# CVS $Revision: 11439 $ $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: Xill Abilities
# Ability Name		Unique Key					Category of Ability		Type								Define					Description																										Modify VAR									Source Page		Aspects								Description of the Benefits
Implant			KEY:Implant ~ Xill			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:As a standard action, a xill can lay 2d6 eggs in a helpless creature.																									SOURCEPAGE:p.283										BENEFIT:As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Multiweapon Mastery	KEY:Multiweapon Mastery ~ Xill	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary									DESC:A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.											SOURCEPAGE:p.283
Planewalk			KEY:Planewalk ~ Xill			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.ModifyMovement							DESC:A xill can shift from the Ethereal Plane to the Material Plane as a move action.																							SOURCEPAGE:p.283										BENEFIT:A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20%% miss chance in the first round and a 50%% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.
Paralysis			KEY:Paralysis ~ Xill			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:ParalysisDC|10+(HD/2)+CON	DESC:You can render your victims immobile for 1d4 hours, DC 16																	BONUS:VAR|ParalysisDC|2|PREFEAT:1,Ability Focus (Paralysis)	SOURCEPAGE:p.283	ASPECT:Ability Benefit|(1d4 hours, DC %1)|ParalysisDC

###Block: Xorn Abilities
# Ability Name	Unique Key			Category of Ability		Type									Description																	Source Page		Description of the Benefits
Earth Glide		KEY:Earth Glide ~ Xorn	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement	DESC:A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water.	SOURCEPAGE:p.284	BENEFIT:A xorn can glide through any sort of natural earth or stone as easily as a fish swims through water. Its burrowing leaves no sign of its passage nor hint at its presence to creatures that don't possess tremorsense. A move earth spell cast on an area containing a xorn moves the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

###Block: Yellow Musk Creeper Abilities
# Ability Name			Unique Key						Category of Ability		Type						Define					Description																													Modify VAR										Source Page		Aspects							Description of the Benefits
Create Yellow Musk Zombie								CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural							DESC:As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen.												SOURCEPAGE:p.285									BENEFIT:As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie.
Pollen Spray			KEY:Pollen Spray ~ Yellow Musk Zombie	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PollenSprayDC|10+(HD/2)+CON	DESC:As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet.												BONUS:VAR|PollenSprayDC|2|PREFEAT:1,Ability Focus (Pollen Spray)	SOURCEPAGE:p.285	ASPECT:Ability Benefit|(DC %1)|PollenSprayDC	BENEFIT:As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. It must make a +4 ranged touch attack to strike the target, who must then succeed on a DC %1 Will save or be entranced for 1d6 rounds. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain.|PollenSprayDC

###Block: Yeth Hound Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define					Description																														Modify VAR											Source Page		Aspects							Description of the Benefits
Bay			KEY:Bay ~ Yeth Hound			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BayDC|10+(HD/2)+CON		DESC:When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC %1 Will save or become panicked for 2d4 rounds.|BayDC	BONUS:VAR|BayDC|2|PREFEAT:1,Ability Focus (Bay)					SOURCEPAGE:p.286	ASPECT:Ability Benefit|(DC %1)|BayDC		BENEFIT:When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC %1 Will save or become panicked for 2d4 rounds. This is a sonic mindaffecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours.|BayDC
Sinister Bite	KEY:Sinister Bite ~ Yeth Hound	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:SinisterBiteDC|10+(HD/2)+CON	DESC:A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction.															BONUS:VAR|SinisterBiteDC|2|PREFEAT:1,Ability Focus (Sinister Bite)	SOURCEPAGE:p.286	ASPECT:Ability Benefit|(DC %1)|SinisterBiteDC	BENEFIT:A yeth hound's bite is treated as evil-aligned for the purpose of overcoming damage reduction. In addition, a good-aligned creature bitten by a yeth hound must make a DC %1 Will save or be shaken for 1 round. If the victim is already suffering from a fear effect (such as the hound's bay attack), the victim is instead completely overcome with fear and can do nothing but cower for 1 round. This is a mind-affecting fear effect.|SinisterBiteDC

###Block: Yeti Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Description																																		Source Page		Aspects							Description of the Benefits
Cold			KEY:Cold ~ Yeti			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural								DESC:A yeti's body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.	SOURCEPAGE:p.287
Frightful Gaze	KEY:Frightful Gaze ~ Yeti	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:FrightfulGazeDC|10+(HD/2)+CON	DESC:Creatures within 30 feet that meet a yeti's gaze must succeed on a DC %1 Will save or stand paralyzed in fear for 1 round.|FrightfulGazeDC												SOURCEPAGE:p.287	ASPECT:Ability Benefit|(DC %1)|FrightfulGazeDC	BENEFIT:Creatures within 30 feet that meet a yeti's gaze must succeed on a DC 13 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day.|FrightfulGazeDC

###Block: Zombie Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define							Description																																				Source Page		Aspects																					Description of the Benefits
Staggered		KEY:Staggered ~ Zombie		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary									DESC:Zombies have poor reflexes and can only perform a single move action or standard action each round. A zombie can move up to its speed and attack in the same round as a charge action.						SOURCEPAGE:p.289
Quick Strikes	KEY:Quick Strikes ~ Zombie	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary									DESC:Whenever a fast zombie takes a fullattack action, it can make one additional slam attack at its highest base attack bonus.																SOURCEPAGE:p.289
Death Burst		KEY:Death Burst ~ Zombie	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:When a plague zombie dies, it explodes in a burst of decay. All creatures adjacent to the plague zombie are exposed to its plague as if struck by a slam attack and must make a Fortitude save or contract zombie rot.	SOURCEPAGE:p.289
Disease		KEY:Disease ~ Plague Zombie	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:PlagueZombieDiseaseDC|10+(HD/2)+CHA	DESC:The slam attack--as well as any other natural attacks--of a plague zombie carries the zombie rot disease.																			SOURCEPAGE:p.289	ASPECT:Ability Benefit|(Zombie rot: slam; save Fort DC %1; onset 1d4 days; frequency 1/day; effect 1d2 Con)|PlagueZombieDiseaseDC	BENEFIT:The slam attack--as well as any other natural attacks--of a plague zombie carries the zombie rot disease. Zombie rot: slam; save Fort DC %1; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plague zombie in 2d6 hours.|PlagueZombieDiseaseDC

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