# SA

Description:
At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispelling, holy smite, imprisonment, improved invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist elements, summon monster VII, and speak with dead; 3/day - blade barrier, earthquake, heal, permanency, resurrection, and shapechange; 1/day - greater restoration, mass charm, power word blind, power word kill, power word stun, prismatic spray, symbol (any), and wish. These abilities are as the spells cast by a 20th-level sorcerer (save DC 17 + spell level).
The following abilities are always active on the solar's person, as the spells cast by 20th-level sorcerer: detect evil, detect snares and pits, discern lies, see invisibility, and true seeing. They can be dispelled, but the solar can reactivate them as a free action.


Description:
Solars can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 20th-level clerics (save DC 17 + spell level).


Description:
Hitting with the main attack, the wolf can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.


Description:
Filth fever - bite, Fortitude save (DC 12), incubation 1d3 days; damage 1d3 Dex and 1d3 Con


Description:
At will - animate dead, bestow curse, chaos hammer, cloudkill, comprehend languages, darkness, desecrate, detect good, detect law, detect magic, inflict serious wounds, magic circle against good (self only), magic weapon, project image, polymorph self, pyrotechnics, see invisibility, shatter, telekinesis, teleport without error (self plus 50 pounds of objects only), unholy aura, and unholy blight. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).


Description:
To use this ability, the creature must hit a Medium-size or smaller opponent with its tail slam attack.
If it gets a hold, it can constrict.


Description:
The creature deals 4d6+7 points of damage with a successful grapple check against Medium-size or smaller creatures. The constricted creature must succeed at a Fortitude save (DC 19) or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter.


Description:
Once per day the creature can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success.


# SAList

SADescription:
After the weasel successfully bites, it remains attached to the enemy and automatically deals bite damage each round. It loses its Dex bonus to AC when attached.


SADescription:
If the creature takes damage in combat, it flies into a berserk rage on ist next turn, attacking madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end ist rage voluntarily.


SADescription:
Once per day, the creature can make an attack that deals additional damage to evil creatures.


SADescription:
Once per day, the creature can make an attack that deals additional damage to good creatures.


SADescription:
All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.


SADescription:
Hitting with the main attack, the creature can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the creature.


SADescription:
Airborne creatures suffer a -1 penalty to attack and damage rolls against the creature.


SADescription:
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at ist fly speed.


SADescription:
An earth elemental gains a +1 attack and damage bonus if both it and ist foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage.


SADescription:
The creature can start a bullrush without provoking an attack of opportunity.


SADescription:
Those hit by an attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC varies with the elemental's size. A burning creature can take a full-round action to put out the flames.


SADescription:
A water elemental gains a +1 attack and damage bonus if both it and ist opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage.
A water elemental can be a serious threat to a ship that crosses ist path. The elemental can easily overturn small craft (5 ft. Length/HD) and stop larger vessels (10 ft. length/HD). Even large ships (20 ft. Long/HD) can be slowed to half speed.


SADescription:
The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispell magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.


SADescription:
The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at ist swim speed.
Save DC ??, Damage ?d?, Height 10-?? ft.


SADescription:
If the creature leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.


SADescription:
A creature that pounces on a foe can make two rake attacks (+?? melee) with its hind legs for ?d?+? slashing damage each.


SADescription:
A frightened herd flees as a group in a random direction (but always from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five creatures in the herd. A successful Reflex save (DC 16) halves the damage.


SADescription:
Merely touching or being touched by the creature automatically deals 2d6 fire damage.


SADescription:
The creature drains blood for 2d4 points of temporary Constitution damage each round it remains attached.


SADescription:
The creature is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


SADescription:
To use this ability, the creature must hit with its ??? attack.
If it gets a hold, it can ???.


SADescription:
The creature deals ?d?+? points of damage with a successful grapple check against ?? or smaller creatures.


SADescription:
Once per day the creature can attempt to summon ??? with a ???% chance of success.


SADescription:
Satyrs can play a variety of magical tunes on their pan pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed at a Will save (DC 14) or be affected by charm person, sleep, or fear, as the spells cast by a 10th-level sorcerer (the satyr chooses the tune tune and ist effect). In the hands of other beings, these pipes have no special power. A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes again for one day.


SADescription:
The creatures light rays have the stated range.


SADescription:
If the creature hits with both claw attacks, it latches onto the opponents body and tears the flesh. This automatically deals an additional ?d?+? points of damage.


SADescription:
The creature can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of presence. A move earth spell cast on an area containing the creature flings it back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.


SADescription:
The creature can fire this ray once a round, with the stated range.


SADescription:
The creature can animate plants within the range of itself as a free action. The effect lasts until the creature dies or decides to end it (also a free action). The ability is otherwise similar to entangle as cast by a 4th-level druid (save DC 13).


SADescription:
Anyone within the range of the creature must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.


SADescription:
Anyone the creature touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the creatures last successful attack. The creature can also ignite flammable materials with a touch.


SADescription:
With a snap of ist tail, a maticore can loose a volles of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only 24 spikes in any one day.


SADescription:
Those bitten by the creature must succeed at a Fortitude save (DC ?) or be paralyzed for ?d?+? hours.


SADescription:
Xills lay their eggs inside paralyzed creatures. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a successful Heal check (DC 20) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.


# SQ

Description:
The creature can communicate telepathically with any creature within 100 feet that has a language.


# SQList

SQDescription:
Normal damage is automatically converted to subdual damage and healed at the state rate per round. The creature takes normal damage from ???.


SQDescription:
Darkvision is the ability to see with no light source at all, to the range specified.


SQDescription:
Improves you saving throws against poison


SQDescription:
Grants the feat "Alertness" (+2 Spot, +2 Listen)


SQDescription:
Half damage on failed Reflex saves, no damage on succeeded Reflex saves


SQDescription:
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location is not revealed - only ist presence somewhere within range. The creature can take a partial action to note the direction of the scent. If it moves within 5 feet of the source, the creature can pinpoint that source.


SQDescription:
The creature can see twice as far as normal in dim light.


SQDescription:
Immune to all effects that require a Fortitude save, unless the effect also works on objects


SQName:
Not subject to Death from massive damage


SQDescription:
Three workers together can repair an object as though with make whole cast by a 7th-level cleric. This is a full-round action for all three workers.


SQDescription:
Eight workers together can heal a creature's wounds as though with cure serious wounds cast by a 7th-level cleric. This is a full-round action for all eight workers.


SQDescription:
Can see perfectly in darkness of any kind, even that created by deeper darkness spells.


SQDescription:
Remains invisible, even when it attacks. This ability is constant, but the creature can suppress or resume it as a free action


SQDescription:
The creature has a continuous magical circle against evil that affects a 20-foot radius. The aura can be dispelled, but the creature can create it again as a free action on ist next turn.


SQDescription:
Double damage from cold except on a successful save.


SQDescription:
The creature can automatically sense the location of anything within the stated range that is in contact with the ground.


SQDescription:
The creature can communicate telepathically with any creature within ??? feet that has a language.


SQDescription:
The creature can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the creature normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.


SQDescription:
The creature can jet backwards once a round as a double move action.


SQDescription:
The creature can notice creatures by scent in the radius stated and detect blood in the water at ranges of up to a mile.


SQDescription:
The creature can see five times as fas as a human can in dim light.


SQDescription:
If exposed to any effect that normally allows a creature to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw.


SQDescription:
The creature can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.


SQDescription:
A righteous aura surrounds the creature when it fights or gets angry. Any hostile creature within a 20-foot radius must succeed at a Will save (DC ??)  to resist ist effects. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they succesfully hit the creature that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same creatures aura for one day.


SQDescription:
Slashing weapons deal only half damage to the creature, with a minimum of 1 point of damage.


SQDescription:
Piercing weapons deal only half damage to the creature, with a minimum of 1 point of damage.


SQDescription:
The creature can look in any direction at once, bestowing a +4 racial bonus to Spot and Search checks.


SQDescription:
Since an assassin vine looks like a normal plant when at rest, it takes a successful Spot check (DC 20) to notice it before it attacks. Anyone with Wilderness Lore or Knowledge (plants or herbs) can use those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.


SQDescription:
Any metal weapon that strikes the creature must succeed at a Fortitude save (DC 11) or melt away into slag.


SQDescription:
Bludgeoning weapons deal only half damage to the creature, with a minimum of 1 point of damage.


SQDescription:
The creature can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer.


SQDescription:
Double damage from fire except on a successful save.


SQDescription:
These planar travellers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents suffer a 20% miss chance on the first round and a 50% miss chance on the second.


SQDescription:
Zombies have poor reflexes and can perform only partial actions. Thus they can move or attack, but can only do both if they charge (a partial charge).


# SubtypeSQs

Description:
Double damage from fire except on a successful save.


Description:
Double damage from cold except on a successful save.


# TypeSQs

Description:
Immune to all effects that require a Fortitude save, unless the effect also works on objects


