# CVS $Revision: 12046 $ $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: Aasimar abilities
# Ability Name	Unique Key			Category of Ability		Type						Description												Bonus to skill						Source Page
Skilled		KEY:Skilled ~ Aasimar	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Aasimars gain a +2 racial bonus on Diplomacy and Perception checks.	BONUS:SKILL|Diplomacy,Perception|2|TYPE=Racial	SOURCEPAGE:p.7

###Block: Aboleth abilities
# Ability Name	Unique Key				Category of Ability		Type							Define					Description																																																																																												Modify VAR										Source Page		Aspects
Mucus Cloud		KEY:Mucus Cloud ~ Aboleth	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.Aura	DEFINE:MucusCloudDC|10+(HD/2)+CON	DESC:While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC %1 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours.|MucusCloudDC																																BONUS:VAR|MucusCloudDC|2|PREFEAT:1,Ability Focus (Mucus Cloud)	SOURCEPAGE:p.8	ASPECT:Ability Benefit|(5 ft., DC %1)|MucusCloudDC
Slime			KEY:Slime ~ Aboleth		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary		DEFINE:SlimeDC|10+(HD/2)+CON		DESC:A creature hit by an aboleth's tentacle must succeed on a DC %1 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack.|SlimeDC	BONUS:VAR|SlimeDC|2|PREFEAT:1,Ability Focus (Slime)			SOURCEPAGE:p.8

###Block: Angel abilities
# Ability Name				Unique Key				Category of Ability		Type						Description																			Source Page		Aspects
Change Shape				KEY:Change Shape ~ Angel	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Alter self																		SOURCEPAGE:p.11	ASPECT:Ability Benefit|(alter self)
Slaying Arrow				KEY:Slaying Arrow ~ Solar	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DESC:A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.	SOURCEPAGE:p.12
Stun						KEY:Stun ~ Angel			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural
+4 Deflection bonus to AC vs. Evil	KEY:Angel Deflection		CATEGORY:Special Ability	TYPE:SpecialQuality.ModifyAC																						SOURCEPAGE:p.11
+4 Resistance to Saves vs. Evil	KEY:Angel Resistance		CATEGORY:Special Ability	TYPE:SpecialQuality.SaveBonus																						SOURCEPAGE:p.11	ASPECT:SaveBonus|+4 vs. Evil

###Block: Animated Object Abilities
# Ability Name				Unique Key						Category of Ability		Type							Visible		Required Ability									Restricted Ability																					Required Movement Rate	Define										Description																				Stackable?	Multiple?	Choose		Clone Movement			Ability									Bonus to Ability Pool								Combat bonus						Misc bonus																							Add to base move			Modify VAR									Cost		Source Page		Aspects
Construction Points										CATEGORY:Special Ability	TYPE:SpecialQuality																																														DEFINE:ConstructionPoints|0	DEFINE:ConstructionPointsSpent|0	DESC:The Animated Object has spent %2 points out of %1 on additional abilities|ConstructionPoints|ConstructionPointsSpent																							BONUS:ABILITYPOOL|Animated Object Ability|ConstructionPoints									BONUS:MISC|CR|max(0,(ConstructionPointsSpent-ConstructionPoints)/2)	BONUS:MISC|CR|1|PREVAREQ:ConstructionPointsSpent,ConstructionPoints+1																		SOURCEPAGE:p.14
Hardness					KEY:Hardness ~ Animated Object		CATEGORY:Special Ability	TYPE:SpecialQuality.Defensive																																													DEFINE:Hardness|0									DESC:The Animated Object can ignor the first %1 points of damage from an attack.|Hardness																																																																													BONUS:VAR|Hardness|5									SOURCEPAGE:p.14	ASPECT:Ability Benefit|%1|Hardness
Additional Attack (1 CP)		KEY:Animated Object ~ Additional Attack	CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:Gains an additional slam attack.															STACK:YES	MULT:YES	CHOOSE:NOCHOICE																											BONUS:COMBAT|ATTACKS|1																																		BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Additional Movement (Burrow/1 CP)	KEY:Animated Object ~ Burrow Movement	CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:Gains a burrow movement at a speed equal to its base speed.																		MOVECLONE:Walk,Burrow,*1																																																											BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Additional Movement (Climb/1 CP)	KEY:Animated Object ~ Climb Movement	CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:Gains a climb movement at a speed equal to its base speed.																		MOVECLONE:Walk,Climb,*1																																																												BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Additional Movement (Fly/1 CP)	KEY:Animated Object ~ Fly Movement		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																								DEFINE:Maneuverability|1							DESC:Gains a fly movement at a speed equal to its base speed.																		MOVECLONE:Walk,Fly,*1		ABILITY:Special Ability|AUTOMATIC|Flight Maneuverability																																																	BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Additional Movement (Swim/1 CP)	KEY:Animated Object ~ Swim Movement		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:Gains a swim movement at a speed equal to its base speed.																		MOVECLONE:Walk,Swim,*1																																																												BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Constrict (1 CP)				KEY:Animated Object ~ Constrict		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY	PREABILITY:1,CATEGORY=Special Ability,Animated Object ~ Grab																																								DESC:Gains constrict with its slam attacks.																										ABILITY:Special Ability|AUTOMATIC|Constrict																																																			BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Faster (Walk/1 CP)			KEY:Animated Object ~ Faster Walk		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:Walk speed increases by +10 ft.																																																																																BONUS:MOVEADD|TYPE.Walk|10	BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Faster (Burrow/1 CP)			KEY:Animated Object ~ Faster Burrow		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																				PREMOVE:1,Burrow=1												DESC:Burrow speed increases by +10 ft.																																																																																BONUS:MOVEADD|TYPE.Burrow|10	BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Faster (Climb/1 CP)			KEY:Animated Object ~ Faster Climb		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																				PREMOVE:1,Climb=1													DESC:Climb speed increases by +10 ft.																																																																																BONUS:MOVEADD|TYPE.Climb|10	BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Faster (Fly/1 CP)				KEY:Animated Object ~ Faster Fly		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																				PREMOVE:1,Fly=1													DESC:Fly speed increases by +10 ft.																																																																																	BONUS:MOVEADD|TYPE.Fly|10	BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Faster (Swim/1 CP)			KEY:Animated Object ~ Faster Swim		CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																				PREMOVE:1,Swim=1													DESC:Swim speed increases by +10 ft.																																																																																BONUS:MOVEADD|TYPE.Swim|10	BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Grab (1 CP)					KEY:Animated Object ~ Grab			CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:Gains grab special attack with slam attacks.																									ABILITY:Special Ability|AUTOMATIC|Grab																																																				BONUS:VAR|ConstructionPointsSpent|1							SOURCEPAGE:p.14
Metal (Common/2 CP)			KEY:Animated Object ~ Metal (Common)	CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY												!PREABILITY:1,CATEGORY=Special Ability,Animated Object ~ Metal (Mithral),Animated Object ~ Metal (Adamantine),Animated Object ~ Stone																	DESC:The object is made of common metal.																																																BONUS:COMBAT|AC|2|TYPE=NaturalArmor.REPLACE																														BONUS:VAR|ConstructionPointsSpent|2	BONUS:VAR|Hardness|5	COST:2	SOURCEPAGE:p.14
Metal (Mithral/4 CP)			KEY:Animated Object ~ Metal (Mithral)	CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY												!PREABILITY:1,CATEGORY=Special Ability,Animated Object ~ Metal (Common),Animated Object ~ Metal (Adamantine),Animated Object ~ Stone																	DESC:The object is made of Mithral.																																																	BONUS:COMBAT|AC|4|TYPE=NaturalArmor.REPLACE																														BONUS:VAR|ConstructionPointsSpent|4	BONUS:VAR|Hardness|10	COST:4	SOURCEPAGE:p.14
Metal (Adamantine/6 CP)			KEY:Animated Object ~ Metal (Adamantine)	CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY												!PREABILITY:1,CATEGORY=Special Ability,Animated Object ~ Metal (Mithral),Animated Object ~ Metal (Common),Animated Object ~ Stone																		DESC:The object is made of Adamantine.																																																BONUS:COMBAT|AC|6|TYPE=NaturalArmor.REPLACE																														BONUS:VAR|ConstructionPointsSpent|6	BONUS:VAR|Hardness|15	COST:6	SOURCEPAGE:p.14
Stone (1 CP)				KEY:Animated Object ~ Stone			CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY												!PREABILITY:1,CATEGORY=Special Ability,Animated Object ~ Metal (Mithral),Animated Object ~ Metal (Common),Animated Object ~ Metal (Adamantine)																DESC:The object is made of stone or crystal.																																															BONUS:COMBAT|AC|1|TYPE=NaturalArmor.REPLACE																														BONUS:VAR|ConstructionPointsSpent|1	BONUS:VAR|Hardness|3			SOURCEPAGE:p.14
Trample (2 CP)				KEY:Animated Object ~ Trample			CATEGORY:Special Ability	TYPE:SpecialQuality.AnimatedObjectAbility	VISIBLE:DISPLAY																																																			DESC:The object gains the trample special attack.																									ABILITY:Special Ability|AUTOMATIC|Trample																																																				BONUS:VAR|ConstructionPointsSpent|2					COST:2	SOURCEPAGE:p.14

###Block: Ankheg Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define					Description																		Modify VAR									Source Page		Aspects							Description of the Benefits
Spit Acid		KEY:Spit Acid ~ Ankheg	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:SpitAcidDC|10+(HD/2)+CON	DESC:Once every 6 hours, an ankheg can spit a 30-foot line of acid.								BONUS:VAR|SpitAcidDC|2|PREFEAT:1,Ability Focus (Spit Acid)	SOURCEPAGE:p.15	ASPECT:Ability Benefit|(4d4, DC %1)|SpitAcidDC	BENEFIT:Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC %1 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent.|SpitAcidDC
Acid Bite		KEY:Acid Bite ~ Ankheg	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary							DESC:An Ankheg's bite does an additional 1d4 acid damage unless it has recently used it's spit acid ability.											SOURCEPAGE:p.15	ASPECT:Ability Benefit|(1d4)

###Block: Ant abilities
# Ability Name	Unique Key			Category of Ability		Type						Visible	Define				Description																Modify VAR								Source Page
Poison		KEY:Poison ~ Giant Ant	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	VISIBLE:YES	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Injury; Save Fort DC %1; Frequency 1/round for 4 rounds; Effect 1d2 Str; Cure 1 save.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.16

###Block: Army Ant Swarm Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define				Description																																		Source Page		Aspects						Description of the Benefits
Cling			KEY:Cling ~ Army Ant Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:ClingDC|10+(HD/2)+CON	DESC:If a creature leaves an army ant swarm's square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim.	SOURCEPAGE:p.16	ASPECT:Ability Benefit|(DC %1)|ClingDC	BENEFIT:If a creature leaves an army ant swarm's square, the swarm suffers 1d6 points of damage to reflect the loss of its numbers as several of the crawling pests continue to cling tenaciously to the victim. A creature with army ants clinging to him takes 3d6 points of damage at the end of his turn each round. As a full-round action, he can remove the ants with a DC %1 Reflex save. High wind or any amount of damage from an area effect destroys all clinging ants.|ClingDC
Consume		KEY:Consume ~ Army Ant Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary						DESC:An army ant swarm can rapidly consume any creature it swarms over. Against helpless or nauseated targets, an army ant swarm attack deals 6d6 points of damage.								SOURCEPAGE:p.16

###Block: Archon Abilities
# Ability Name				Unique Key						Category of Ability		Type							Description															Source Page		Aspects
+2 deflection to AC vs. evil		KEY:Archon Deflection				CATEGORY:Special Ability	TYPE:SpecialQuality.ModifyAC																			SOURCEPAGE:p.20
+2 resistance to saves vs. evil	KEY:Archon Resistance				CATEGORY:Special Ability	TYPE:SpecialQuality.SaveBonus																			SOURCEPAGE:p.20	ASPECT:SaveBonus|+2 vs. Evil
Magic Circle against Evil		KEY:Magic Circle against Evil ~ Archon	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DESC:This ability continually duplicates the effect of the spell Magic Circle against Evil.	SOURCEPAGE:p.20
Detect Evil					KEY:Detect Evil ~ Archon			CATEGORY:Special Ability	TYPE:SpecialQuality.SpellLike.Sense		DESC:This ability continually duplicates the effect of the spell Detect Evil.				SOURCEPAGE:p.20

###Block: Archon (Hound) Abilities
# Ability Name	Unique Key					Category of Ability		Type						Description																																																								Source Page		Aspects
Change Shape	KEY:Change Shape ~ Hound Archon	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type.	SOURCEPAGE:p.19	ASPECT:Ability Benefit|(beast shape II)

###Block: Archon (Lantern) Abilities
# Ability Name	Unique Key					Category of Ability		Type						Description																												Source Page		Description of the Benefits
Gestalt		KEY:Gestalt ~ Lantern Archon		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts.	SOURCEPAGE:p.20	BENEFIT:Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of dancing firefly lights, the gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. The archons can remain in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component archons die when the gestalt ends.
Light Ray		KEY:Light Ray ~ Lantern Archon	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.		SOURCEPAGE:p.20

###Block: Archon (Trumpet) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																									Modify VAR									Source Page		Aspects						Description of the Benefits
Trumpet		KEY:Trumpet ~ Trumpet Archon	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:TrumpetDC|10+(HD/2)+CHA	DESC:All creatures except archons within 100 feet of the trumpet's blast must succeed on a DC %1 Fortitude save or be paralyzed for 1d4 rounds.|TrumpetDC	BONUS:VAR|TrumpetDC|2|PREFEAT:1,Ability Focus (Trumpet)	SOURCEPAGE:p.21	ASPECT:Ability Benefit|(DC %1)|TrumpetDC	BENEFIT:All creatures except archons within 100 feet of the trumpet's blast must succeed on a DC %1 Fortitude save or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of the archon's hands, it is a chunk of useless metal.|TrumpetDC

###Block: Assassin Vine Abilities
# Ability Name	Unique Key					Category of Ability		Type								Define					Description																												Modify VAR									Source Page		Aspects						Description of the Benefits
Camouflage		KEY:Camouflage ~ Assassin Vine	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive							DESC:A DC 20 Perception check is required to notice the Assassin Vine before it attacks for the first time.																						SOURCEPAGE:p.22	ASPECT:Ability Benefit|(DC 20)		BENEFIT:Since an assassin vine looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.
Entangle		KEY:Entangle ~ Assassin Vine		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:EntangleDC|10+(HD/2)+CON	DESC:An assassin vine can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle %1.|EntangleDC	BONUS:VAR|EntangleDC|2|PREFEAT:1,Ability Focus (Entangle)	SOURCEPAGE:p.22	ASPECT:Ability Benefit|(DC %1)|EntangleDC

###Block: Azata (Bralani) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Description																										Modify VAR											Source Page		Aspects										Description of the Benefits
Whirlwind Blast	KEY:Whirlwind Blast ~ Bralani	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:WhirlwindBlastDC|10+(HD/2)+CON	DESC:When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC %1 half ).|WhirlwindBlastDC	BONUS:VAR|WhirlwindBlastDC|2|PREFEAT:1,Ability Focus (Whirlwind Blast)	SOURCEPAGE:p.24	ASPECT:Ability Benefit|(3d6, 20-ft. line, DC %1)|WhirlwindBlastDC
Wind Form		KEY:Wind Form ~ Bralani		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural								DESC:A bralani can shift between its humanoid body and a body made of wind and mist as a standard action.																						SOURCEPAGE:p.24												BENEFIT:A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spelllike abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously.

###Block: Azata (Ghaele) Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define				Description																												Modify VAR								Source Page		Natural Attacks										Aspects						Description of the Benefits
Gaze			KEY:Gaze ~ Ghaele		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:GazeDC|10+(HD/2)+CHA	DESC:In humanoid form, a ghaele's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC %1 negates, shaken for 2d10 rounds on a successful save).|GazeDC	BONUS:VAR|GazeDC|2|PREFEAT:1,Ability Focus (Gaze)	SOURCEPAGE:p.25													ASPECT:Ability Benefit|(DC %1)|GazeDC	BENEFIT:In humanoid form, a ghaele's gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC %1 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC %1 Will save or be shaken for 2d10 rounds. A creature that saves against a ghaele's gaze is immune to that particular ghaele's gaze for 24 hours. This is a mindaffecting fear effect.|GazeDC
Light Form		KEY:Light Form ~ Ghaele	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural						DESC:A ghaele can shift between its solid body and one made of light as a standard action.																							SOURCEPAGE:p.25																				BENEFIT:A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality--it can make light ray attacks or use spell-like abilities in this form, but can't make physical attacks or cast spells. This ability otherwise functions similarly to a bralani's wind form ability.
Light Ray		KEY:Light Ray ~ Ghaele	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary						DESC:A ghaele's light rays have a range of 300 feet. This attack bypasses all damage reduction.																							SOURCEPAGE:p.25	NATURALATTACKS:Light Ray,Weapon.Natural.Ranged.Finesseable,*2,2d12

###Block: Barghest Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define			Description																				Choose								Save checks bonus			Combat bonus				Bonus to HP					Misc bonus				Bonus to skill			Modify VAR										Source Page		Aspects								Description of the Benefits
Feed			KEY:Feed ~ Barghest		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:GrowthPoints|0	DESC:Once per month, a barghest can devour a nonevil humanoid's corpse as a full-round action to gain a growth point.		CHOOSE:NUMBER|MIN=1|MAX=4|TITLE=Add Growth Points	BONUS:CHECKS|ALL|GrowthPoints	BONUS:COMBAT|TOHIT|GrowthPoints	BONUS:HP|CURRENTMAX|GrowthPoints*5	BONUS:MISC|CR|GrowthPoints/2	BONUS:SKILL|ALL|GrowthPoints	BONUS:VAR|GrowthPoints|%CHOICE|TYPE=GrowthPoints|PREAPPLY:PC	SOURCEPAGE:p.27										BENEFIT:Once per month, a barghest can devour a nonevil humanoid's corpse as a full-round action to gain a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for each growth point it gains. For every 2 growth points, a barghest's caster level for its spell-like abilities and its CR increase by +1. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.
Change Shape	KEY:Change Shape ~ Barghest	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural					DESC:A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities.																																																SOURCEPAGE:p.27	ASPECT:Ability Benefit|(goblin or wolf, polymorph)	BENEFIT:A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities. This ability functions as a polymorph spell, but the Barghest does not adjust its ability scores (although it gains any other abilities of the creature it mimics).

###Block: Basidirond Abilities
# Ability Name		Unique Key						Category of Ability		Type								Define						Description																																									Modify VAR													Source Page		Aspects																					Description of the Benefits
Hallucination Cloud	KEY:Hallucination Cloud ~ Basidirond	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:HallucinationCloudDC|10+(HD/2)+CON	DESC:As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC %1 Fortitude save or be affected by powerful hallucinations|HallucinationCloudDC	BONUS:VAR|HallucinationCloudDC|2|PREFEAT:1,Ability Focus (Hallucination Cloud)	SOURCEPAGE:p.28	ASPECT:Ability Benefit|(DC %1)|HallucinationCloudDC														BENEFIT:As a standard action once per minute, a basidirond can release a cloud of invisible spores in a 20-foot radius. All creatures within the area must succeed on a DC %1 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. A new save must be made each round a creature remains within the affected area. A hallucination cloud persists for 5 rounds before dispersing--a strong wind causes it to disperse immediately.|HallucinationCloudDC
Spores			KEY:Spores ~ Basidirond				CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:SporesDC|10+(HD/2)+CON			DESC:Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC %1 Fortitude save or these spores take root in his flesh, and particularly in his lungs.|SporesDC							BONUS:VAR|SporesDC|2|PREFEAT:1,Ability Focus (Spores)						SOURCEPAGE:p.28	ASPECT:Ability Benefit|(inhaled; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save)|SporesDC	BENEFIT:Any creature struck by a basidirond's slam attack is coated with spores. The creature struck must make a DC %1 Fortitude save or these spores take root in his flesh, and particularly in his lungs. Basidirond Spores: Disease--inhaled; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.|SporesDC
Cold Lethargy		KEY:Cold Lethargy ~ Basidirond		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness								DESC:Although a basidirond is immune to cold damage, any cold effect it is exposed to slows it for 1d4 rounds. During this time, the basidirond cannot use its hallucination cloud or spores.																									SOURCEPAGE:p.28

###Block: Basilisk Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define					Description																	Modify VAR									Source Page		Aspects							Description of the Benefits
Gaze			KEY:Gaze ~ Basilisk	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:BasiliskGazeDC|10+(HD/2)+CON	DESC:Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC %1 negates.|BasiliskGazeDC	BONUS:VAR|BasiliskGazeDC|2|PREFEAT:1,Ability Focus (Gaze)	SOURCEPAGE:p.29	ASPECT:Ability Benefit|(DC %1)|BasiliskGazeDC	BENEFIT:Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC %1 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.|BasiliskGazeDC

###Block: Bat Swarm abilities
# Ability Name	Unique Key				Category of Ability		Type						Visible	Description																																														Source Page
Wounding		KEY:Wounding ~ Bat Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	VISIBLE:YES	DESC:Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.	SOURCEPAGE:p.11

###Block: Bebilith Abilities
# Ability Name		Unique Key					Category of Ability		Type						Define						Description																																				Modify VAR											Source Page		Aspects							Description of the Benefits
Dismantle Armor		KEY:Dismantle Armor ~ Bebilith	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:DismantleArmorDC|10+(HD/2)+STR	DESC:If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target's armor and shield as a free action by making a CMB check.												BONUS:VAR|DismantleArmorDC|2|PREFEAT:1,Ability Focus (Dismantle Armor)	SOURCEPAGE:p.32	ASPECT:Ability Benefit|(DC %1)|DismantleArmorDC	BENEFIT:If a bebilith hits a foe with both claw attacks, it can attempt to peel away the target's armor and shield as a free action by making a CMB check. If the bebilith is successful, the target's armor and shield are torn from his body and dismantled, falling to the ground. Armor subjected to this attack loses half its hit points and gains the broken condition if the target fails a DC %1 Reflex save.|DismantleArmorDC
Penetrating Strike	KEY:Penetrating Strike ~ Bebilith	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural								DESC:A bebilith's natural weapons are treated as chaotic and magical for the purposes of penetrating damage reduction. Against creatures with the demon type, its natural weapons are also treated as cold iron and good.													SOURCEPAGE:p.32
Rot				KEY:Rot ~ Bebilith			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:RotDC|10+(HD/2)+CON			DESC:A bebilith's bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect.															BONUS:VAR|RotDC|2|PREFEAT:1,Ability Focus (Rot)					SOURCEPAGE:p.32	ASPECT:Ability Benefit|(DC %1)|RotDC		BENEFIT:A bebilith's bite causes a horrible withering and weakening of the flesh, resulting in a hideous melting and foul rotting effect. This catastrophic withering begins on the round the creature is bitten and continues for another 4 rounds thereafter, for 5 rounds of withering in all. Each round the rot persists, the target must succeed on a DC %1 Fortitude save or take 2 points of Constitution damage. If the target makes two consecutive saving throws in a row, the effect is cured. Heal can also halt the rot effect.|RotDC

###Block: Beetle abilities
# Ability Name	Unique Key				Category of Ability		Type						Visible	Description																										Source Page
Luminescence	KEY:Luminescence ~ Beetle	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	VISIBLE:YES	DESC:A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.	SOURCEPAGE:p.33

###Block: Behir Abilities
# Ability Name	Unique Key		Category of Ability		Type						Description												Source Page		Description of the Benefits
Grab			KEY:Grab ~ Behir	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A behir's grab attack works against creatures of any size category.	SOURCEPAGE:p.34	BENEFIT:A behir's grab attack works against creatures of any size category. It can constrict the same round it establishes a hold. On any round thereafter that it maintains its hold, the behir can choose to rake the grappled target or swallow it whole.

###Block: Black Pudding Abilities
# Ability Name	Unique Key				Category of Ability		Type									Define				Description																										Modify VAR								Source Page		Aspects						Description of the Benefits
Acid			KEY:Acid ~ Black Pudding	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary				DEFINE:AcidDC|10+(HD/2)+CON	DESC:A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone.							BONUS:VAR|AcidDC|2|PREFEAT:1,Ability Focus (Acid)	SOURCEPAGE:p.35	ASPECT:Ability Benefit|(DC %1)|AcidDC	BENEFIT:A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 2d6 acid damage unless the weapon's wielder succeeds on a DC %1 Reflex save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no save) to the object.|AcidDC
Corrosion		KEY:Corrosion ~ Black Pudding	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:An opponent that is being constricted by a black pudding suffers a -4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.										SOURCEPAGE:p.35
Split			KEY:Split ~ Black Pudding	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive							DESC:Slashing and piercing weapons deal no damage to a black pudding.																									SOURCEPAGE:p.35								BENEFIT:Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Suction		KEY:Suction ~ Black Pudding	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement						DESC:The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease.														SOURCEPAGE:p.35								BENEFIT:The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. Because of the suction, a black pudding's CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, and other attacks and effects that attempt to physically move it from its location.

###Block: Boggard Abilities
# Ability Name	Unique Key					Category of Ability		Type									Define						Description																																					Modify VAR																			Source Page		Aspects								Description of the Benefits
Hold Breath		KEY:Hold Breath ~ Boggard		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary											DESC:A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.																																			SOURCEPAGE:p.37
Sticky Tongue	KEY:Sticky Tongue ~ Boggard		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary											DESC:A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached).																					SOURCEPAGE:p.37										BENEFIT:A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue.
Swamp Stride	KEY:Swamp Stride ~ Boggard		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement								DESC:A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.																															SOURCEPAGE:p.37
Terrifying Croak	KEY:Terrifying Croak ~ Boggard	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural				DEFINE:TerrifyingCroakDC|10+(HD/2)+CHA	DESC:Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak.																							BONUS:VAR|TerrifyingCroakDC|2|PREFEAT:1,Ability Focus (Terrifying Croak)	BONUS:VAR|TerrifyingCroakDC|2|TYPE=Racial	SOURCEPAGE:p.37	ASPECT:Ability Benefit|(DC %1)|TerrifyingCroakDC	BENEFIT:Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any nonboggard creature within 30 feet of the boggard must make a DC %1 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead.|TerrifyingCroakDC

###Block: Bugbear Abilities
# Ability Name	Unique Key			Category of Ability		Type						Description										Class Skill				Source Page
Stalker		KEY:Stalker ~ Bugbear	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Perception and Stealth are always class skills for bugbears.	CSKILL:Stealth|Perception	SOURCEPAGE:p.38

###Block: Bulette Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																													Weapon prof. bonus											Source Page		Description of the Benefits
Leap			KEY:Leap ~ Bulette		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A bulette can perform a special kind of pounce attack by jumping into combat.																															SOURCEPAGE:p.39	BENEFIT:A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.
Savage Bite		KEY:Savage Bite ~ Bulette	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A bulette's bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19-20.	BONUS:WEAPONPROF=Bite|DAMAGE|max(0,STR/2)	BONUS:WEAPONPROF=Bite|CRITRANGEADD|1	SOURCEPAGE:p.39

###Block: Cat (Cheetah) Abilities
# Ability Name	Unique Key			Category of Ability		Type									Description																	Source Page
#Sprint in Core Bestiary

###Block: Cave Fisher Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																											Source Page		Aspects							Description of the Benefits
Filament		KEY:Filament ~ Cave Fisher	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A cave fisher can fire a thin filament of sticky silk as a standard action. A creature struck by a cave fisher's filament becomes attached to the sticky thread.	SOURCEPAGE:p.41									BENEFIT:A cave fisher can fire a thin filament of sticky silk as a standard action. This touch attack has a range of 60 feet and no range increment. A creature struck by a cave fisher's filament becomes attached to the sticky thread. As a standard action, a creature can rip the filament free with a DC 20 Strength check. A caught creature can also attempt to escape a filament by making a DC 25 Escape Artist check. A filament is AC 14 (touch 12), has 5 hit points, and has DR 15/slashing. An application of liquid with high alcohol content (or a dose of universal solvent) dissolves the adhesive and releases the creature caught by the filament. A cave fisher can have only one filament active at a time.
Pull			KEY:Pull ~ Cave Fisher		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A cave fisher has a +4 racial bonus on CMB checks made using its pull special attack.													SOURCEPAGE:p.41	ASPECT:Ability Benefit|(Filament, 10 Feet)

###Block: Centaur Abilities
# Ability Name		Unique Key					Category of Ability		Type						Description																																				Weapon prof. bonus																		Wield Category bonus		Source Page
Undersized Weapons	KEY:Undersized Weapons ~ Centaur	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Although a centaur is Large, its upper torso is the same size as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).	BONUS:WEAPONPROF=TYPE.Simple|TOHIT|2	BONUS:WEAPONPROF=TYPE.Martial|TOHIT|2	BONUS:WEAPONPROF=TYPE.Exotic|TOHIT|2	BONUS:WIELDCATEGORY|ALL|1	SOURCEPAGE:p.42

###Block: Centipede abilities
# Ability Name	Unique Key				Category of Ability		Type						Visible	Define				Description																	Modify VAR								Source Page
Poison		KEY:Poison ~ Giant Centipede	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	VISIBLE:YES	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Injury; Save Fort DC %1; Frequency 1/round for 6 rounds; Effect 1d3 Dex damage; Cure 1 save.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.43
Poison		KEY:Poison ~ Centipede Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	VISIBLE:YES	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Injury; Save Fort DC %1; Frequency 1/round for 6 rounds; Effect 1d4 Dex damage; Cure 1 save.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.43

###Block: Choker Abilities
# Ability Name	Unique Key			Category of Ability		Type								Description																																							Modify VAR			Source Page		Description of the Benefits
Grab			KEY:Grab ~ Choker		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DESC:If a choker 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 choker can use its grab attack against a foe of up to Large size.	BONUS:VAR|CMB_Grapple|4	SOURCEPAGE:p.301	BENEFIT:If a choker 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 choker can use its grab attack against a foe of up to Large size. A choker 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 choker receives a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Strangle		KEY:Strangle ~ Choker	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.																	SOURCEPAGE:p.45
Quickness		KEY:Quickness ~ Choker	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DESC:A choker is supernaturally quick. It can take an extra move action during its turn each round.																												SOURCEPAGE:p.45

###Block: Chuul Abilities
# Ability Name		Unique Key					Category of Ability		Type						Define						Description																																		Modify VAR													Source Page		Aspects								Description of the Benefits
Paralytic Tentacles	KEY:Paralytic Tentacles ~ Chuul	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:ParalyticTentaclesDC|10+(HD/2)+CON	DESC:A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion.	BONUS:VAR|ParalyticTentaclesDC|2|PREFEAT:1,Ability Focus (Paralytic Tentacles)	SOURCEPAGE:p.46	ASPECT:Ability Benefit|(DC %1)|ParalyticTentaclesDC	BENEFIT:A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC %1 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.|ParalyticTentaclesDC

###Block: Cloaker Abilities
# Ability Name	Unique Key				Category of Ability		Type								Define					Description																																				Modify VAR								Source Page		Aspects							Description of the Benefits
Engulf		KEY:Engulf ~ Cloaker		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary									DESC:A cloaker can try to wrap a Medium or smaller creature in its body as a standard action.																															SOURCEPAGE:p.47									BENEFIT:A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.
Moan			KEY:Moan ~ Cloaker		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:MoanDC|10+(HD/2)+CHA		DESC:A cloaker can emit an infrasonic moan as a standard action, with one of four effects.																						BONUS:VAR|MoanDC|2|PREFEAT:1,Ability Focus (Moan)	SOURCEPAGE:p.47	ASPECT:Ability Benefit|(DC %1)|MoanDC		BENEFIT:A cloaker can emit an infrasonic moan as a standard action, with one of four effects. Fear; All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea; All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor; A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve; Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC %1.|MoanDC
Shadow Shift	KEY:Shadow Shift ~ Cloaker	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive	DEFINE:ShadowShiftDC|10+(HD/2)+CHA	DESC:When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC %1, CL 6th).|ShadowShiftDC										SOURCEPAGE:p.47	ASPECT:Ability Benefit|(DC %1)|ShadowShiftDC

###Block: Cockatrice Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define						Description																					Modify VAR											Source Page		Aspects							Description of the Benefits
Petrification	KEY:Petrification ~ Cockatrice	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:PetrificationDC|10+(HD/2)+CON	DESC:A cockatrice's bite causes flesh to calcify and harden--multiple bites can cause a living creature to fossilize into stone.	BONUS:VAR|PetrificationDC|2|PREFEAT:1,Ability Focus (Petrification)	SOURCEPAGE:p.48	ASPECT:Ability Benefit|(DC %1)|PetrificationDC	BENEFIT:A cockatrice's bite causes flesh to calcify and harden--multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice's bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature's natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice's bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)--but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally.

###Block: Couatl Abilities
# Ability Name	Unique Key			Category of Ability		Type						Define				Description																			Modify VAR								Source Page		Aspects
Poison		KEY:Poison ~ Couatl	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Injury--bite; save Fortitude DC 16; frequency 1/minute for 10 minutes; effect 1d4 Str; cure 2 consecutive saves.	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.49	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Crab (Giant) Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																												Source Page
Water Dependency	KEY:Water Dependency ~ Crab	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.	SOURCEPAGE:p.50

###Block: Crocodile Abilities
# Ability Name	Unique Key				Category of Ability		Type									Define													Description																					Source Page		Aspects														Description of the Benefits
# Moved to Bestiary CORE

###Block: Cyclops Abilities
# Ability Name	Unique Key					Category of Ability		Type						Description																																																					Source Page
Flash of Insight	KEY:Flash of Insight ~ Cyclops	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	DESC:Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.	SOURCEPAGE:p.52

#
# End
#
