# 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: Manticore abilities
# Ability Name	Unique Key			Category of Ability		Type						Description																																																			Source Page
Spikes		KEY:Spikes ~ Manticore	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:With a snap of its tail, a manticore can loose a volley of four spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only 24 spikes in any 24-hour period.	SOURCEPAGE:p.199

###Block: Mantis (Giant) abilities
# Ability Name	Unique Key					Category of Ability		Type						Description																																																												Source Page
Lunge			KEY:Lunge ~ Giant Mantis		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A giant mantis cannot make attacks of opportunity with its lunge.	SOURCEPAGE:p.200
Mandibles		KEY:Mandibles ~ Giant Mantis		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A giant mantis that grabs a foe can make a bite attack against that foe as a secondary attack.																																													SOURCEPAGE:p.200
Sudden Strike	KEY:Sudden Strike ~ Giant Mantis	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A giant mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.																											SOURCEPAGE:p.200

###Block: Medusa abilities
# Ability Name	Unique Key				Category of Ability		Type						Define						Modify VAR											Source Page		Aspects							Description of the Benefits
Petrifying Gaze	KEY:Petrifying Gaze ~ Medusa	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:PetrifyingGazeDC|10+(HD/2)+CHA	BONUS:VAR|PetrifyingGazeDC|2|PREFEAT:1,Ability Focus (Petrifying Gaze)	SOURCEPAGE:p.201									BENEFIT:Turn to stone permanently, 30 feet, Fortitude DC %1 negates.|PetrifyingGazeDC
Poison		KEY:Poison ~ Medusa		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DEFINE:MedusaPoisonDC|10+(HD/2)+CON		BONUS:VAR|MedusaPoisonDC|2|PREFEAT:1,Ability Focus (Poison)			SOURCEPAGE:p.201	ASPECT:Ability Benefit|(DC %1)|MedusaPoisonDC	BENEFIT:Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.

###Block: Mephit abilities
# All Mephit abilities in Core Bestiary

###Block: Mimic abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																																																																																																																										Source Page
Adhesive		KEY:Adhesive ~ Mimic		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary	DESC:A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesivecoated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.	SOURCEPAGE:p.205
Mimic Object	KEY:Mimic Object ~ Mimic	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.																																																									SOURCEPAGE:p.205

###Block: Minotaur abilities
# Ability Name	Unique Key					Category of Ability		Type								Description																											Source Page
Natural Cunning	KEY:Natural Cunning ~ Minotaur	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive	DESC:You possess an innate cunning and logical ability granting an immunity to maze spells and prevents you from ever becoming lost. You are never caught flat-footed.	SOURCEPAGE:p.206

###Block: Mite abilities
# Ability Name	Unique Key				Category of Ability		Type						Define								Description															Modify VAR														Source Page		Description of the Benefits
Hatred		KEY:Hatred ~ Mite			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary										DESC:+1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype.																	SOURCEPAGE:p.207	BENEFIT:Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.
Vermin Empathy	KEY:Vermin Empathy ~ Mite	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DEFINE:VerminEmpathy|0	DEFINE:VerminEmpathyLVL|0	DESC:+%1 to train Medium vermin as mounts or direct the actions of vermin swarms.|VerminEmpathy	BONUS:VAR|VerminEmpathy|VerminEmpathyLVL+CHA	BONUS:VAR|VerminEmpathy|4|TYPE=Racial	SOURCEPAGE:p.207	BENEFIT:This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind'a mite can thus use this ability to influence and direct the actions of swarms with relative ease.

###Block: Mohrg abilities
# Ability Name	Unique Key				Category of Ability		Type						Define					Description														Modify VAR									Source Page		Aspects									Description of the Benefits
Create Spawn	KEY:Create Spawn ~ Mohrg	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural							DESC:Slain humanoid creatures rise as fast zombies under the mohrg's control.													SOURCEPAGE:p.208											BENEFIT:Humanoid creatures killed by a mohrg rise immediately as fast zombies under the mohrg's control. The sudden bloom of unlife when a mohrg's victim dies and becomes a zombie causes a surge of negative energy to flow through the mohrg. Whenever a mohrg creates a zombie in this manner, it is healed 1d6 hit points per HD possessed by the slain creature and acts as if hasted for the round immediately following the spawn's creation.
Paralysis		KEY:Paralysis ~ Mohrg		CATEGORY:Special Ability	TYPE:SpecialAttack			DEFINE:ParalysisDC|10+(HD/2)+CHA	DESC:You can render your victims immobile for 1d4 minutes, DC %1 negates.|ParalysisDC	BONUS:VAR|ParalysisDC|2|PREFEAT:1,Ability Focus (Paralysis)	SOURCEPAGE:p.208	ASPECT:Ability Benefit|(1d4 minutes, DC %1)|ParalysisDC

###Block: Morlock abilities
# Ability Name	Unique Key				Category of Ability		Type						Visible	Description																																																														Bonus to skill				Modify VAR			Source Page
Expert Climber	KEY:Expert Climber ~ Morlock	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary			DESC:A morlock can cling to cave walls and even ceilings as long as the surface has hand and footholds. You are treated as constantly being under a nonmagical version of the spell spider climb, save that you cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.	BONUS:SKILL|Climb|8|TYPE=Racial					SOURCEPAGE:p.209
Leap Attack		KEY:Leap Attack ~ Morlock	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:As a standard action, a morlock may make a single attack during a jump. You can make this attack at any point along the course of the leap; the start, the end, or while in mid-air. While jumping, you do not provoke attacks of opportunity for leaving a threatened square.																												SOURCEPAGE:p.209
Sneak Attack	KEY:Sneak Attack ~ Morlock	CATEGORY:Special Ability	TYPE:Internal				VISIBLE:NO																																																																						BONUS:VAR|SneakAttack|1
Swarming		KEY:Swarming ~ Morlock		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:Morlocks dwell and fight in cramped quarters every day of your life, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.																				SOURCEPAGE:p.209

###Block: Mummy abilities
# Ability Name	Unique Key			Category of Ability		Type							Define																Description																																		Modify VAR										Source Page		Aspects																			Description of the Benefits
Despair		KEY:Despair ~ Mummy	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural.Aura	DEFINE:MummyDespairDC|10+(HD/2)+CHA												DESC:All creatures within a 30-foot radius that see you must make a DC %1 Will save or be paralyzed by fear for 1d4 rounds.|MummyDespairDC												BONUS:VAR|MummyDespairDC|2|PREFEAT:1,Ability Focus (Despair)	SOURCEPAGE:P.210	ASPECT:Aura|Despair	ASPECT:Ability Benefit|(30 ft., paralyzed for 1d4 rounds, Will DC %1 negates)|MummyDespairDC	BENEFIT:All creatures within a 30-foot radius that see you must make a DC %1 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.|MummyDespairDC
Mummy Rot		KEY:Mummy Rot ~ Mummy	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:MummyRotDC|10+(HD/2)+CHA	DEFINE:MummyRotCurseRemoveDC|20	DEFINE:MummyRotHealDC|20	DESC:Curse and disease, make fortitude save (DC %1) every day or loose 1d6 consitition and charisma. Make succesful remove curse (DC %2) and magical heal (DC %3)|MummyRotDC|MummyRotRemoveDC|MummyRotHealDC	BONUS:VAR|MummyRotDC|2|PREFEAT:1,Ability Focus (Mummy Rot)		SOURCEPAGE:p.210																					BENEFIT:Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed on a DC %4 caster level check, or the spell is wasted and the healing has no effect. Anyone who dies from mummy rot turns to dust and cannot be raised without a resurrection or greater magic. The save DC is Charisma-based.|MummyRotDC

###Block: Naga, Dark abilities
# Ability Name	Unique Key					Category of Ability		Type								Description																Source Page		Description of the Benefits
Guarded Thoughts	KEY:Guarded Thoughts ~ Dark Naga	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive	DESC:Dark nagas are immune to any form of mind reading.								SOURCEPAGE:p.211	BENEFIT:Dark nagas are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.
Poison		KEY:Poison ~ Dark Naga			CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DESC:Sting-injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.	SOURCEPAGE:p.211

###Block: Naga, Guardian abilities
# Ability Name	Unique Key				Category of Ability		Type						Description																																				Source Page
Poison		KEY:Poison ~ Guardian Naga	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Bite-injury or spit-contact; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.										SOURCEPAGE:p.215
Spit			KEY:Spit ~ Guardian Naga	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.	SOURCEPAGE:p.215
Spells		KEY:Spells ~ Guardian Naga	CATEGORY:Special Ability	TYPE:SpecialQuality.Spells		DESC:A guardian naga casts spells as a 9th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a guardian naga.		SOURCEPAGE:p.215

###Block: Naga, Spirit abilities
# Ability Name	Unique Key					Category of Ability		Type						Description																																			Source Page
Charming Gaze	KEY:Charming Gaze ~ Spirit Naga	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DESC:As charm person, 30 feet, Will DC 20 negates. The save DC is Charisma-based.																							SOURCEPAGE:p.213
Poison		KEY:Poison ~ Spirit Naga		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:Bite-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save.																			SOURCEPAGE:p.213
Spells		KEY:Spells ~ Spirit Naga		CATEGORY:Special Ability	TYPE:SpecialQuality.Spells		DESC:A spirit naga casts spells as a 7th-level sorcerer, and can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a spirit naga.	SOURCEPAGE:p.213

###Block: Neothelid 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 ~ Neothelid		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary			DEFINE:BreathWeaponDC|10+(HD/2)+CON			DESC:A neothelid unleashes a 50-ft cone of acid																									BONUS:VAR|BreathWeaponDC|2|PREFEAT:1,Ability Focus (Breath Weapon)		SOURCEPAGE:p.214	ASPECT:Ability Benefit|(50-ft. cone, 14d10 acid, Reflex DC %2 half, once every 1d4 rounds)|BreathWeaponDC												BENEFIT:A neothelid can as a standard action unleash a 50-ft. cone of acid every 1d4 rounds dealing 14d10 acid damage. A reflex save (DC %1) halves the damage.|BreathWeaponDC
Mind Thrust		KEY:Mind Thrust ~ Neothelid		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:NeothelidMindThrustDC|10+(HD/2)+CHA	DESC:A neothelid can deliver a massive blast of mental energy.																						BONUS:VAR|NeothelidMindThrustDC|2|PREFEAT:1,Ability Focus (Mind Thrust)		SOURCEPAGE:p.214	ASPECT:Ability Benefit|(single creature within 60', 15d10 mental, Will DC %2 negates, 3/day)|NeothelidMindThrustDC										BENEFIT:As a standard action up to three times a day, a neothelid can deliver a massive blast of mental energy at any one target within 60 feet, inflicting 15d10 points of damage. A successful DC %1 Will save negates the effect. This effect can only harm creatures with Intelligence scores. This is a mind-affecting effect. The save DC is Charisma-based.|NeothelidMindThrustDC
Psychic Crush	KEY:Psychic Crush ~ Neothelid		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural			DEFINE:NeothelidPsychicCrushDC|10+(HD/2)+CHA	DESC:A neothelid can attempt to crush the mind of a single creature.																					BONUS:VAR|NeothelidPsychicCrushDC|2|PREFEAT:1,Ability Focus (Psychic Crush)	SOURCEPAGE:p.214	ASPECT:Ability Benefit|(single creature within 60', fall unconsious and dying at -1 hp, Will DC %2 for 6d6 damage and sickened for 1 round, 3/day)|NeothelidPsychicCrushDC	BENEFIT:As a standard action up to three times a day, a neothelid can attempt to crush the mind of a single creature within 60 feet. The target must make a DC %1 Will save or collapse, becoming unconscious and dying at -1 hit points. If the target succeeds on the save, it takes 6d6 points of damage and is sickened for 1 round. This is a mind-affecting effect. The save DC is Charisma-based.|NeothelidPsychicCrushDC
Trace Teleport	KEY:Trace Teleport ~ Neothelid	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Sense										DESC:A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it.																				SOURCEPAGE:p.214																														BENEFIT:A neothelid telepathically and reflexively learns the mental coordinates of the destination, of all creatures that teleport within 60 feet of it, gaining an awareness of the location equivalent to "seen casually." This knowledge fades and is lost after 1 minute. This power does not grant any environmental information about the conditions of the destination.
Swallow Whole	KEY:Swallow Whole ~ Neothelid		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption									DESC:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage.														SOURCEPAGE:p.304	ASPECT:Ability Benefit|(2d6+10 plus 2d6 acid, AC 23, hp 23)																				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: Night Hag abilities
# Ability Name	Unique Key					Category of Ability		Type						Innate Spells															Description																																																																							Source Page		Description of the Benefits
Change Shape	KEY:Change Shape ~ Night Hag		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																		DESC:A night hag can assume the appearance of any humanoid creature.																																																													SOURCEPAGE:p.215
Disease		KEY:Disease ~ Night Hag			CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural																		DESC:Bite-injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Constitution damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.																																		SOURCEPAGE:p.215	BENEFIT:Bite-injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based.
Dream Haunting	KEY:Dream Haunting ~ Night Hag	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural																		DESC:A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.	SOURCEPAGE:p.215	BENEFIT:A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag.
Heartstone		KEY:Heartstone ~ Night Hag		CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural	SPELLS:Heartstone|TIMES=ATWILL|CASTERLEVEL=8|Etherealness|Soul Bind|PREEQUIP:1,Heartstone (Night Hag)	DESC:All night hags carry a heartstone; a special gemstone worth at least 1,800 gp that is worn as a periapt.																																																						SOURCEPAGE:p.215	BENEFIT:All night hags carry a heartstone, a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity; once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.
## The heartston needs to be converted to a magic item to go along with this Supernatural ability. The spell-like abilities of etherealness and soul bind as well as the Fort/Ref/Will bonuses need to be moved to the heartstone item.

###Block: Nightmare abilities
# Ability Name	Unique Key					Category of Ability		Type						Define						Description																				Modify VAR										Source Page		Aspects																			Description of the Benefits
Smoke			KEY:Smoke ~ Nightmare			CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:NightmareSmokeDC|10+(HD/2)+CON	DESC:In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action.	BONUS:VAR|NightmareSmokeDC|2|PREFEAT:1,Ability Focus (Smoke)	SOURCEPAGE:p.216	ASPECT:Ability Benefit|(15' cone, sickened for 1d6 minutes, Fort DC %2 negates, atwill free action)|NightmareSmokeDC	BENEFIT:In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC %1 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.|NightmareSmokeDC
Flaming Hooves	KEY:Flaming Hooves ~ Nightmare	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural								DESC:A nightmare's flaming hooves do 1d4 fire damage on a successful strike.																				SOURCEPAGE:p.216	ASPECT:Ability Benefit|(+1d4 fire)

###Block: Cauchemar Nightmare abilities
# Ability Name	Unique Key						Category of Ability		Type						Define						Description																				Source Page		Aspects																			Description of the Benefits
Smoke			KEY:Smoke ~ Cauchemar Nightmare		CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural	DEFINE:NightmareSmokeDC|10+(HD/2)+CON	DESC:In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action.	SOURCEPAGE:p.216	ASPECT:Ability Benefit|(15' cone, sickened for 1d6 minutes, Fort DC %2 negates, atwill free action)|NightmareSmokeDC	BENEFIT:In battle, a nightmare exhales smoke that chokes and blinds foes, filling a 15-foot cone each round as a free action. Anyone in the cone must succeed on a DC %1 Fortitude save or become sickened until 1d6 minutes after leaving the area. This smoke acts as obscuring mist for the purposes of concealment. The smoke persists for 1 round. The save DC is Constitution-based.|NightmareSmokeDC
Flaming Hooves	KEY:Flaming Hooves ~ Cauchemar Nightmare	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural								DESC:A nightmare's flaming hooves do 1d6 fire damage on a successful strike.									SOURCEPAGE:p.216	ASPECT:Ability Benefit|(+1d6 fire)

###Block: Nymph abilities
# Ability Name	Unique Key				Category of Ability		Type							Define							Description																											Save checks bonus				Combat bonus						Modify VAR												Source Page		Aspects														Description of the Benefits
Blinding Beauty	KEY:Blinding Beauty ~ Nymph	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural.Aura	DEFINE:NymphBlindingBeautyDC|10+(HD/2)+CHA	DESC:Those who look directly at a nymph must succeed on a DC %1 Fortitude save or be blinded permanently.|NymphBlindingBeautyDC																																		SOURCEPAGE:p.217	ASPECT:Ability Benefit|(30 ft., permenant blindness, DC %1)|NymphBlindingBeautyDC		BENEFIT:This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC %2 Fortitude save or be blinded permanently. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.|NymphBlindingBeautyDC
Inspirations	KEY:Inspirations ~ Nymph	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural		DEFINE:NymphBardicPerfTimesBonus|0			DESC:A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair).															BONUS:VAR|NymphBardicPerfTimesBonus|CON							SOURCEPAGE:p.217																BENEFIT:A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional %1 rounds per day. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner.|NymphBardicPerfTimesBonus
Stunning Glance	KEY:Stunning Glance ~ Nymph	CATEGORY:Special Ability	TYPE:SpecialAttack.Supernatural		DEFINE:NymphStunningGlanceDC|10+(HD/2)+CHA	DESC:As a standard action, a nymph can stun a creature within 30 feet with a look.																													BONUS:VAR|NymphStunningGlanceDC|2|PREFEAT:1,Ability Focus (Stunning Glance)	SOURCEPAGE:p.217	ASPECT:Ability Benefit|(30 ft., stunned for 2d4 rounds, DC %1)|NymphStunningGlanceDC	BENEFIT:As a standard action, a nymph can stun a creature within 30 feet with a look. The target must succeed on a DC %1 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.|NymphStunningGlanceDC
Unearthly Grace	KEY:Unearthly Grace ~ Nymph	CATEGORY:Special Ability	TYPE:SpecialQuality.Supernatural										DESC:A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.							BONUS:CHECKS|ALL|CHA|TYPE=Racial	BONUS:COMBAT|AC|CHA|TYPE=Deflection.REPLACE														SOURCEPAGE:p.217																BENEFIT:A nymph adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

###Block: Ocher Jelly abilities
# Ability Name	Unique Key				Category of Ability		Type								Define																				Description																																			Modify VAR				Source Page		Aspects																																			Description of the Benefits
Acid			KEY:Acid ~ Ocher Jelly		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary																								DESC:An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe.																								SOURCEPAGE:p.218																																					BENEFIT:An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe; creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly's acid damage.
Split			KEY:Split ~ Ocher Jelly		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive																						DESC:Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly, spliting it instead into two identical jellies, each with half of the original creature's current hit point total.						SOURCEPAGE:p.218																																					BENEFIT:Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature's current hit point total, rounded down. A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Constrict		KEY:Constrict ~ Ochre Jelly	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary.AttackOption	DEFINE:ConstrictDice|0	DEFINE:ConstrictDieSize|0	DEFINE:ConstrictBonusDamage|0	DEFINE:AcidDice|0	DEFINE:AcidDieSize|0	DESC:You can crush an opponent, dealing %1d%2+%3 bludgeoning damage, with a successful grapple check.|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage											BONUS:VAR|ConstrictDice|1	SOURCEPAGE:p.298	ASPECT:Ability Benefit|(%1d%2+%3)|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage	ASPECT:Ability Benefit|(%1d%2+%3 plus %4d%5 acid)|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage|AcidDice|AcidDieSize	BENEFIT:You can crush an opponent, dealing %1d%2+%3 bludgeoning damage, when you make a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).|ConstrictDice|ConstrictDieSize|ConstrictBonusDamage

###Block: Octopus abilities
# Ability Name	Unique Key				Category of Ability		Type									Description																																	Move			Source Page
Ink Cloud		KEY:Ink Cloud ~ Octopus		CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.Defensive		DESC:An octopus can emit a 10ft radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.											SOURCEPAGE:p.219
Jet			KEY:Jet ~ Octopus			CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary.ModifyMovement	DESC:An octopus can jet backward once per round as a full-round action, at a speed of 200 ft. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.	MOVE:Jet,200	SOURCEPAGE:p.219
Poison		KEY:Poison ~ Octopus		CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DESC:Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.																						SOURCEPAGE:p.219
Poison		KEY:Poison ~ Giant Octopus	CATEGORY:Special Ability	TYPE:SpecialAttack.Extraordinary				DESC:Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.																						SOURCEPAGE:p.219

###Block: Octopus abilities
# Ability Name	Unique Key			Category of Ability		Type						Description								Source Page		Description of the Benefits
Disease		KEY:Disease ~ Otyugh	CATEGORY:Special Ability	TYPE:SpecialQuality.Extraordinary	DESC:You can cause disease in those you contact.	SOURCEPAGE:p.223	BENEFIT:Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

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