From: <edd...@us...> - 2009-12-05 03:27:20
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Revision: 11137 http://pcgen.svn.sourceforge.net/pcgen/?rev=11137&view=rev Author: eddyanthony Date: 2009-12-05 03:27:11 +0000 (Sat, 05 Dec 2009) Log Message: ----------- Update races for type and subtype changes and prettylst run Modified Paths: -------------- branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_abilities_monsters_mno.lst branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_kits_races_mno.lst branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_races_mno.lst Modified: branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_abilities_monsters_mno.lst =================================================================== --- branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_abilities_monsters_mno.lst 2009-12-05 02:52:19 UTC (rev 11136) +++ branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_abilities_monsters_mno.lst 2009-12-05 03:27:11 UTC (rev 11137) @@ -1,4 +1,4 @@ -# CVS $Revision$ $Author$ -- Thu Nov 12 15:57:15 2009 -- reformated by prettylst.pl v1.39 (build 10232) +# CVS $Revision$ $Author$ -- Fri Dec 4 22:02:00 2009 -- reformated by prettylst.pl v1.39 (build 10232) SOURCELONG:Pathfinder Roleplaying Game Bestiary SOURCESHORT:PFB SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy85k5 SOURCEDATE:2009-10 ###Block: Manticore abilities @@ -12,9 +12,9 @@ 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 Bonus to skill Modify VAR Source Page Aspects Description of the Benefits -Petrifying Gaze KEY:Petrifying Gaze ~ Medusa CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:PetrifyingGazeDC|0 BONUS:VAR|PetrifyingGazeDC|10+(HD/2)+CHA 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|0 BONUS:VAR|MedusaPoisonDC|10+(HD/2)+CON SOURCEPAGE:p.201 ASPECT:Poison Effect|-1d3 Strength ASPECT:Save Frequency|1/rd ASPECT:Poison Duration|6rds ASPECT:Poison Cure|2 consecutive saves ASPECT:Save 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. +# 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|0 BONUS:VAR|PetrifyingGazeDC|10+(HD/2)+CHA 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|0 BONUS:VAR|MedusaPoisonDC|10+(HD/2)+CON SOURCEPAGE:p.201 ASPECT:Poison Effect|-1d3 Strength ASPECT:Save Frequency|1/rd ASPECT:Poison Duration|6rds ASPECT:Poison Cure|2 consecutive saves ASPECT:Save 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 # Ability Name Unique Key Category of Ability Type Description Source Page @@ -73,70 +73,70 @@ Paralysis KEY:Paralysis ~ Mohrg CATEGORY:Special Ability TYPE:SpecialAttack SOURCEPAGE:p.208 ASPECT:Duration|1d4 minutes ASPECT:Ability Benefit|DC 19 ###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 +# 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 Description of the Benefits -Despair KEY:Despair ~ Mummy CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.Aura DEFINE:MummyDespairDC|0 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|13+CHA SOURCEPAGE:P.210 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 ASPECT:Aura|Despair ASPECT:Ability Benefit|(30 ft., paralyzed for 1d4 rounds, Will DC 16 negates) -Mummy Rot KEY:Mummy Rot ~ Mummy CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:MummyRotCurseRemoveDC|0 DEFINE:MummyRotDC|0 DEFINE:MummyRotHealDC|0 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|13+CHA BONUS:VAR|MummyRotCurseRemoveDC|20 BONUS:VAR|mummyRotHealDC|20 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 +# 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|0 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|13+CHA SOURCEPAGE:P.210 ASPECT:Aura|Despair ASPECT:Ability Benefit|(30 ft., paralyzed for 1d4 rounds, Will DC 16 negates) 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:MummyRotCurseRemoveDC|0 DEFINE:MummyRotDC|0 DEFINE:MummyRotHealDC|0 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|13+CHA BONUS:VAR|MummyRotCurseRemoveDC|20 BONUS:VAR|mummyRotHealDC|20 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 ## DESC text needs work. Not sure what to put as the abreviated description. ###Block: Naga, Dark abilities -# Ability Name Unique Key Category of Ability Type Innate Spells Description Source Page Description of the Benefits -Detect Thoughts KEY:Detect Thoughts ~ Dark Naga CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SPELLS:Dark Naga|TIMES=ATWILL|CASTERLEVEL=9|Detect Thoughts,15+CHA DESC:A dark naga can continuously use detect thoughts as per the spell. SOURCEPAGE:p.211 BENEFIT:A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based. -Guarded Thoughts KEY:Guarded Thoughts ~ Dark Naga CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary 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:SpecialQuality.Extraordinary DESC:Sting-injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save. SOURCEPAGE:p.211 -Spells KEY:Spells ~ Dark Naga CATEGORY:Special ability TYPE:SpecialQuality.Spells DESC:Dark nagas cast spells as 7th-level sorcerers. SOURCEPAGE:p.211 +# Ability Name Unique Key Category of Ability Type Innate Spells Description Source Page Description of the Benefits +Detect Thoughts KEY:Detect Thoughts ~ Dark Naga CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SPELLS:Dark Naga|TIMES=ATWILL|CASTERLEVEL=9|Detect Thoughts,15+CHA DESC:A dark naga can continuously use detect thoughts as per the spell. SOURCEPAGE:p.211 BENEFIT:A dark naga can continuously use detect thoughts as per the spell (caster level 9th; Will DC 18 negates). The save DC is Charisma-based. +Guarded Thoughts KEY:Guarded Thoughts ~ Dark Naga CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary 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:SpecialQuality.Extraordinary DESC:Sting-injury; save Fort DC 19; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save. SOURCEPAGE:p.211 +Spells KEY:Spells ~ Dark Naga CATEGORY:Special ability TYPE:SpecialQuality.Spells DESC:Dark nagas cast spells as 7th-level sorcerers. SOURCEPAGE:p.211 ###Block: Naga, Guardian abilities -# Ability Name Unique Key Category of Ability Type Source Page Description of the Benefits -Poison KEY:Poison ~ Guardian Naga CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.215 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. -Spit KEY:Spit ~ Guardian Naga CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.215 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. -Spells KEY:Spells ~ Guardian Naga CATEGORY:Special Ability TYPE:SpecialQuality.Spells SOURCEPAGE:p.215 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. +# 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 Description of the Benefits -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 SOURCEPAGE:p.213 DESC:Bite-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Con damage; cure 1 save. -Spells KEY:Spells ~ Spirit Naga CATEGORY:Special Ability TYPE:SpecialQuality.Spells SOURCEPAGE:p.213 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. +# 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 Source Page Description of the Benefits -Breath Weapon KEY:Breath Weapon ~ Neothelid CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:BreathWeaponDC|0 DESC:A neothelid unleashes a 50-ft cone of acid SOURCEPAGE:p.214 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 BONUS:VAR|BreathWeaponDC|10+(HD/2)+CON ASPECT:Ability Benefit|(50-ft. cone, 14d10 acid, Reflex DC %2 half, once every 1d4 rounds)|BreathWeaponDC -Mind Thrust KEY:Mind Thrust ~ Neothelid CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:NeothelidMindThrustDC|0 DESC:A neothelid can deliver a massive blast of mental energy. SOURCEPAGE:p.214 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 BONUS:VAR|NeothelidMindThrustDC|10+(HD/2)+CHA ASPECT:Ability Benefit|(single creature within 60', 15d10 mental, Will DC %2 negates, 3/day)|NeothelidMindThrustDC -Psychic Crush KEY:Psychic Crush ~ Neothelid CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:NeothelidPsychicCrushDC|0 DESC:A neothelid can attempt to crush the mind of a single creature. SOURCEPAGE:p.214 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 BONUS:VAR|NeothelidPsychicCrushDC|10+(HD/2)+CHA 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 -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 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. ASPECT:Ability Benefit|(2d6+10 plus 2d6 acid, AC 23, hp 23) +# 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|0 DESC:A neothelid unleashes a 50-ft cone of acid BONUS:VAR|BreathWeaponDC|10+(HD/2)+CON 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|0 DESC:A neothelid can deliver a massive blast of mental energy. BONUS:VAR|NeothelidMindThrustDC|10+(HD/2)+CHA 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|0 DESC:A neothelid can attempt to crush the mind of a single creature. BONUS:VAR|NeothelidPsychicCrushDC|10+(HD/2)+CHA 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 Define 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\xD5s 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\xD5s 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 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\xD5s 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. SPELLS:Heartstone|TIMES=ATWILL|CASTERLEVEL=8|Etherealness|Soul Bind|PREEQUIP:1,Heartstone (Night Hag) +# 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\xD5s 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\xD5s 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\xD5s 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 Source Page Description of the Benefits -Smoke KEY:Smoke ~ Nightmare CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:NightmareSmokeDC|0 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 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 BONUS:VAR|NightmareSmokeDC|10+(HD/2)+CON ASPECT:Ability Benefit|(15' cone, sickened for 1d6 minutes, Fort DC %2 negates, atwill free action)|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) +# 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|0 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|10+(HD/2)+CON 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 Description of the Benefits -Smoke KEY:Smoke ~ Cauchemar Nightmare CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:NightmareSmokeDC|0 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 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 BONUS:VAR|NightmareSmokeDC|10+(HD/2)+CON ASPECT:Ability Benefit|(15' cone, sickened for 1d6 minutes, Fort DC %2 negates, atwill free action)|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) +# Ability Name Unique Key Category of Ability Type Define Description Modify VAR Source Page Aspects Description of the Benefits +Smoke KEY:Smoke ~ Cauchemar Nightmare CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:NightmareSmokeDC|0 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|10+(HD/2)+CON 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 Source Page Description of the Benefits -Blinding Beauty KEY:Blinding Beauty ~ Nymph CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Aura DEFINE:NymphBlindingBeautyDC|0 DESC:Those who look directly at a nymph must succeed on a DC %1 Fortitude save or be blinded permanently.|NymphBlindingBeautyDC SOURCEPAGE:p.217 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 BONUS:VAR|NymphBlindingBeautyDC|10+(HD/2)+CHA ASPECT:Ability Benefit|Blinding Beauty ASPECT:Ability Benefit|(30 ft., permenant blindness, Fort DC %2 negates)|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). 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 BONUS:VAR|NymphBardicPerfTimesBonus|CON -Stunning Glance KEY:Stunning Glance ~ Nymph CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:NymphStunningGlanceDC|0 DESC:As a standard action, a nymph can stun a creature within 30 feet with a look. SOURCEPAGE:p.217 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 BONUS:VAR|NymphStunningGlanceDC|10+(HD/2)+CHA ASPECT:Ability Benefit|(30 ft., stunned for 2d4 rounds, Fort DC %2 negates)|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. 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. BONUS:CHECKS|ALL|CHA|TYPE=Racial BONUS:COMBAT|AC|CHA|TYPE=Deflection.REPLACE -Spells KEY:Spells ~ Nymph CATEGORY:Special Ability TYPE:SpecialQuality DESC:A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells. SOURCEPAGE:p.217 +# 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|0 DESC:Those who look directly at a nymph must succeed on a DC %1 Fortitude save or be blinded permanently.|NymphBlindingBeautyDC BONUS:VAR|NymphBlindingBeautyDC|10+(HD/2)+CHA SOURCEPAGE:p.217 ASPECT:Ability Benefit|Blinding Beauty ASPECT:Ability Benefit|(30 ft., permenant blindness, Fort DC %2 negates)|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|0 DESC:As a standard action, a nymph can stun a creature within 30 feet with a look. BONUS:VAR|NymphStunningGlanceDC|10+(HD/2)+CHA SOURCEPAGE:p.217 ASPECT:Ability Benefit|(30 ft., stunned for 2d4 rounds, Fort DC %2 negates)|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. +Spells KEY:Spells ~ Nymph CATEGORY:Special Ability TYPE:SpecialQuality DESC:A nymph casts spells as a 7th-level druid, but cannot swap out prepared spells to cast summon spells. SOURCEPAGE:p.217 ###Block: Ocher Jelly abilities # Ability Name Unique Key Category of Ability Type Define Description Source Page Description of the Benefits @@ -144,13 +144,12 @@ #Split KEY:Split ~ Ocher Jelly CATEGORY:Special Ability TYPE:SpecialDefense.Extraordinary 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\xD5s 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\xD5s 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. ###Block: Octopus abilities -# Ability Name Unique Key Category of Ability Type Define Source Page Description Source Page Description of the Benefits -Ink Cloud KEY:Ink Cloud ~ Octopus CATEGORY:Special Ability TYPE:SpecialDefence.Extraordinary SOURCEPAGE:p.219 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. -Jet KEY:Jet ~ Octopus CATEGORY:Special Ability TYPE:SpecialDefence.Extraordinary SOURCEPAGE:p.219 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 -Poison KEY:Poison ~ Octopus CATEGORY:Special Ability TYPE:SpecialDefence.Extraordinary SOURCEPAGE:p.219 DESC:Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. -Poison KEY:Poison ~ Giant Octopus CATEGORY:Special Ability TYPE:SpecialDefence.Extraordinary SOURCEPAGE:p.219 DESC:Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. +# Ability Name Unique Key Category of Ability Type Description Move Source Page +Ink Cloud KEY:Ink Cloud ~ Octopus CATEGORY:Special Ability TYPE:SpecialDefence.Extraordinary 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:SpecialDefence.Extraordinary 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:SpecialDefence.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:SpecialDefence.Extraordinary DESC:Bite-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save. SOURCEPAGE:p.219 - # # End # Modified: branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_kits_races_mno.lst =================================================================== --- branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_kits_races_mno.lst 2009-12-05 02:52:19 UTC (rev 11136) +++ branches/5.16.x/content/notfordistribution/paizo/pathfinder_rpg/pathfinder_rpg_bestiary/monsters/pathfinder_rpg_bestiary_kits_races_mno.lst 2009-12-05 03:27:11 UTC (rev 11137) @@ -1,4 +1,4 @@ -# CVS $Revision$ $Author$ -- Thu Nov 12 12:46:11 2009 -- reformated by prettylst.pl v1.39 (build 10232) +# CVS $Revision$ $Author$ -- Fri Dec 4 22:24:48 2009 -- reformated by prettylst.pl v1.39 (build 10232) SOURCELONG:Pathfinder Roleplaying Game Bestiary SOURCESHORT:PFB SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy85k5 SOURCEDATE:2009-10 STARTPACK:Manticore Default TYPE:DefaultMonster.MagicalBeast VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Manticore] SOURCEPAGE:p.199 @@ -161,14 +161,14 @@ NAME:Minotaur ALIGN:CE STAT:STR=11|DEX=10|CON=11|INT=11|WIS=10|CHA=10 -SKILL:Intimidate RANK:3 -SKILL:Perception RANK:3 -SKILL:Stealth RANK:3 -SKILL:Survival RANK:3 +SKILL:Intimidate RANK:3 +SKILL:Perception RANK:3 +SKILL:Stealth RANK:3 +SKILL:Survival RANK:3 FEAT:Great Fortitude FEAT:Improved Bull Rush FEAT:Power Attack -GEAR:Greataxe LOCATION:Equipped SIZE:L +GEAR:Greataxe SIZE:L LOCATION:Equipped STARTPACK:Morlock Default TYPE:DefaultMonster.Humanoid VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Morlock] SOURCEPAGE:209 RACE:Morlock !PRERACE:1,% @@ -182,33 +182,33 @@ FEAT:Lightning Reflexes GEAR:Club SIZE:M LOCATION:Primary Hand -STARTPACK:Mummy Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Mummy] SOURCEPAGE:210 -RACE:Mummy !PRERACE:1,% +STARTPACK:Mummy Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Mummy] SOURCEPAGE:210 +RACE:Mummy !PRERACE:1,% NAME:Mummy ALIGN:LE STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=11 -SKILL:Perception RANK:8 -SKILL:Stealth RANK:8 +SKILL:Perception RANK:8 +SKILL:Stealth RANK:8 FEAT:Power Attack FEAT:Skill Focus (Perception) FEAT:Toughness FEAT:Weapon Focus (Slam) ## Damage on Slam is incorrect. (+7 vs +10 in the Bestiary) -STARTPACK:Naga (Dark) Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Naga (Dark)] SOURCEPAGE:211 -RACE:Naga (Dark) !PRERACE:1,% +STARTPACK:Naga (Dark) Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Naga (Dark)] SOURCEPAGE:211 +RACE:Naga (Dark) !PRERACE:1,% NAME:Dark Naga ALIGN:LE STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=11 -SKILL:Bluff RANK:7 -SKILL:Diplomacy RANK:6 -SKILL:Disguise RANK:6 -SKILL:Escape Artist RANK:3 +SKILL:Bluff RANK:7 +SKILL:Diplomacy RANK:6 +SKILL:Disguise RANK:6 +SKILL:Escape Artist RANK:3 SKILL:Knowledge (Arcana) RANK:6 -SKILL:Perception RANK:10 -SKILL:Sense Motive RANK:6 -SKILL:Spellcraft RANK:6 -SKILL:Stealth RANK:10 +SKILL:Perception RANK:10 +SKILL:Sense Motive RANK:6 +SKILL:Spellcraft RANK:6 +SKILL:Stealth RANK:10 ## 3 extra skill points FEAT:Alertness FEAT:Combat Casting @@ -221,18 +221,18 @@ SPELLS:Displacement|Lightning Bolt ## One 1st Level Spell Slot left open. -STARTPACK:Naga (Guardian) Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Naga (Guardian)] SOURCEPAGE:212 -RACE:Naga (Guardian) !PRERACE:1,% +STARTPACK:Naga (Guardian) Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Naga (Guardian)] SOURCEPAGE:212 +RACE:Naga (Guardian) !PRERACE:1,% NAME:Guardian Naga ALIGN:LG STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 -SKILL:Bluff RANK:9 -SKILL:Diplomacy RANK:12 +SKILL:Bluff RANK:9 +SKILL:Diplomacy RANK:12 SKILL:Knowledge (Arcana) RANK:12 -SKILL:Perception RANK:12 -SKILL:Sense Motive RANK:12 -SKILL:Spellcraft RANK:12 -SKILL:Stealth RANK:12 +SKILL:Perception RANK:12 +SKILL:Sense Motive RANK:12 +SKILL:Spellcraft RANK:12 +SKILL:Stealth RANK:12 ## 3 extra skill points FEAT:Alertness FEAT:Blind-Fight @@ -247,19 +247,19 @@ SPELLS:Divine Power|Invisibility (Greater) ## Not sure how to fix the Divine spell as Arcane magic issue. -STARTPACK:Naga (Spirit) Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Naga (Spirit)] SOURCEPAGE:213 -RACE:Naga (Spirit) !PRERACE:1,% +STARTPACK:Naga (Spirit) Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Naga (Spirit)] SOURCEPAGE:213 +RACE:Naga (Spirit) !PRERACE:1,% NAME:Spirit Naga ALIGN:CE STAT:STR=10|DEX=10|CON=11|INT=10|WIS=11|CHA=11 -SKILL:Bluff RANK:7 -SKILL:Escape Artist RANK:3 -SKILL:Intimidate RANK:3 +SKILL:Bluff RANK:7 +SKILL:Escape Artist RANK:3 +SKILL:Intimidate RANK:3 SKILL:Knowledge (Arcana) RANK:10 -SKILL:Perception RANK:10 -SKILL:Spellcraft RANK:7 -SKILL:Stealth RANK:9 -SKILL:Swim RANK:1 +SKILL:Perception RANK:10 +SKILL:Spellcraft RANK:7 +SKILL:Stealth RANK:9 +SKILL:Swim RANK:1 ## Swim has 4 bonus points extra. FEAT:Ability Focus (Charming Gaze) FEAT:Combat Casting @@ -272,18 +272,18 @@ SPELLS:Displacement|Fireball ## Not sure how to fix the Divine spell as Arcane magic issue. -STARTPACK:Neothelid Default TYPE:DefaultMonster.Aberation VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Neothelid] SOURCEPAGE:214 -RACE:Neothelid !PRERACE:1,% +STARTPACK:Neothelid Default TYPE:DefaultMonster.Aberation VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Neothelid] SOURCEPAGE:214 +RACE:Neothelid !PRERACE:1,% NAME:Neothelid ALIGN:CE STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 -SKILL:Bluff RANK:20 -SKILL:Climb RANK:20 -SKILL:Diplomacy RANK:20 -SKILL:Intimidate RANK:20 -SKILL:Knowledge (Arcana) RANK:20 -SKILL:Perception RANK:20 -SKILL:Spellcraft RANK:20 +SKILL:Bluff RANK:20 +SKILL:Climb RANK:20 +SKILL:Diplomacy RANK:20 +SKILL:Intimidate RANK:20 +SKILL:Knowledge (Arcana) RANK:20 +SKILL:Perception RANK:20 +SKILL:Spellcraft RANK:20 FEAT:Improved Initiative FEAT:Improved Critical (Tongue) FEAT:Iron Will @@ -295,58 +295,58 @@ FEAT:Improved Overrun FEAT:Quicken Spell Like Ability (Suggestion) -STARTPACK:Night Hag Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Night Hag] SOURCEPAGE:215 -RACE:Night Hag !PRERACE:1,% +STARTPACK:Night Hag Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Night Hag] SOURCEPAGE:215 +RACE:Night Hag !PRERACE:1,% NAME:Night Hag GENDER:Female ALIGN:NE STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 -SKILL:Bluff RANK:8 -SKILL:Diplomacy RANK:8 -SKILL:Disguise RANK:8 -SKILL:Intimidate RANK:8 -SKILL:Knowledge (Arcana) RANK:8 -SKILL:Knowledge (Planes) RANK:8 -SKILL:Perception RANK:8 -SKILL:Ride RANK:8 +SKILL:Bluff RANK:8 +SKILL:Diplomacy RANK:8 +SKILL:Disguise RANK:8 +SKILL:Intimidate RANK:8 +SKILL:Knowledge (Arcana) RANK:8 +SKILL:Knowledge (Planes) RANK:8 +SKILL:Perception RANK:8 +SKILL:Ride RANK:8 SKILL:Sense Motive RANK:8 -SKILL:Stealth RANK:8 +SKILL:Stealth RANK:8 FEAT:Alertness FEAT:Combat Casting FEAT:Deceitful FEAT:Mounted Combat -GEAR:Heartstone (Night Hag) LOCATION:Equipped +GEAR:Heartstone (Night Hag) LOCATION:Equipped -STARTPACK:Nightmare Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Nightmare] SOURCEPAGE:216 -RACE:Nightmare !PRERACE:1,% +STARTPACK:Nightmare Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Nightmare] SOURCEPAGE:216 +RACE:Nightmare !PRERACE:1,% NAME:Nightmare ALIGN:NE STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 -SKILL:Fly RANK:6 -SKILL:Intimidate RANK:6 -SKILL:Knowledge (Planes) RANK:6 -SKILL:Perception RANK:6 +SKILL:Fly RANK:6 +SKILL:Intimidate RANK:6 +SKILL:Knowledge (Planes) RANK:6 +SKILL:Perception RANK:6 SKILL:Sense Motive RANK:6 -SKILL:Stealth RANK:6 -SKILL:Survival RANK:6 +SKILL:Stealth RANK:6 +SKILL:Survival RANK:6 FEAT:Alertness FEAT:Improved Initiative FEAT:Run -STARTPACK:Nightmare (Cauchemar) Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Nightmare (Cauchemar)] SOURCEPAGE:216 -RACE:Nightmare (Cauchemar) !PRERACE:1,% +STARTPACK:Nightmare (Cauchemar) Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Nightmare (Cauchemar)] SOURCEPAGE:216 +RACE:Nightmare (Cauchemar) !PRERACE:1,% NAME:Cauchemar Nightmare ALIGN:NE STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 -SKILL:Acrobatics RANK:14 -SKILL:Bluff RANK:14 -SKILL:Fly RANK:14 -SKILL:Intimidate RANK:14 -SKILL:Knowledge (Arcana) RANK:14 -SKILL:Knowledge (Planes) RANK:14 -SKILL:Perception RANK:14 +SKILL:Acrobatics RANK:14 +SKILL:Bluff RANK:14 +SKILL:Fly RANK:14 +SKILL:Intimidate RANK:14 +SKILL:Knowledge (Arcana) RANK:14 +SKILL:Knowledge (Planes) RANK:14 +SKILL:Perception RANK:14 SKILL:Sense Motive RANK:14 -SKILL:Stealth RANK:14 +SKILL:Stealth RANK:14 FEAT:Alertness FEAT:Improved Initiative FEAT:Iron Will @@ -355,25 +355,25 @@ FEAT:Improved Overrun FEAT:Run -STARTPACK:Nymph Default TYPE:DefaultMonster.Fey VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Nymph] SOURCEPAGE:217 -RACE:Nymph !PRERACE:1,% +STARTPACK:Nymph Default TYPE:DefaultMonster.Fey VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Nymph] SOURCEPAGE:217 +RACE:Nymph !PRERACE:1,% NAME:Nymph ALIGN:CG STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 -SKILL:Diplomacy RANK:8 +SKILL:Diplomacy RANK:8 SKILL:Escape Artist RANK:8 SKILL:Handle Animal RANK:5 -SKILL:Heal RANK:5 -SKILL:Knowledge (Nature) RANK... 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