# 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: Kobold Abilities
# Ability Name	Unique Key			Category of Ability		Type						Description											Class Skill				Source Page
Crafty		KEY:Crafty ~ Kobold	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Craft (Traps) and Stealth are always class skills for a kobold.	CSKILL:Craft (Traps)|Stealth	SOURCEPAGE:p.183

###Block: Kraken Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define					Description																												Modify VAR									Source Page		Aspects																									Description of the Benefits
Ink Cloud		KEY:Ink Cloud ~ Kraken			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:InkCloudDC|10+(HD/2)+CON	DESC:A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater.									BONUS:VAR|InkCloudDC|2|PREFEAT:1,Ability Focus (Ink Cloud)	SOURCEPAGE:p.184	ASPECT:Ability Benefit|(contact; save Fort DC %1; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves)|InkCloudDC	BENEFIT:A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness. In addition, the ink is toxic, functioning as contact poison against all creatures caught within it. The ink cloud persists for 1 minute before dispersing. Kraken Ink; Ink cloud--contact; save Fort DC %1; frequency 1/round for 10 rounds; effect 1 Str damage plus nausea; cure 2 consecutive saves.|InkCloudDC
Jet			KEY:Jet ~ Kraken				CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary							DESC:A kraken can jet backward as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.											SOURCEPAGE:p.184	ASPECT:Ability Benefit|(280 ft.)
Rend Ship		KEY:Rend Ship ~ Kraken			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary							DESC:As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller.																			SOURCEPAGE:p.184																											BENEFIT:As a full-round action, a kraken can attempt to use four of its tentacles to grapple a ship of its size or smaller. It makes a CMB check opposed by the ship's captain's Profession (sailor) check, but the kraken gets a cumulative +4 bonus on the check for each size category smaller than Gargantuan the ship is. If the kraken grapples the ship, it holds the ship motionless; it can attack targets anywhere on or within the ship with its tentacles, but can only attack foes on deck with its free arms and can't attack foes at all with its beak. Each round it maintains its hold on the ship, it automatically inflicts bite damage on the ship's hull.
Tenacious Grapple	KEY:Tenacious Grapple ~ Kraken	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary							DESC:A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.																							SOURCEPAGE:p.184

###Block: Kyton Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Description																																Combat bonus			Modify VAR											Weapon prof. bonus			Source Page		Aspects							Description of the Benefits
Chain Armor		KEY:Chain Armor ~ Kyton		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary								DESC:The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.	BONUS:COMBAT|AC|4|TYPE=Armor																			SOURCEPAGE:p.185
Dancing Chains	KEY:Dancing Chains ~ Kyton	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:DancingChainsDC|10+(HD/2)+CHA	DESC:A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes.																		BONUS:VAR|DancingChainsDC|2|PREFEAT:1,Ability Focus (Dancing Chains)	BONUS:WEAPONPROF=Chains|TOHIT|4	SOURCEPAGE:p.185									BENEFIT:A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC %1 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks.|DancingChainsDC
Unnerving Gaze	KEY:Unnerving Gaze ~ Kyton	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:UnnervingGazeDC|10+(HD/2)+CHA	DESC:A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies.																						BONUS:VAR|UnnervingGazeDC|2|PREFEAT:1,Ability Focus (Unnerving Gaze)							SOURCEPAGE:p.185	ASPECT:Ability Benefit|(DC %1)|UnnervingGazeDC	BENEFIT:Range 30 ft., Will DC %1 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect.|UnnervingGazeDC

###Block: Lamia Abilities
# Ability Name		Unique Key					Category of Ability		Type						Description																																				Weapon prof. bonus																		Wield Category bonus		Source Page		Aspects					Description of the Benefits
Undersized Weapons	KEY:Undersized Weapons ~ Lamia	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Although a lamia is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamias wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).	BONUS:WEAPONPROF=TYPE.Simple|TOHIT|3	BONUS:WEAPONPROF=TYPE.Martial|TOHIT|3	BONUS:WEAPONPROF=TYPE.Exotic|TOHIT|3	BONUS:WIELDCATEGORY|ALL|1	SOURCEPAGE:p.186
Wisdom Drain		KEY:Wisdom Drain ~ Lamia		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DESC:A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack.																																																	SOURCEPAGE:p.186	ASPECT:Ability Benefit|(1d4/touch)	BENEFIT:A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.

###Block: Leech (Giant) Abilities
# Ability Name		Unique Key						Category of Ability		Type								Description																					Source Page		Description of the Benefits
Attach			KEY:Attach ~ Giant Leech			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DESC:When a giant leech hits with a bite attack, it latches onto its target and automatically grapplies.					SOURCEPAGE:p.187	BENEFIT:When a giant leech hits with a bite attack, it latches onto its target and automatically grapplies. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A giant leech has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself--if its prey manages to win a grapple check or Escape Artist check against it, the giant leech is removed.
Blood Drain			KEY:Blood Drain ~ Giant Leech			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage.	SOURCEPAGE:p.187
Susceptible to Salt	KEY:Susceptible to Salt ~ Giant Leech	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Weakness	DESC:A handful of salt burns a leech as if it were a flask of acid, causing 1d6 points of damage per use.					SOURCEPAGE:p.187

###Block: Leech Swarm Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Description																								Modify VAR										Source Page		Aspects
Blood Drain		KEY:Blood Drain ~ Leech Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary								DESC:Any living creature that begins its turn with a leech swarm in its space is drained of its blood and takes 1d3 points of Str and Con damage.												SOURCEPAGE:p.187
Poison		KEY:Poison ~ Leech Swarm	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:LeechSwarmPoisonDC|10+(HD/2)+CON	DESC:Swarm--injury; save Fort DC %1; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save.|LeechSwarmPoisonDC				BONUS:VAR|LeechSwarmPoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.187	ASPECT:Ability Benefit|(injury; save Fort DC %1; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save)|LeechSwarmPoisonDC

###Block: Common Linnorm abilities
# Ability Name		Unique Key					Category of Ability		Type								Description																						Source Page
Freedom of Movement	KEY:Freedom of Movement ~ Linnorm	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive	DESC:A linnorm is under the constant effect of Freedom of Movement, as per the spell of the same name. This effect cannot be dispelled.	SOURCEPAGE:p.190

###Block: Crag Linnorm abilities
# Ability Name	Unique Key					Category of Ability		Type						Define																					Description																																										Modify VAR											Source Page		Aspects																					Description of the Benefits
Breath Weapon	KEY:Breath Weapon ~ Crag Linnorm	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponLine|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:Once every 1d4 rounds as a standard action, a crag linnorm can expel a %1-foot line of magma, dealing %2d%3 points of fire damage to all creatures struck (Reflex DC %4 halves).|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	SOURCEPAGE:p.190	ASPECT:Ability Benefit|(%1' Line of Magma %2d%3, DC %4)|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC	BENEFIT:Once every 1d4 rounds as a standard action, a crag linnorm can expel a %1-foot line of magma, dealing %2d%3 points of fire damage to all creatures struck (Reflex DC %4 halves). This line of magma remains red-hot for 1 round after the linnorm creates it. Creatures that took damage on the first round take 6d6 fire damage the second round (Reflex DC %4 negates), as does any creature that walks across the line of magma. If the magma was expelled while the linnorm was airborne, it instead rains downward during the second round as a sheet of fire no more than 60 feet high that does 6d6 damage (Reflex DC %4 negates) to any creature that passes through it. On the third round, the line of magma cools to a thin layer of brittle stone that quickly degrades to powder and sand over the course of several hours; magma that's turned to a sheet of fire is consumed entirely during the second round, leaving behind only a stain of smoke in the air that swiftly disperses.|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Death Curse		KEY:Death Curse ~ Crag Linnorm	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatrual	DEFINE:DeathCurseDC|10+(HD/2)+CHA																	DESC:When a creature slays a crag linnorm, the slayer is affected by the curse of fire. Curse of Fire: save Will DC %1; effect creature gains vulnerability to fire.|DeathCurseDC														BONUS:VAR|DeathCurseDC|2|PREFEAT:1,Ability Focus (Death Curse)		SOURCEPAGE:p.190
Poison		KEY:Poison ~ Crag Linnorm		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatrual	DEFINE:PoisonDC|10+(HD/2)+CON																		DESC:Bite - Injury; Save Fort DC %1; Frequency 1/round for 10 rounds; Effect 2d6 fire damage and 1d4 Con drain; Cure 2 consecutive saves.|PoisonDC																			BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)				SOURCEPAGE:p.190	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Ice Linnorm Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define																					Description																																												Modify VAR											Source Page		Aspects																						Description of the Benefits
Breath Weapon	KEY:Breath Weapon ~ Ice Linnorm	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponLine|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:Once every 1d4 rounds as a standard action, an ice linnorm can expel a %1-foot cone of freezing, viscous ooze, dealing %2d%3 points of cold damage to all creatures struck (Reflex DC %4 halves).|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	SOURCEPAGE:p.191	ASPECT:Ability Benefit|(%1' Line of freezing ooze %2d%3, DC %4)|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC	BENEFIT:Once every 1d4 rounds as a standard action, an ice linnorm can expel a %1-foot cone of freezing, viscous ooze, dealing %2d%3 points of cold damage to all creatures struck (Reflex DC %4 halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a DC 25 Strength, Escape Artist, or combat maneuver check. Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don't have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round.|BreathWeaponLine|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Death Curse		KEY:Death Curse ~ Ice Linnorm		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatrual	DEFINE:DeathCurseDC|10+(HD/2)+CHA																	DESC:When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Will DC %1; effect creature gains vulnerability to cold.|DeathCurseDC																BONUS:VAR|DeathCurseDC|2|PREFEAT:1,Ability Focus (Death Curse)		SOURCEPAGE:p.191
Poison		KEY:Poison ~ Ice Linnorm		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatrual	DEFINE:PoisonDC|10+(HD/2)+CON																		DESC:Bite--injury; save Fort DC %1; frequency 1/round for 10 rounds; effect 4d6 cold damage and 1d6 Con drain; cure 3 consecutive saves.|PoisonDC																					BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)				SOURCEPAGE:p.191	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Tarn Linnorm Abilities
# Ability Name	Unique Key					Category of Ability		Type						Define																										Description																																															Modify VAR											Source Page		Aspects																									Description of the Benefits
Breath Weapon	KEY:Breath Weapon ~ Tarn Linnorm	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:BreathWeaponLine|0	DEFINE:BreathWeaponCone|0	DEFINE:BreathWeaponDice|0	DEFINE:BreathWeaponDamageDie|0	DEFINE:BreathWeaponDC|10+(HD/2)+CON	DESC:Once every 1d4 rounds as a standard action, a tarn linnorm can expel a %1-foot line or a %2-foot cone of acid, dealing %3d%4 points of acid damage to all creatures struck (Reflex DC %5 halves).|BreathWeaponLine|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC	BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)	SOURCEPAGE:p.192	ASPECT:Ability Benefit|(%1' Line or %2 Cone of acid %3d%4, DC %5)|BreathWeaponLine|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC	BENEFIT:Once every 1d4 rounds as a standard action, a tarn linnorm can expel a %1-foot line or a %2-foot cone of acid, dealing %3d%4 points of acid damage to all creatures struck (Reflex DC %5 halves). This acid creates toxic fumes when it consumes organic material--on the round after a creature takes acid damage from this attack, it must make a DC %5 Fortitude save or take 2d6 points of Strength damage from the poisonous fumes (this secondary effect is a poison effect). As a full-round action, the linnorm may breathe acid with one head and bite with the other (but not use its other weapons). Alternatively, as a full-round action, it can breathe acid from both heads to create two adjacent 60-footlong cones or two separate 120-foot-long lines. In this case it cannot use its breath weapon again for 2d4 rounds.|BreathWeaponLine|BreathWeaponCone|BreathWeaponDice|BreathWeaponDamageDie|BreathWeaponDC
Death Curse		KEY:Death Curse ~ Tarn Linnorm	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatrual	DEFINE:DeathCurseDC|10+(HD/2)+CHA																						DESC:When a creature slays a tarn linnorm, the slayer is affected by the curse of death. Curse of Death: save Will DC 29; effect creature can no longer be affected by healing spells and does not heal damage naturally from rest.|DeathCurseDC								BONUS:VAR|DeathCurseDC|2|PREFEAT:1,Ability Focus (Death Curse)		SOURCEPAGE:p.192
Poison		KEY:Poison ~ Tarn Linnorm		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatrual	DEFINE:PoisonDC|10+(HD/2)+CON																							DESC:Bite--injury; save Fort DC %1; frequency 1/round for 10 rounds; effect 6d6 acid damage and 1d8 Con drain; cure 3 consecutive saves|PoisonDC																								BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)				SOURCEPAGE:p.192	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Lizard Monitor Lizard Abilities
# Ability Name	Unique Key				Category of Ability		Type						Define				Description																						Modify VAR								Source Page		Aspects
Poison		KEY:Poison ~ Lizard Monitor	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:PoisonDC|10+(HD/2)+CON	DESC:Bite--injury; save Fort DC %1; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save.|PoisonDC	BONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)	SOURCEPAGE:p.194	ASPECT:Ability Benefit|(DC %1)|PoisonDC

###Block: Giant Frilled Lizard Abilities
# Ability Name		Unique Key							Category of Ability		Type						Define						Description																																																									Modify VAR													Source Page		Aspects
Intimidating Charge	KEY:Intimidating Charge ~ Giant Frilled Lizard	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:IntimidatingChargeDC|10+(HD/2)+CHA	DESC:When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC %1 Will save or be shaken for 1d6 rounds. This is a fear effect.|IntimidatingChargeDC	BONUS:VAR|IntimidatingChargeDC|2|PREFEAT:1,Ability Focus (Intimidating Charge)	SOURCEPAGE:p.194	ASPECT:Ability Benefit|(DC %1)|IntimidatingChargeDC

###Block: Lizardfolk Abilities
# Ability Name	Unique Key				Category of Ability		Type						Description														Source Page
Hold Breath		KEY:Hold Breath ~ Lizardfolk	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A lizardfolk can hold its breath for %1 rounds before it risks drowning.|CONSCORE*4	SOURCEPAGE:p.195

#
# End
#
