								Modify VAR											Source Page		Aspects
Breath Weapon	KEY:Breath Weapon ~ Hell Hound	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponTimes|0	DESC:%1-ft. cone, once every %2d4 rounds, %3d6 fire damage, Reflex DC %4 for half.|BreathWeaponCone|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	SOURCEPAGE:p.173	ASPECT:Ability Benefit|(%1-ft. cone, once every %2d4 rounds, %3d6 fire damage, Reflex DC %4 for half)|BreathWeaponCone|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC
Fire			KEY:Fire ~ Hell Hound			CATEGORY:Special Ability	TYPE:SpecialAttack			DEFINE:HellHoundDice|1																		DESC:A Hell Hound's bite deals an additional %1d6 fire damage.|HellHoundDice																									SOURCEPAGE:p.173	ASPECT:Ability Benefit|(%1d6/bite)|HellHoundDice

###Block: Homunculus Abilities
# Poison & Telepathic Link in Core Bestiary

# Horse Moved to Core Bestiary


###Block: Hydra Abilities
# Ability Name	Unique Key				Category of Ability		Type								Define				Description																												Choose												Modify VAR						Source Page		Aspects							Description of the Benefits																																																																																																													Temporary effect description
Fast Healing	KEY:Fast Healing ~ Hydra	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP	DEFINE:FastHealingRate|0	DESC:A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.																					SOURCEPAGE:p.178	ASPECT:Ability Benefit|%1|FastHealingRate		BENEFIT:A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body. A hydra regains 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
Hydra Traits						CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:A hydra can be killed by severing all of its heads or slaying its body.																																					SOURCEPAGE:p.178	ASPECT:Ability Benefit|(%1 heads)|HydraHeads	BENEFIT:A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
Regenerate Head	KEY:Regenerate Head ~ Hydra	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:When a hydra's head is destroyed, two heads regrow in 1d4 rounds.																		CHOOSE:NUMBER|MIN=-5|MAX=5|TITLE=Add or subtract a number of hydra heads	BONUS:VAR|HydraHeads|%CHOICE|PREAPPLY:PC	SOURCEPAGE:p.178									BENEFIT:When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster. hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.																TEMPDESC:Use this temporary bonus to add heads (and bite attacks) to the Hydra reflecting newly grown heads.

###Block: Intellect Devourer Abilities
# Ability Name				Unique Key						Category of Ability		Type								Description																										Source Page		Description of the Benefits
Detect Magic				KEY:Detect Magic ~ Intellect Devourer	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.Sense			DESC:The Intellect Devourer can Detect Magic as a constant ability.																SOURCEPAGE:p.180
Body Thief					KEY:Body Thief ~ Intellect Devourer		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DESC:An intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain.	SOURCEPAGE:p.180	BENEFIT:As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.
Vulnerable to Protection from Evil	KEY:Intellect Devourer Vulnerablities	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness	DESC:An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.				SOURCEPAGE:p.180

###Block: Invisible Stalker Abilities
# Ability Name		Unique Key							Category of Ability		Type								Description																	Source Page		Description of the Benefits
Improved Tracking		KEY:Improved Tracking ~ Invisible Stalker		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed.		SOURCEPAGE:p.181
Natural Invisibility	KEY:Natural Invisibility ~ Invisible Stalker	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive	DESC:This ability is constant--an invisible stalker remains invisible at all times, even when attacking.	SOURCEPAGE:p.181	BENEFIT:This ability is constant--an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still--these bonuses are not included in the statistics above.

###Block: Iron Cobra Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																							Source Page		Description of the Benefits
Find Target		KEY:Find Target ~ Iron Cobra	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:An iron cobra's creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location.	SOURCEPAGE:p.182	BENEFIT:Once per day, an iron cobra's creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.
Poison		KEY:Poison ~ Iron Cobra		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:Black Adder Venom; Bite--injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.				SOURCEPAGE:p.182	BENEFIT:An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite--injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

###Block: Cold Iron Cobra Abilities
# Ability Name		Output Name																Category of Ability		Type
Cold Iron Cobra Attacks	OUTPUTNAME:A Cold Iron Cobra's natural attacks count as cold iron for the purpose of bypassing DR	CATEGORY:Special Ability	TYPE:SpecialQuality

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