# CVS $Revision: 11509 $ $Author: zaister $ -- 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: Sahuagin Abilities
# Ability Name	Unique Key					Category of Ability		Type								Description																	Combat bonus				Stat bonus					Source Page		Description of the Benefits
Blood Frenzy	KEY:Blood Frenzy ~ Sahuagin		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round.	BONUS:COMBAT|AC|-2|PREAPPLY:PC	BONUS:STAT|STR,CON|2|PREAPPLY:PC	SOURCEPAGE:p.239	BENEFIT:Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains +2 Constitution and +2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter.
Speak with Sharks	KEY:Speak with Sharks ~ Sahuagin	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Communicate	DESC:A sahuagin can communicate telepathically with sharks to a distance of 150 feet.																SOURCEPAGE:p.239	BENEFIT:A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is limited to simple concepts, such as "come here", "defend me", or "attack this target".

###Block: Salamander Abilities
# Ability Name	Unique Key			Category of Ability		Type								Description																											Source Page		Aspects
Heat			KEY:Heat ~ Salamander	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DESC:A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander's metallic weapons also conduct this heat.	SOURCEPAGE:p.240	ASPECT:Ability Benefit|(1d6)

###Block: Satyr Abilities
# Ability Name	Unique Key		Category of Ability		Type						Define					Description															Modify VAR									Source Page		Aspects							Description of the Benefits
Pipes			KEY:Pipes ~ Satyr	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:PipesSaveDC|10+(HD/2)+CHA	DESC:A satyr can focus and empower his magic by playing haunting melodies on his panpipes.	BONUS:VAR|PipesSaveDC|2|PREFEAT:1,Ability Focus (Pipes)	SOURCEPAGE:p.241	ASPECT:Ability Benefit|(DC %1)|PipesSaveDC	BENEFIT:A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC %1 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spelllike abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor.|PipesSaveDC

###Block: Scorpion Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define				Description																			Modify VAR														Source Page		Aspects
Poison		KEY:Poison ~ Scorpion	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 Strength damage; cure 1 save.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	BONUS:VAR|PoisonDC|2|TYPE=Racial	SOURCEPAGE:p.242	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Sea Hag Abilities
# Ability Name		Unique Key					Category of Ability		Type							Define							Description																																																																								Modify VAR										Source Page		Aspects					Description of the Benefits
Evil Eye			KEY:Evil Eye ~ Sea Hag			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:EvilEyeSaveDC|10+(HD/2)+CON			DESC:Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet.																																																									BONUS:VAR|EvilEyeSaveDC|2|PREFEAT:1,Ability Focus (Evil Eye)	SOURCEPAGE:p.243							BENEFIT:Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC %1 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC %2 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC %3 Fortitude save or perish. The evil eye is a mind-affecting fear effect.|EvilEyeSaveDC|EvilEyeSaveDC|EvilEyeSaveDC
Horrific Appearance	KEY:Horrific Appearance ~ Sea Hag	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DEFINE:HorrificAppearanceSaveDC|10+(HD/2)+CHA	DESC:The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC %1 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. This is a mind-affecting effect.|HorrificAppearanceSaveDC												SOURCEPAGE:p.243	ASPECT:Ability Benefit|(60 ft.)

###Block: Sea Serpent Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																																																																											Source Page
Capsize		KEY:Capsize ~ Sea Serpent	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A sea serpent can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain's Profession (sailor) check, whichever is higher.																																	SOURCEPAGE:p.244
Elusive		KEY:Elusive ~ Sea Serpent	CATEGORY:Special Ability	TYPE:SpecialQuality.Defensive		DESC:As a full-round action while in water, a sea serpent can move up to its run speed (300 ft.) without leaving any trace of its passing (identical in effect to a pass without trace). An elusive sea serpent gains a +40 circumstance bonus to its Stealth check. In addition, except when in combat, a sea serpent is considered to be under the effects of a nondetection spell. Both of these spell effects are at caster level 20th and cannot be dispelled.	SOURCEPAGE:p.244

###Block: Shadow Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																																				Source Page
Create Spawn	KEY:Create Spawn ~ Shadow	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural							DESC:A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.																	SOURCEPAGE:p.245
Strength Damage	KEY:Strength Damage ~ Shadow	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:StrengthDamageDieSize|0	DESC:A shadow's touch deals 1d%1 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.|StrengthDamageDieSize	SOURCEPAGE:p.245

###Block: Shambling Mound Abilities
# Ability Name		Unique Key						Category of Ability		Type						Description																																										Source Page
Electric Fortitude	KEY:Electric Fortitude ~ Shambling Mound	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Shambling mounds take no damage from electricity. Instead, any electricity attack used against a shambling mound temporarily increases its Constitution score by 1d4 points. The shambling mound loses these temporary points at the rate of 1 per hour.	SOURCEPAGE:p.246

###Block: Shark Abilities
# Ability Name	Unique Key			Category of Ability		Type							Description																						Source Page		Aspects
Keen Scent		KEY:Keen Scent ~ Shark	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Sense	DESC:A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in the water at ranges of up to a mile.	SOURCEPAGE:p.247	ASPECT:Ability Benefit|(180 ft.)

###Block: Shocker Lizard Abilities
# Ability Name	Unique Key						Category of Ability		Type							Define					Description														Modify VAR									Source Page		Aspects							Description of the Benefits
Electricity Sense	KEY:Electricity Sense ~ Shocker Lizard	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Sense							DESC:Shocker lizards automatically detect any electrical discharges within 100 feet.											SOURCEPAGE:p.248	ASPECT:Ability Benefit|(100 ft.)
Shock			KEY:Shock ~ Shocker Lizard			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:ShockSaveDC|10+(HD/2)+CON	DESC:Shocker lizards can deliver an electrical shock to a single opponent within 5 feet.	BONUS:VAR|ShockSaveDC|2|PREFEAT:1,Ability Focus (Shock)	SOURCEPAGE:p.248	ASPECT:Ability Benefit|(DC %1)|ShockSaveDC	BENEFIT:Shocker lizards can deliver an electrical shock to a single opponent within 5 feet. This attack deals 1d8 points of nonlethal electricity damage to living opponents (Reflex DC %1 half ). Additionally, if two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock once every 1d4 rounds. This effect has a radius of 20 feet, centered on any one contributing lizard. All creatures within that radius take 2d8 points of lethal electricity damage for each lizard contributing to the shock, to a maximum of 12d8. A Reflex save (DC 10 + the number of lizards contributing) halves the damage.|ShockSaveDC

###Block: Shoggoth Abilities
# Ability Name		Unique Key					Category of Ability		Type						Define						Description																		Modify VAR												Source Page		Aspects																		Description of the Benefits
Maddening Cacophony	KEY:Maddening Cacophony ~ Shoggoth	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:CacophonySaveDC|10+(HD/2)+CON	DESC:All creatures in a 60-foot radius must make a DC %1 Will save or be confused for 1d6 rounds.|CacophonySaveDC	BONUS:VAR|CacophonySaveDC|2|PREFEAT:1,Ability Focus (Maddening Cacophony)	SOURCEPAGE:p.249	ASPECT:Ability Benefit|(60 ft. radius; DC %1; confused for 1d6 rounds; 1d6 point wisdom/round)|CacophonySaveDC	BENEFIT:As a free action, a shoggoth can give voice to sounds and words sane life was not meant to hear. All creatures in a 60-foot radius must make a DC %1 Will save or be confused for 1d6 rounds. Each round a creature is affected it takes 1d6 points of Wisdom damage. A creature that saves cannot be affected by this shoggoth's maddening cacophony for 24 hours. This is a sonic mind-affecting effect.|CacophonySaveDC
Engulf			KEY:Engulf ~ Shaggoth			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round.																	SOURCEPAGE:p.249	ASPECT:Ability Benefit|(4d6+22 bludgeoning damage plus 8d6 acid damage, AC 19, hp 33)					BENEFIT:To use this ability, the shoggoth must begin its turn grappling a creature or must trample. A shoggoth may attempt to engulf as many creatures as it grapples or tramples in a round. This ability otherwise functions as swallow whole, save that a creature that cuts is way out of a shoggoth leaves no hole in the protoplasmic creature's body.

###Block: Giant Slug Abilities
# Ability Name		Unique Key						Category of Ability		Type							Description																		Source Page		Description of the Benefits
Spit Acid			KEY:Spit Acid ~ Giant Slug			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary		DESC:A giant slug can spit acid at an opponent within 60 feet (no range increment).						SOURCEPAGE:p.254	BENEFIT:A giant slug can spit acid at an opponent within 60 feet (no range increment). With a successful ranged touch attack, the target takes 10d6 points of acid damage (no save).
Malleable			KEY:Malleable ~ Giant Slug			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary		DESC:A giant slug's body is very malleable.												SOURCEPAGE:p.254	BENEFIT:A giant slug's body is very malleable, allowing it to fit into narrow areas with ease. A giant slug takes no penalty to its speed or checks when squeezing in an area that is one size category smaller than its actual size (10 feet wide for most giant slugs). A giant slug can squeeze normally through an area two size categories smaller than its actual size (5 feet wide for most giant slugs).
Susceptible to Salt	KEY:Susceptible to Salt ~ Giant Slug	CATEGORY:Special Ability	TYPE:SpecialQualit.Extraordinary.Weakness	DESC:A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use.	SOURCEPAGE:p.254

###Block: Snake Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																			Modify VAR								Source Page		Aspects
# MOVED TO BESTIARY CORE

###Block: Spectre Abilities
# Ability Name			Unique Key						Category of Ability		Type								Define				Description																										Modify VAR											Source Page		Aspects					Description of the Benefits
Create Spawn			KEY:Create Spawn ~ Spectre			CATEGORY:Special Ability	TYPE:SpecialAttack,Supernatural								DESC:Any humanoids slain by a spectre become spectres themselves in 1d4 rounds.																										SOURCEPAGE:p.256							BENEFIT:Any humanoids slain by a spectre become spectres themselves in 1d4 rounds. Spawn so created are less powerful than typical spectres, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain one level on a touch. Spawn are under the command of the spectre that created them and remain enslaved until its death, at which point they lose their spawn penalties and become full-fledged and free-willed spectres. They do not possess any of the abilities they had in life.
Resurrection Vulnerability	KEY:Resurrection Vulnerability ~ Spectre	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Weakness							DESC:A raise dead or similar spell cast on a spectre destroys it (Will negates). Using the spell in this way does not require a material component.															SOURCEPAGE:p.256
Sunlight Powerlessness		KEY:Sunlight Powerlessness ~ Spectre	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness						DESC:Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and is staggered.													SOURCEPAGE:p.256
Unnatural Aura			KEY:Unnatural Aura ~ Spectre			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura		DEFINE:UnnaturalAuraDC|25	DESC:Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet.								BONUS:VAR|UnnaturalAuraDC|2|PREFEAT:1,Ability Focus (Unnatural Aura)	SOURCEPAGE:p.256	ASPECT:Ability Benefit|(30 ft.)	BENEFIT:Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so unless a master succeeds at a DC %1 Handle Animal, Ride, or wild empathy check. A panicked animal remains so as long as it is within 30 feet of the spectre.|UnnaturalAuraDC

###Block: Sphinx Abilities
# Ability Name		Unique Key						Category of Ability		Type								Innate Spells												Description															Source Page		Aspects							Description of the Benefits
Rake				KEY:Rake ~ Gynosphinx				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption															DESC:You gain extra natural attacks under certain conditions, typically when you grapple foes.	SOURCEPAGE:p.257	ASPECT:Ability Benefit|(2 claws +17, 2d6+6)	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.
Symbol of Fear		KEY:Symbol of Fear ~ Gynosphinx		CATEGORY:Special ability	TYPE:SpecialQuality.Spelllike				SPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Symbol of Fear,16+CHA		DESC:May cast Symbol of Fear (DC 20) once per week. Symbol will last for 1 week maximum.		SOURCEPAGE:p.257
Symbol of Pain		KEY:Symbol of Pain ~ Gynosphinx		CATEGORY:Special ability	TYPE:SpecialQuality.Spelllike				SPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Symbol of Pain,15+CHA		DESC:May cast Symbol of Pain (DC 19) once per week. Symbol will last for 1 week maximum.		SOURCEPAGE:p.257
Symbol of Persuasion	KEY:Symbol of Persuasion ~ Gynosphinx	CATEGORY:Special ability	TYPE:SpecialQuality.Spelllike				SPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Symbol of Persuasion,16+CHA	DESC:May cast Symbol of Persuasion (DC 20) once per week. Symbol will last for 1 week maximum.	SOURCEPAGE:p.257
Symbol of Sleep		KEY:Symbol of Sleep ~ Gynosphinx		CATEGORY:Special ability	TYPE:SpecialQuality.Spelllike				SPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Symbol of Sleep,15+CHA		DESC:May cast Symbol of Sleep (DC 19) once per week. Symbol will last for 1 week maximum.		SOURCEPAGE:p.257
Symbol of Stunning	KEY:Symbol of Stunning ~ Gynosphinx		CATEGORY:Special ability	TYPE:SpecialQuality.Spelllike				SPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Symbol of Stunning,17+CHA		DESC:May cast Symbol of Stunning (DC 21) once per week. Symbol will last for 1 week maximum.	SOURCEPAGE:p.257

###Block: Spider Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																			Ability						Bonus to skill					Modify VAR									Source Page		Aspects
Poison		KEY:Poison ~ Giant Spider	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PoisonSaveDC|10+(HD/2)+CON	DESC:Bite-injury; save Fort DC %1; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.|PoisonSaveDC															BONUS:VAR|PoisonSaveDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.258	ASPECT:Ability Benefit|(Fort DC %1;1/round for 4 rounds;1d2 Str;1 save)|PoisonSaveDC
Hunting		KEY:Hunting Giant Spider	CATEGORY:Internal			TYPE:GiantSpiderType																																				BONUS:SKILL|Acrobatics|8|TYPE=Racial
Web-spinning	KEY:Web-spinning Giant Spider	CATEGORY:Internal			TYPE:GiantSpiderType																													ABILITY:Special Ability|AUTOMATIC|Web

###Block: Spider Swarm Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																		Modify VAR									Source Page		Aspects
Poison		KEY:Poison ~ Spider Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PoisonSaveDC|10+(HD/2)+CON	DESC:Swarm-injury; save Fort DC %1; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save.|PoisonSaveDC	BONUS:VAR|PoisonSaveDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.258	ASPECT:Ability Benefit|(Fort DC %1;1/round for 2 rounds; 1d2 Str;1 save)|PoisonSaveDC

###Block: Squid Abilities
# Ability Name	Unique Key			Category of Ability		Type								Define			Description																															Source Page		Aspects
Ink Cloud		KEY:Ink Cloud ~ Squid	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive	DEFINE:InkCloudRadius|0	DESC:A squid can emit a %1 foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.|InkCloudRadius	SOURCEPAGE:p.259	ASPECT:Ability Benefit|(%1-ft. radius)|InkCloudRadius
Jet			KEY:Jet ~ Squid		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary							DESC:A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.

###Block: Stirge Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																																																																																											Source Page
# Attach, Blood Drain & Diseased in Core Bestiary

###Block: Svirfneblin Abilities
# Ability Name							Unique Key			Category of Ability		Type				Description																										Source Page
+1 To Attack Vs. Dwarven And Reptilian Humanoids	KEY:Svirfneblin Hatred	CATEGORY:Special Ability	TYPE:SpecialAttack	DESC:Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarven subtypes due to training against these hated foes.	SOURCEPAGE:p.261

###Block: Tarrasque Abilities
# Ability Name			Unique Key					Category of Ability		Type								Description																																									Bonus to skill							Source Page		Aspects									Description of the Benefits
Carapace				KEY:Carapace ~ Tarrasque		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive	DESC:The tarrasque's scales deflect cones, lines, rays, and magic missile spells, rendering the tarrasque immune to such effects. There is a 30%% chance a deflected effect reflects back in full force at the caster; otherwise it is simply negated.										SOURCEPAGE:p.262
Immunity to Bleed			KEY:Bleed ~ Tarrasque			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity	DESC:You are immune to the effects the Bleed ability.																																											SOURCEPAGE:p.262	ASPECT:Immunity|Bleed
Immunity to Permanent Wounds	KEY:Permanent Wounds ~ Tarrasque	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Immunity	DESC:You can never be permanently wounded.																																												SOURCEPAGE:p.262	ASPECT:Immunity|Permanent Wounds
Powerful Leaper			KEY:Powerful Leaper ~ Tarrasque	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:The tarrasque uses its Strength to modify Acrobatics checks made to jump, and has a +24 racial bonus on Acrobatics checks made to jump.																			BONUS:SKILL|Acrobatics (Jump)|24+STR-DEX|TYPE=Racial	SOURCEPAGE:p.262
Regeneration			KEY:Regeneration ~ Tarrasque		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyHP	DESC:No form of attack can suppress the tarrasque's regeneration--it regenerates even if disintegrated or slain by a death effect.																														SOURCEPAGE:p.262	ASPECT:Ability Benefit|40						BENEFIT:No form of attack can suppress the tarrasque's regeneration--it regenerates even if disintegrated or slain by a death effect. If the tarrasque fails a save against an effect that would kill it instantly, it rises from death 3 rounds later with 1 hit point if no further damage is inflicted upon its remains. It can be banished or otherwise transported as a means to save a region, but the method to truly kill it has yet to be discovered.
Rush					KEY:Rush ~ Tarrasque			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.ModifyMovement	DESC:Once per minute for 1 round, the tarrasque can move at a speed of 150 feet. This increases its Acrobatics bonus on checks made to jump to +87.																											SOURCEPAGE:p.262
Spines				KEY:Spines ~ Tarrasque			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail.																											SOURCEPAGE:p.262											BENEFIT:The tarrasque can loose a volley of six spear-like spines from its body as a standard action with a toss of its head or a lash of its tail. Make an attack roll for each spine--all targets must be within 30 feet of each other. The spines have a range increment of 120 ft.
Swallow Whole			KEY:Swallow Whole ~ Tarrasque		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	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|(6d6+22 Plus 6d6 Acid, Ac 27, Hp 52)	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.

###Block: Tengu abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																								Automatically Gained Weapon Prof.	Bonus to skill						Source Page
Gifted Linguist	KEY:Gifted Linguist ~ Tengu	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.							BONUS:SKILL|Linguistics|4|TYPE=Racial		SOURCEPAGE:p.24
#need a way to make languages work for Tengu: maybe BONUS:LANGUAGES|NUMBER|skillinfo("RANK","Linguistics")
Sneaky		KEY:Sneaky ~ Tengu		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Tengus gain a +2 racial bonus on Perception and Stealth.																					BONUS:SKILL|Perception,Stealth|2|TYPE=Racial	SOURCEPAGE:p.24
Swordtrained	KEY:Swordtrained ~ Tengu	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Tengus are trined from birth in swordplay,, and as a result are automatically proficient with sword-like weapons.						AUTO:WEAPONPROF|TYPE.Sword										SOURCEPAGE:p.24

###Block: Tiefling abilities
# Ability Name		Unique Key					Category of Ability		Type						Visible	Define															Description																									Ability																Bonus to skill					Source Page
Skilled			KEY:Skilled ~ Tiefling			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																			DESC:Tieflings have a +2 racial bonus on Bluff and Stealth checks.																																BONUS:SKILL|Bluff,Stealth|2|TYPE=Racial	SOURCEPAGE:p.25
Fiendish Resistance	KEY:Fiendish Resistance ~ Tiefling	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	VISIBLE:NO	DEFINE:ColdResistanceBonus|5	DEFINE:ElectricityResistanceBonus|5	DEFINE:FireResistanceBonus|5																											ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|Resistance to Electricity|Resistance to Fire								SOURCEPAGE:p.25
Fiendish Sorcery		KEY:Fiendish Sorcery ~ Tiefling	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																			DESC:Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.	DESC:p.25

###Block: Treant Abilities
# Ability Name			Unique Key				Category of Ability		Type								Description																													Source Page		Description of the Benefits
Animate Trees			KEY:Animate Trees ~ Treant	CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike				DESC:A treant can animate any trees within 180 feet at will, controlling up to two trees at a time.														SOURCEPAGE:p.266	BENEFIT:A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rockthrowing abilities), gaining the treant's vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
Double Damage Against Objects	KEY:Double Damage ~ Treant	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:A treant or animated tree that makes a full attack against an object or structure deals double damage.													SOURCEPAGE:p.266
Treespeech				KEY:Treespeech ~ Treant		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Communicate	DESC:A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.	SOURCEPAGE:p.266

###Block: Unicorn Abilities
# Ability Name				Unique Key						Category of Ability		Type							Description																			Modify VAR					Source Page		Aspects
+2 deflection to AC vs. evil		KEY:Unicorn Deflection				CATEGORY:Special Ability	TYPE:SpecialQuality.ModifyAC																													SOURCEPAGE:p.269
+2 resistance to saves vs. evil	KEY:Unicorn Resistance				CATEGORY:Special Ability	TYPE:SpecialQuality.SaveBonus																													SOURCEPAGE:p.269	ASPECT:SaveBonus|+2 vs. Evil
Magic Circle against Evil		KEY:Magic Circle against Evil ~ Unicorn	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:This ability continually duplicates the effect of the spell. The unicorn cannot suppress this ability.									SOURCEPAGE:p.269
Magical Strike				KEY:Magical Strike ~ Unicorn			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary		DESC:A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.										SOURCEPAGE:p.269
Wild Empathy				KEY:Wild Empathy ~ Unicorn			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural		DESC:This works like the druid's wild empathy class feature, except the unicorn has a +6 racial bonus on the check.	BONUS:VAR|WildEmpathy|6|TYPE=Racial	SOURCEPAGE:p.269

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