# CVS $Revision: 11442 $ $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: Pegasus abilities
# Ability Name		Unique Key					Category of Ability		Type					Description											Source Page		Aspects
Resistance to Poison	KEY:Resistance to Poison ~ Pegasus	CATEGORY:Special Ability	TYPE:SpecialQuality.SaveBonus	DESC:You receive a +4 racial bonus on saving throws against poison.	SOURCEPAGE:p.225	ASPECT:SaveBonus|+4 vs. poison

###Block: Phase Spider abilities
# Ability Name	Unique Key					Category of Ability		Type								Define				Innate Spells									Description																																Modify VAR								Source Page
Ethereal Ambush	KEY:Ethereal Ambush ~ Phase Spider	CATEGORY:Special Ability	TYPE:SpecialAttack.Exraordinary																			DESC:A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.										SOURCEPAGE:p.226
Ethereal Jaunt	KEY:Ethereal Jaunt ~ Phase Spider	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive						SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=15|Ethereal Jaunt,17+CHA	DESC:A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action).															SOURCEPAGE:p.226
Poison		KEY:Poison ~ Phase Spider		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:PoisonDC|10+(HD/2)+CON												DESC:Bite-injury; save Fort DC %1; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves.|PoisonDC											BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.226

###Block: Phoenix abilities
# Ability Name	Unique Key					Category of Ability		Type								Define					Description																																							Source Page		Aspects										Description of the Benefits
Self-Resurrection	KEY:Self-Resurrection ~ Phoenix	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive							DESC:A slain phoenix remains dead for only 1d4 rounds, unless its body is completely destroyed by an effect such as disintegrate, at which time fully healed phoenix emerges from the remains as if brought back to life via resurrection.	SOURCEPAGE:p.227												BENEFIT:A slain phoenix remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed phoenix emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The phoenix gains 1 permanent negative level when this occurs, although most use greater restoration to remove this negative level as soon as possible. A phoenix can self-resurrect only once per year. If a phoenix dies a second time before that year passes, its death is permanent. A phoenix that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the phoenix immediately resurrects. A phoenix brought back to life by other means never gains negative levels as a result.
Shroud of Flame	KEY:Shroud of Flame ~ Phoenix		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura		DEFINE:ShroudofFireDC|10+(HD/2)+CON	DESC:A phoenix can cause its feathers to burst into fire as a free action.																												SOURCEPAGE:p.227	ASPECT:Ability Benefit|(20 ft., 4d6 fire, DC %1)|ShroudofFireDC	BENEFIT:A phoenix can cause its feathers to burst into fire as a free action. As long as its feathers are burning, it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20 feet for most phoenixes) must make a DC %1 Reflex save each round to avoid taking 4d6 points of fire damage at the start of its turn. A creature that attacks the phoenix with natural or non-reach melee weapons takes 1d6 points of fire damage (no save) with each successful hit.|ShroudofFireDC

###Block: Pixie abilities
# Ability Name			Unique Key				Category of Ability		Type								Description																																																				Modify VAR						Source Page		Aspects									Description of the Benefits
Invisibility			KEY:Invisibility ~ Pixie	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Defensive	DESC:A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.																																						SOURCEPAGE:p.228
Special Arrows			KEY:Special Arrows ~ Pixie	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DESC:As a free action, when a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust.																												BONUS:VAR|SpecialArrowDC|10+(HD/2)+CHA	SOURCEPAGE:p.228	ASPECT:Ability Benefit|(charm, memory loss or sleep arrows)	BENEFIT:When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can use this dust %1 times each day. The dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits; it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow, Charm, Memory Loss or Sleep.|CHASCORE
Special Charm Arrow		KEY:Charm ~ Pixie			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DESC:Charm; The target must succeed on a DC %1 Will save or be affected as though by a Charm Monster spell for 10 minutes.|SpecialArrowDC																																						SOURCEPAGE:p.228
Special Memory Loss Arrow	KEY:Memory Loss ~ Pixie		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DESC:Memory Loss; The target must succeed on a DC %1 Will save or be affected by a modify memory spell. This effect can only eliminate the previous 5 minutes of memory - a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees.|SpecialArrowDC								SOURCEPAGE:p.228
Special Sleep Arrow		KEY:Sleep ~ Pixie			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural			DESC:Sleep; The target must succeed on a DC %1 Will save or fall asleep for 5 minutes.|SpecialArrowDC																																												SOURCEPAGE:p.228

###Block: Pseudodragon abilities
# Poison in Core Bestiary

###Block: Purple Worm abilities
# Ability Name	Unique Key				Category of Ability		Type						Define				Description																						Modify VAR								Source Page		Aspects
Poison		KEY:Poison ~ Purple Worm	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 1d4 Strength damage; cure 3 consecutive saves.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.230	ASPECT:Ability Benefit|(Sting - injury; Fort DC %1; 1/round for 6 rounds; 1d4 Str damage; 3 consecutive saves)|PoisonDC

###Block: Rakshasa abilities
# Ability Name	Unique Key					Category of Ability		Type						Define						Description													Modify VAR											Source Page		Aspects							Description of the Benefits
Detect Thoughts	KEY:Detect Thoughts ~ Rakshasa	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:DetectThoughtsDC|10+(HD/2)+CHA	DESC:A rakshasa can detect thoughts as per the spell of the same name (Cl 18th).	BONUS:VAR|DetectThoughtsDC|2|PREFEAT:1,Ability Focus (Detect Thoughts)	SOURCEPAGE:p.231	ASPECT:Ability Benefit|(DC %1)|DetectThoughtsDC	BENEFIT:A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC %1 Will save.|DetectThoughtsDC

###Block: Remorhaz abilities
# Ability Name	Unique Key				Category of Ability		Type								Define				Description																															Modify VAR								Source Page		Aspects									Description of the Benefits
Heat			KEY:Heat ~ Remorhaz		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:HeatDC|10+(HD/2)+CON	DESC:An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage.													BONUS:VAR|HeatDC|2|PREFEAT:1,Ability Focus (Heat)	SOURCEPAGE:p.233	ASPECT:Ability Benefit|(Fort DC %2)|HeatDC			BENEFIT:An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. The heat can melt or burn weapons; any weapon that strikes a remorhaz is allowed a DC %1 Fortitude save to avoid taking damage.|HeatDC
Swallow Whole	KEY:Swallow Whole ~ Remorhaz	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.233	ASPECT:Ability Benefit|(2d6+9 plus 8d6 fire, AC 15, hp 9)	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: Retriever abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description																							Modify VAR									Source Page		Aspects																																		Description of the Benefits
Eye Rays		KEY:Eye Rays ~ Retriever	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:EyeRaySaveDC|10+(HD/2)+CON	DESC:A retriever's eyes can produce four different magical rays (fire, cold, electricity and petrification), each with a range of 100 feet.	BONUS:VAR|EyeRaySaveDC|2|PREFEAT:1,Ability Focus (Eye Rays)	SOURCEPAGE:p.234	ASPECT:Ability Benefit|(fire 12d6, Reflex DC %1 half; cold 12d6, Reflex DC %2 half; electricity 12d6, Reflex DC %3 half; petrification, Fort DC %4 negates)|EyeRaySaveDC|EyeRaySaveDC|EyeRaySaveDC|EyeRaySaveDC	BENEFIT:A retriever's eyes can produce four different magical rays, each with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks; firing an eye ray does not provoke attacks of opportunity. The save DC for eye rays is %1. The eye ray effects are as follows; Fire, dealing 12d6 fire damage (Reflex DC %2 half); Cold, dealing 12d6 cold damage (Reflex DC %3 half); Electricity, dealing 12d6 electricity damage (Reflex DC %4 half); Petrification, turning the target permenantly to stone (Fortitude DC %5).|EyeRaySaveDC|EyeRaySaveDC|EyeRaySaveDC|EyeRaySaveDC|EyeRaySaveDC
Relentless		KEY:Relentless ~ Retriever	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural							DESC:A retriever is constantly under the effects of spider climb and water walk; these abilities cannot be dispelled.															SOURCEPAGE:p.234

###Block: Roper abilities
# Ability Name	Unique Key			Category of Ability		Type								Define								Description																								Modify VAR												Source Page		Aspects						Description of the Benefits
Pull			KEY:Pull ~ Roper		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption										DESC:You can choose to make a free combat maneuver check with a successful attack.																									SOURCEPAGE:p.237	ASPECT:Ability Benefit|(strand, 5 feet)	BENEFIT:You can choose to make a free combat maneuver check with a successful attack. If successful, this check pulls a creature closer. This ability only works on creatures of a size equal to or smaller than you. Creatures pulled in this way do not provoke attacks of opportunity and stop if the pull would move them into a solid object or creature.
Strands		KEY:Strands ~ Roper	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:StrandsNumbnessandWeaknessDC|10+(HD/2)+CON	DESC:A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet as ranged touch attacks.	BONUS:VAR|StrandsNumbnessandWeaknessDC|2|PREFEAT:1,Ability Focus (Strands)	SOURCEPAGE:p.237								BENEFIT:A roper can extend up to six thin, sticky strands from its body at a time, launching them to a maximum range of 50 feet. A roper's attacks with its strands resolve as ranged touch attacks. These strands are quite strong, but can be severed by any amount of slashing damage (a strand is AC 20). A creature struck by a strand is numbed and weakened by the strange material, and must make a DC %1 Fortitude save or take 1d6 points of Strength damage.|StrandsNumbnessandWeaknessDC

###Block: Rust Monster abilities
# Ability Name	Unique Key					Category of Ability		Type							Define						Description																																			Modify VAR																			Source Page		Aspects							Description of the Benefits
Rust			KEY:Rust ~ Rust Monster			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:RustMagicSaveDC|10+(HD/2)+CON	DESC:A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode.															BONUS:VAR|RustMagicSaveDC|2|PREFEAT:1,Ability Focus (Rust)	BONUS:VAR|RustMagicSaveDC|2|PREFEAT:1,Ability Focus (Rust)	SOURCEPAGE:p.238	ASPECT:Ability Benefit|(DC %1)|RustMagicSaveDC	BENEFIT:A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition; a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC %1 Reflex save to negate this effect.|RustMagicSaveDC
Scent Metal		KEY:Scent Metals ~ Rust Monster	CATEGORY:Special Ability	TYPE:SpecialQuality,Extraordinary.Sense								DESC:This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).																					SOURCEPAGE:p.238	ASPECT:Ability Benefit|(90ft.)

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